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

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AddCSLuaFile()
SWEP.Animations = {
["Idle"] = {--idle is a special animation index, movement animations are played when this is on
Sequences = {"idle"},
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
--does not need NextSequence to loop, it's an exception to the rule
},
["Draw"] = {
Sequences = {"draw"},
Length = 0.85,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.067, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_01")) end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.6,
Fps = 30,
Events = {
{Time = 0.067, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_drop_01")) end},
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 1.25,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_first_01")) end},
{Time = 0.567, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_first_02")) end},
{Time = 0.7, Callback = function(self) self:EnableGrip() end},
}
},
["Reload"] = {
Sequences = {"reload"},
Length = 3.1,
MagLength = 2.3,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 2.167, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_04")) end},
{Time = 0.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_01")) end},
{Time = 0.433, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_02")) end},
{Time = 1.833, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_03")) end},
{Time = 0.0, Callback = function(self) self:DisableGrip() end},
{Time = 2.767, Callback = function(self) self:EnableGrip() end},
{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_045")) end},
{Time = 2.633, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_05")) end},
}
},
["Reload_Fast"] = {
Sequences = {"reload_fast"},
Length = 2.26,
MagLength = 1.66,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 1.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_04")) end},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_01")) end},
{Time = 0.0, Callback = function(self) self:DisableGrip() end},
{Time = 2.033, Callback = function(self) self:EnableGrip() end},
{Time = 1.667, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_045")) end},
{Time = 0.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_02")) end},
{Time = 1.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_03")) end},
{Time = 1.8, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_05")) end},
}
},
["Reload_Empty"] = {
Sequences = {"reload"},
Length = 3.1,
MagLength = 2.3,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 2.167, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_04")) end},
{Time = 0.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_01")) end},
{Time = 0.433, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_02")) end},
{Time = 1.833, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_03")) end},
{Time = 0.0, Callback = function(self) self:DisableGrip() end},
{Time = 2.767, Callback = function(self) self:EnableGrip() end},
{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_045")) end},
{Time = 2.633, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_05")) end},
}
},
["Reload_Empty_Fast"] = {
Sequences = {"reload_fast"},
Length = 2.26,
MagLength = 1.66,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 1.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_04")) end},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_01")) end},
{Time = 0.0, Callback = function(self) self:DisableGrip() end},
{Time = 2.033, Callback = function(self) self:EnableGrip() end},
{Time = 1.667, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_045")) end},
{Time = 0.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_02")) end},
{Time = 1.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_03")) end},
{Time = 1.8, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_05")) end},
}
},
["Fire"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Fire_Last"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Ads_In"] = {
Sequences = {"ads_in"},
Length = 0.25,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.sksierra.ads.up")) end},
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.25,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.sksierra.ads.down")) end},
}
},
["Sprint_In"] = {
Sequences = {"sprint_in"},
Fps = 24,
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
--NextSequence = "Sprint_Loop",
},
["Sprint_Loop"] = {
Sequences = {"sprint_loop"},
Fps = 30,
NextSequence = "Sprint_Loop", --make our state loop
--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Sprint_Out"] = {
Sequences = {"sprint_out"},
Length = 0.3,
Fps = 24,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.133, Callback = function(self) self:DisableGrip() end},
{Time = 4.3, Callback = function(self) self:EnableGrip() end},
{Time = 3.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_04")) end},
{Time = 4.233, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_05")) end},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_01")) end},
{Time = 1.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_02")) end},
{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_03")) end},
}
},
["Jog_Out"] = {
Sequences = {"jog_out"},
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Jump"] = {
Sequences = {"jump"},
Fps = 15,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Land"] = {
Sequences = {"jump_land"},
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:EnableGrip2() end},
}
},
["Melee"] = {
Sequences = {"melee_miss_01", "melee_miss_02"},
Length = 0.6, --if melee misses
Size = 15,
Range = 40,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Medium")) end},
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Melee_Hit"] = {
Sequences = {"melee_hit_01", "melee_hit_02"},
Length = 0.3, --if melee hits
Damage = 45,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
}

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AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_shotgun")
PrecacheParticleSystem("AC_muzzle_shotgun_db")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_crossbow", "VGUI/entities/mg_crossbow", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_crossbow")
end
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vertpro_offset"}
-- SWEP.GripPoseParameters2 = {"grip_pistolgrip_offset"}
SWEP.Base = "mg_base"
SWEP.PrintName = "Crossbow"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Marksman Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_crossbow.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_crossbow.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.sksierra.fire.first"),
ReleasedSound = Sound("mw19.sksierra.disconnector"),
Time = 0.03
}
SWEP.Slot = 3
SWEP.HoldType = "Rifle"
SWEP.Primary.Sound = Sound("weap_crossbow_fire_plr")
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 328
SWEP.CanChamberRound = false
SWEP.CanDisableAimReload = false
SWEP.ReloadRechambers = true
SWEP.Projectile = {
Class = "mg_arrow", --bullet entity class
Speed = 8500,
Gravity = 1
}
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_dmr",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
["Ejection"] = "mw_ins2_shell_eject",
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound(""),
Reflection = Sound("")
},
Inside = {
Layer = Sound(""),
Reflection = Sound("")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Semi-Automatic",
OnSet = function(self)
self.Primary.Automatic = false
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 75,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 65 --degrees per second
}
SWEP.Cone = {
Hip = 0.35, --accuracy while hip
Ads = 0.033, --accuracy while aiming
Increase = 0.086, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming
Max = 2.5, --the cone size will not go beyond this size
Decrease = 1, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6985 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0, 0}, --random value between the 2
Horizontal = {0, 0}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.05, --multiply the values by this amount while aiming
Seed = 3584, --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {150, 90}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 100, --in meters, damage scales within this distance
DropOffStartRange = 10,
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects
Penetration = {
DamageMultiplier = 0.85, --how much damaged is multipled by when leaving a surface.
MaxCount = 12, --how many times the bullet can penetrate.
Thickness = 25, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(15,0,-180),
Pos = Vector(9,-1,-3.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_sling",
X = {
[0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 0, -30)},
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
},
Y = {
[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)},
[1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)}
}
},
RecoilMultiplier = 1,
KickMultiplier = 1,
AimKickMultiplier = 1
}
local BaseClass = baseclass.Get(SWEP.Base)
function SWEP:PostAttachment(attachment)
BaseClass.PostAttachment(self, attachment)
if (!self:HasAttachment("attachment_vm_sn_crossbow_mag_gordonbolt")) then
self.Projectile.Velocity = nil
self.Primary.TrailingSound = nil
end
end