Залив

This commit is contained in:
Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

View File

@@ -0,0 +1,189 @@
AddCSLuaFile()
--[[local MW_REVERB_SOUNDS = {
["default"] = {
Outside = {
Layer = "Atmo_AR.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["assault_rifle_1"] = {
Outside = {
Layer = "Atmo_AR.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["assault_rifle_2"] = {
Outside = {
Layer = "Atmo_AR2.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["assault_rifle_3"] = {
Outside = {
Layer = "Atmo_AR3.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["assault_rifle_4"] = {
Outside = {
Layer = "Atmo_AR4.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["assault_rifle_5"] = {
Outside = {
Layer = "Atmo_AR6.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_AR.Inside",
},
["pistol"] = {
Outside = {
Layer = "Atmo_Pistol.Outside",
Reflection = "Reflection_Pistol.Outside",
},
Inside = "Atmo_Pistol.Inside",
},
["suppressed_pistol"] = {
Outside = {
Layer = "Atmo_Pistol_Sup.Outside",
Reflection = "Reflection_Pistol.Outside",
},
Inside = "Atmo_Pistol_Sup.Inside",
},
["suppressed_assault_rifle"] = {
Outside = {
Layer = "Atmo_AR2_Sup.Outside",
Reflection = "Reflection_Rifle.Outside",
},
Inside = "Atmo_AR_Sup.Inside",
},
["pistol_heavy"] = {
Outside = {
Layer = "Atmo_Pistol_Mag2.Outside",
Reflection = "Reflection_Pistol.Outside",
},
Inside = "Atmo_Shotgun.Inside",
},
["smg"] = {
Outside = {
Layer = "Atmo_SMG.Outside",
Reflection = "Reflection_Pistol.Outside",
},
Inside = "Atmo_SMG.Inside",
},
["shotgun"] = {
Outside = {
Layer = "Atmo_Shotgun.Outside",
Reflection = "Reflection_Shotgun.Outside",
},
Inside = "Atmo_Shotgun.Inside",
},
["sniper"] = {
Outside = {
Layer = "Atmo_Sniper.Outside",
Reflection = "Reflection_Sniper.Outside",
},
Inside = "Atmo_Sniper.Inside",
},
["LMG"] = {
Outside = {
Layer = "Atmo_LMG.Outside",
Reflection = "Reflection_AR.Outside",
},
Inside = "Atmo_LMG.Inside",
},
["DMR"] = {
Outside = {
Layer = "Atmo_DMR.Outside",
Reflection = "Reflection_Sniper.Outside",
},
Inside = "Atmo_Sniper.Inside",
},
["RPG"] = {
Outside = {
Layer = "Atmo_RPG.Outside",
Reflection = "Atmo_RPG.Outside",
},
Inside = "Atmo_RPG.Outside",
},
}]] --IM LEAVING THESE HERE FOR REFERENCE
function SWEP:HandleReverb()
if (!IsValid(self:GetOwner()) || !IsFirstTimePredicted()) then
return
end
if (self.Reverb == nil) then
return
end
local layer = ""
local reflection = ""
if self.Reverb.Sounds then
local outside = self.LastReverbState
if (outside) then
layer = self.Reverb.Sounds.Outside.Layer
reflection = self.Reverb.Sounds.Outside.Reflection
else
layer = self.Reverb.Sounds.Inside.Layer != nil && self.Reverb.Sounds.Inside.Layer || self.Reverb.Sounds.Inside
reflection = self.Reverb.Sounds.Inside.Reflection != nil && self.Reverb.Sounds.Inside.Reflection || ""
end
if layer != "" then
if (!game.SinglePlayer()) then
self:EmitSound(layer)
else
self:GetOwner():SendLua("LocalPlayer():EmitSound('"..layer.."')")
end
end
if reflection != "" then
if (!game.SinglePlayer()) then
self:EmitSound(reflection)
else
self:GetOwner():SendLua("LocalPlayer():EmitSound('"..reflection.."')")
end
end
end
end
function SWEP:CreateAndResumeReverbJob()
if (self.ReverbJob == nil) then
self.ReverbJob = coroutine.create(function()
while (true) do
self:mg_IsPlayerReverbOutside()
end
end)
end
local success, yield = coroutine.resume(self.ReverbJob)
if (yield != nil) then
self.LastReverbState = yield
end
--self.LastReverbState = true
end