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 +1,289 @@
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},
}
--does not need NextSequence to loop, it's an exception to the rule
},
["Draw"] = {
Sequences = {"draw"},
Length = 0.65,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dpapa12.raise")) end},
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.6,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dpapa12.drop")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 1.25,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.033, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_raise_first_01")) end},
{Time = 0.53, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_empty_end_02")) end},
{Time = 0.96, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_raise_first_02")) end},
}
},
["Reload_Start"] = {
Sequences = {"reload_start"},
Length = 1.3,
Fps = 30,
MagLength = 0.8,
MagLength2 = 1.2,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) end},
{Time = 0.033, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_01")) end},
{Time = 0.76, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_02")) end},
{Time = 1.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_03")) end},
}
},
["Reload_Start_Onebullet"] = {
Sequences = {"reload_start_onebullet"},
Length = 1.3,
Fps = 30,
MagLength = 0.8,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) end},
{Time = 0.033, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_01")) end},
{Time = 0.76, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_02")) end},
--{Time = 1.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_start_03")) end},
}
},
["Reload_Loop"] = {
Sequences = {"reload_loop"},
Length = 0.83,
Fps = 30,
MagLength = 0.4,
MagLength2 = 0.83,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) end},
{Time = 0.26, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_loop_01")) end},
{Time = 0.63, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_loop_01")) end},
}
},
["Reload_End"] = {
Sequences = {"reload_end"},
Length = 0.63,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.033, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_end_01")) end},
{Time = 0.3, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_end_02")) end}
}
},
["Reload_End_Empty"] = {
Sequences = {"reload_end_empty"},
Length = 0.86,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) end},
{Time = 0.033, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_empty_end_01")) end},
{Time = 0.3, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_reload_empty_end_02")) end}
}
},
["Fire"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{
Time = 0,
Callback = function(self)
self:DoParticle("MuzzleFlash", "muzzle")
end
},
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Rechamber"] = {
Sequences = {"rechamber"},
Length = 0.5,
Fps = 30,
NextSequence = "Idle",
Events = {
{
Time = 0.1,
Callback = function(self)
self:DoEjection("shell_eject")
self:DoParticle("Ejection", "shell_eject")
end
},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_rechamber_02")) end},
{Time = 0.23, Callback = function(self) self:DoSound(Sound("wfoly_plr_sh_dpapa12_rechamber_025")) end},
}
},
["Fire_Last"] = {
Sequences = {"fire"},
Fps = 60,
NextSequence = "Idle",
Events = {
{
Time = 0,
Callback = function(self)
self:DoParticle("MuzzleFlash", "muzzle")
end
},
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Ads_In"] = {
Sequences = {"ads_in"},
Length = 0.275,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dpapa12.ads.up")) end},
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.275,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.dpapa12.ads.down")) end},
}
},
["Sprint_In"] = {
Sequences = {"sprint_in"},
Fps = 24,
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() 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},
}
},
["Sprint_Out"] = {
Sequences = {"sprint_out"},
Length = 0.3,
Fps = 24,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 3.36, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_inspect_04")) end},
{Time = 4.23, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_inspect_05")) end},
{Time = 1.4, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_inspect_02")) end},
{Time = 2.43, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_inspect_03")) end},
{Time = 0.167, Callback = function(self) self:DisableGrip() end},
{Time = 0.033, Callback = function(self) self:DoSound(Sound("ps_wfoly_plr_sh_dpapa12_inspect_01")) end},
{Time = 4.433, Callback = function(self) self:EnableGrip() end},
}
},
["Jog_Out"] = {
Sequences = {"jog_out"},
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Jump"] = {
Sequences = {"jump"},
