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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
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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
--does not need NextSequence to loop, it's an exception to the rule
},
["Draw"] = {
Sequences = {"draw"},
Length = 1.2,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.1")) end}
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.8,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.3")) end}
}
},
["Reload"] = {
Sequences = {"reload_fast"},
Length = 4,
Fps = 30,
MagLength = 3,
NextSequence = "Idle",
Events = {
{Time = 0.13, Callback = function(self) self:DoSound(Sound("mw19.dblmg.reload.start")) end},
{Time = 0.85, Callback = function(self) self:DoSound(Sound("mw19.dblmg.belt.out")) end},
{Time = 2.5, Callback = function(self) self:DoSound(Sound("mw19.dblmg.belt.in")) end},
{Time = 3, Callback = function(self) self:DoSound(Sound("mw19.dblmg.reload.end")) end},
}
},
["Reload_Empty"] = {
Sequences = {"reload"},
Length = 5.5,
Fps = 30,
MagLength = 4,
NextSequence = "Idle",
Events = {
{Time = 0.13, Callback = function(self) self:DoSound(Sound("mw19.dblmg.reload.start")) end},
{Time = 1.5, Callback = function(self) self:DoSound(Sound("mw19.dblmg.belt.out")) end},
{Time = 3.5, Callback = function(self) self:DoSound(Sound("mw19.dblmg.belt.in")) end},
{Time = 4.5, Callback = function(self) self:DoSound(Sound("mw19.dblmg.reload.end")) end},
}
},
["spin_up"] = {
Sequences = {"spin_loop"},
Length = 1,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.3")) end}
}
},
["spin_loop"] = {
Sequences = {"spin_loop"},
Length = 1,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.3")) end}
}
},
["spin_end"] = {
Sequences = {"spin_end"},
Length = 1,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.3")) end}
}
},
["Fire"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{
Time = 0,
Callback = function(self)
self:DoParticle("MuzzleFlash", "muzzle")
self:DoParticle("Ejection", "shell_eject")
self:DoEjection("shell_eject")
end
},
{Time = 0.01, Callback = function(self) self:DoSound(Sound("mw19.dblmg.spin.loop")) end}
}
},
["fire_charge"] = {
Sequences = {"fire_charge"},
Fps = 60,
NextSequence = "Idle",
Events = {
}
},
["Ads_In"] = {
Sequences = {"idle"},
Length = 0.3,
Fps = 20,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_L86.ADS_Up")) end}
}
},
["Ads_Out"] = {
Sequences = {"idle"},
Length = 0.3,
Fps = 20,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_L86.ADS_Down")) end}
}
},
["Sprint_In"] = {
Sequences = {"sprint_in"},
Fps = 10,
NextSequence = "Sprint_Loop",
},
["Sprint_Out"] = {
Sequences = {"sprint_out"},
Length = 0.3,
Fps = 10,
NextSequence = "Idle",
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.32, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.1")) end},
{Time = 0.7, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.2")) end},
{Time = 3, Callback = function(self) self:DoSound(Sound("mw19.dblmg.inspect.3")) end}
}
},
["Jog_Out"] = {
Sequences = {"jog_out"},
Fps = 30,
NextSequence = "Idle"
},
["Jump"] = {
Sequences = {"jump"},
Fps = 15,
NextSequence = "Idle"
},
["Land"] = {
Sequences = {"jump_land"},
Fps = 30,
NextSequence = "Idle"
},
["Melee"] = {
Sequences = {"melee_hit_01"},
Length = 1, --if melee misses
Size = 15,
Range = 75,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Large")) end}
}
},
["Melee_Hit"] = {
Sequences = {"melee_hit_01"},
Length = 1, --if melee hits
Damage = 75,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Large")) end}
}
},
}

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AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
include("animations.lua")
if CLIENT then
killicon.Add( "mg_dblmg", "VGUI/entities/mg_dblmg", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_lm_dblmg")
end
SWEP.Base = "mg_base"
SWEP.ParticleEffects = {
["MuzzleFlash"] = "AC_muzzle_rifle",
["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed",
["Ejection"] = "AC_muzzle_pistol_ejection",
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 15,
TemperatureThreshold = 150, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.PrintName = "Minigun"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Specials"
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.VModel = Model("models/viper/mw/weapons/v_dblmg.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_dblmg.mdl")
SWEP.Slot = 3
SWEP.HoldType = "Shotgun"
SWEP.Primary.Sound = Sound("mw19.dblmg.fire")
SWEP.Primary.TrailingSound = Sound("mw19.dblmg.spin.loop")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 200
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 1750
SWEP.CanDisableAimReload = true
SWEP.Trigger = {
PressedSound = Sound("mw19.dblmg.spin.up"),
ReleasedSound = Sound("mw19.dblmg.spin.down"),
PlayReleasedSoundRegardless = true,
PressedAnimation = "spin_up",
Time = 0.45
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_LMG.Outside"),
Reflection = Sound("Reflection_AR.Outside")
},
Inside = {
Layer = Sound("Atmo_LMG.Inside"),
Reflection = Sound("Reflection_AR.Inside")
}
}
}
SWEP.Customization = {}
SWEP.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
end
},
}
SWEP.Cone = {
Hip = 0.5, --accuracy while hip
Ads = 0, --accuracy while aiming
Increase = 0.015, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming
Max = 3.15, --the cone size will not go beyond this size
Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 32452 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0.1, 0.35}, --random value between the 2
Horizontal = {-0.7, 1.5}, --random value between the 2
Shake = 1.25, --camera shake
AdsMultiplier = 0.5, --multiply the values by this amount while aiming
Seed = 65473 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {50, 25}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 30, --in meters, damage scales within this distance
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 2, --the amount of bullets to fire
PhysicsMultiplier = 0.75 --damage is multiplied by this amount when pushing objects
}
SWEP.Zoom = {
FovMultiplier = 0.7,
ViewModelFovMultiplier = 1.1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "j_dblmg_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(15,-1,-11)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(-2, 0, 1)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
RecoilMultiplier = 1.2,
KickMultiplier = 3,
AimKickMultiplier = 3
}
SWEP.Shell = "mwb_shelleject_762"
local base = weapons.Get("mg_base")
function SWEP:HasAttachment(att)
if (att == "att_ammo_he") then
return true
end
return base.HasAttachment(self, att)
end