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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
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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_delta", "VGUI/entities/mg_delta", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_delta")
end
-- SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
-- SWEP.GripPoseParameters2 = {"grip_pistolgrip_offset"}
SWEP.Base = "mg_base"
SWEP.PrintName = "Dragunov"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Sniper Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/vm_sn_delta.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_delta.mdl")
SWEP.Trigger = {
PressedSound = Sound("weap_delta_fire_first"),
ReleasedSound = Sound("weap_delta_fire_disconnector"),
Time = 0.03
}
SWEP.Slot = 3
SWEP.HoldType = "BigGun"
SWEP.Primary.Sound = Sound("weap_delta_fire_plr")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 10
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 297
SWEP.CanChamberRound = true
SWEP.CanDisableAimReload = false
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_dmr",
["MuzzleFlash_DB"] = "mw_fas2_muzzleflash_slug",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
["Ejection"] = "mw_ins2_shell_eject",
["Overheating"] = "AC_muzzle_pistol_smoke_barrel",
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_Sniper2.Outside"),
Reflection = Sound("Reflection_Sniper.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Shotgun.Inside")
}
}
}
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 = 1.5, --accuracy while hip
Ads = 0.033, --accuracy while aiming
Increase = 3, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming
Max = 3, --the cone size will not go beyond this size
Decrease = 3, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6985 --just give this a random number
}
SWEP.Recoil = {
Vertical = {6, 8}, --random value between the 2
Horizontal = {-3, 3}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.35, --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 = {101, 65}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 200, --in meters, damage scales within this distance
DropOffStartRange = 30,
Range = 350, --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
HeadshotMultiplier = 2,
Penetration = {
DamageMultiplier = 1, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --how many times the bullet can penetrate.
Thickness = 32, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
MovementMultiplier = 1,
BreathingMultiplier = 1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(10,5,180),
Pos = Vector(10,-2, -4)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, -0.09)
},
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 = 1.75,
KickMultiplier = 3.3,
AimKickMultiplier = 0.45
}
SWEP.Shell = "mwb_shelleject_7625x"