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152
lua/weapons/mg_dblmg/shared.lua
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152
lua/weapons/mg_dblmg/shared.lua
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AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_rifle")
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PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
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PrecacheParticleSystem("AC_muzzle_pistol_ejection")
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PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
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include("animations.lua")
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if CLIENT then
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killicon.Add( "mg_dblmg", "VGUI/entities/mg_dblmg", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_lm_dblmg")
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end
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SWEP.Base = "mg_base"
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "AC_muzzle_rifle",
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["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed",
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["Ejection"] = "AC_muzzle_pistol_ejection",
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}
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SWEP.BarrelSmoke = {
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Particle = "AC_muzzle_minigun_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 15,
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TemperatureThreshold = 150, --temperature that triggers smoke
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TemperatureCooldown = 100 --degrees per second
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}
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SWEP.PrintName = "Minigun"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Specials"
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SWEP.Spawnable = true
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SWEP.AdminOnly = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_dblmg.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_dblmg.mdl")
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SWEP.Slot = 3
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SWEP.HoldType = "Shotgun"
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SWEP.Primary.Sound = Sound("mw19.dblmg.fire")
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SWEP.Primary.TrailingSound = Sound("mw19.dblmg.spin.loop")
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SWEP.Primary.Ammo = "357"
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SWEP.Primary.ClipSize = 200
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SWEP.Primary.Automatic = true
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 1750
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SWEP.CanDisableAimReload = true
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SWEP.Trigger = {
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PressedSound = Sound("mw19.dblmg.spin.up"),
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ReleasedSound = Sound("mw19.dblmg.spin.down"),
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PlayReleasedSoundRegardless = true,
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PressedAnimation = "spin_up",
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Time = 0.45
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}
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SWEP.Reverb = {
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RoomScale = 50000, --(cubic hu)
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--how big should an area be before it is categorized as 'outside'?
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_LMG.Outside"),
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Reflection = Sound("Reflection_AR.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_LMG.Inside"),
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Reflection = Sound("Reflection_AR.Inside")
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}
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}
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}
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SWEP.Customization = {}
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SWEP.Firemodes = {
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[1] = {
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Name = "Full Auto",
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OnSet = function()
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return "Firemode_Auto"
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end
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},
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}
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SWEP.Cone = {
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Hip = 0.5, --accuracy while hip
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Ads = 0, --accuracy while aiming
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Increase = 0.015, --increase cone size by this amount every time we shoot
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AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming
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Max = 3.15, --the cone size will not go beyond this size
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Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 32452 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {0.1, 0.35}, --random value between the 2
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Horizontal = {-0.7, 1.5}, --random value between the 2
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Shake = 1.25, --camera shake
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AdsMultiplier = 0.5, --multiply the values by this amount while aiming
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Seed = 65473 --give this a random number until you like the current recoil pattern
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}
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SWEP.Bullet = {
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Damage = {50, 25}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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EffectiveRange = 30, --in meters, damage scales within this distance
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Range = 100, --in meters, after this distance the bullet stops existing
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Tracer = false, --show tracer
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NumBullets = 2, --the amount of bullets to fire
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PhysicsMultiplier = 0.75 --damage is multiplied by this amount when pushing objects
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}
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SWEP.Zoom = {
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FovMultiplier = 0.7,
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ViewModelFovMultiplier = 1.1,
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Blur = {
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EyeFocusDistance = 10
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}
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}
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SWEP.WorldModelOffsets = {
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Bone = "j_dblmg_offset",
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Angles = Angle(0, 90, -90),
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Pos = Vector(15,-1,-11)
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}
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SWEP.ViewModelOffsets = {
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Aim = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(-2, 0, 1)
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},
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Idle = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(0, 0, 0)
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},
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RecoilMultiplier = 1.2,
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KickMultiplier = 3,
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AimKickMultiplier = 3
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}
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SWEP.Shell = "mwb_shelleject_762"
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local base = weapons.Get("mg_base")
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function SWEP:HasAttachment(att)
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if (att == "att_ammo_he") then
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return true
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end
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return base.HasAttachment(self, att)
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end
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