Fps = 15,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Land"] = {
Sequences = {"jump_land"},
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
}
},
["Melee"] = {
Sequences = {"melee_miss_01", "melee_miss_02", "melee_miss_03"},
Length = 0.6, --if melee misses
Size = 15,
Range = 40,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DisableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Medium")) end},
{Time = 0.8, Callback = function(self) self:EnableGrip() end},
}
},
["Melee_Hit"] = {
Sequences = {"melee_hit_01", "melee_hit_02", "melee_hit_03"},
Length = 0.3, --if melee hits
Damage = 45,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DisableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
{Time = 0.8, Callback = function(self) self:EnableGrip() end},
}
},
}

View File

@@ -0,0 +1,740 @@
AddCSLuaFile()
function SWEP:doSuppressorStats()
self.Primary.Sound = Sound("weap_dpapa12_sup_plr_lfe")
self.Reverb = {
RoomScale = 50000,
Sounds = {
Outside = {
Layer = Sound("Atmo_Shotgun2.Outside"),
Reflection = Sound("Reflection_ARSUP.Outside")
},
Inside = {
Layer = Sound("Reflection_ARSUP.Inside"),
Reflection = Sound("Reflection_ShotgunSUP.Inside")
}
}
}
self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
end
function SWEP:doDBStats()
self.Primary.TrailingSound = Sound("wpn_shotgun_fire_lyr")
self.ParticleEffects.MuzzleFlash = "AC_muzzle_shotgun_db"
end
-- local function doCalConversionStats(self)
-- local bSup1 = self:HasAttachment("attachment_vm_silencer_east01")
-- local bSup2 = self:HasAttachment("attachment_vm_silencer02")
-- local bSup3 = self:HasAttachment("attachment_vm_silencer03")
-- local bSup4 = self:HasAttachment("attachment_vm_silencer04")
-- local bSup5 = self:HasAttachment("attachment_vm_ar_mike4_barsil")
-- local bSup6 = self:HasAttachment("attachment_vm_ar_mike4_mag_v5")
-- if (!bSup1 && !bSup2 && !bSup3 && !bSup4 && !bSup5 && !bSup6) then
-- self.Primary.Sound = Sound("mw19_mcharlie.fire.cal")
-- self.Reverb = {
-- RoomScale = 50000,
-- Sounds = {
-- Outside = {
-- Layer = Sound("Atmo_SMG.Outside"),
-- Reflection = Sound("Reflection_AR.Outside")
-- },
-- Inside = {
-- Layer = Sound("Atmo_SMG.Inside"),
-- Reflection = Sound("Reflection_AR.Inside")
-- }
-- }
-- }
-- end
-- self.Primary.Ammo = "SMG1"
-- self.Shell.Model = Model("models/viper/mw/shells/fx_pistol_shell_lod0.mdl")
-- self.Shell.Scale = 0.5
-- self.Shell.Sound = Sound("MW_Casings.9mm")
-- end
-- local function doSocomConversionStats(self)
-- local bSup1 = self:HasAttachment("attachment_vm_silencer_east01")
-- local bSup2 = self:HasAttachment("attachment_vm_silencer02")
-- local bSup3 = self:HasAttachment("attachment_vm_silencer03")
-- local bSup4 = self:HasAttachment("attachment_vm_silencer04")
-- local bSup5 = self:HasAttachment("attachment_vm_ar_mike4_barsil")
-- local bSup6 = self:HasAttachment("attachment_vm_ar_mike4_mag_v5")
-- if (!bSup1 && !bSup2 && !bSup3 && !bSup4 && !bSup5 && !bSup6) then
-- self.Reverb = {
-- RoomScale = 50000,
-- Sounds = {
-- Outside = {
-- Layer = Sound("Atmo_LMG.Outside"),
-- Reflection = Sound("Reflection_AR.Outside")
-- },
-- Inside = {
-- Layer = Sound("Atmo_LMG.Inside"),
-- Reflection = Sound("Reflection_AR.Inside")
-- }
-- }
-- }
-- end
-- self.Shell.Model = Model("models/viper/mw/shells/vfx_9x39_shell.mdl")
-- self.Shell.Scale = 0.35
-- end
SWEP.Customization = {
{"att_perk", "attachment_vm_sh_dpapa12_perk_soh", "att_perk_hip"},
{"attachment_vm_sh_dpapa12_barrel", "attachment_vm_sh_dpapa12_barlong", "attachment_vm_sh_dpapa12_barmid",
"attachment_vm_sh_dpapa12_barshort"},
{"attachment_vm_sh_dpapa12_pump", "attachment_vm_sh_dpapa12_pump_tactical", "attachment_vm_sh_dpapa12_pump_stable",
"attachment_vm_sh_dpapa12_pump_light"},
{"att_ammo_default", "att_ammo_db", "att_ammo_flechette",
"att_ammo_he", "att_ammo_slugs"},
{"att_muzzle", "attachment_vm_sh_dpapa12_choke",
"attachment_vm_sh_dpapa12_flashhider", "attachment_vm_sh_dpapa12_muzzlebrake",
"attachment_vm_sh_dpapa12_muzzlemelee", "attachment_vm_sh_dpapa12_silencer01",
"attachment_vm_sh_dpapa12_silencer02", "attachment_vm_sh_dpapa12_silencer03"},
{"att_sight", "att_vm_2x_west02_holo", "att_vm_2x_west02", "att_vm_reflex_02", "att_vm_minireddot01_tall", "att_vm_minireddot02_tall", "att_vm_minireddot03_tall",
"att_vm_holo_west01", "att_vm_holo_west02", "att_vm_holo_east01", "att_vm_reflex_east01",
"att_vm_reflex_east02_tall", "att_vm_reflex_west02_tall", "att_vm_reflex_west03",
"att_vm_thermal_east01", "att_vm_thermal_west01", "att_vm_thermal_east01_hybrid",
"att_vm_hybrid_west01", "att_vm_reflex_west04",
"att_vm_hybrid_west03", "att_vm_4x_east01_tall",
"att_vm_4x_west01_tall", "att_vm_4x_west02_tall",
"att_vm_scope_mike14", "att_vm_scope_vz"},
{"att_laser", "attachment_vm_sh_dpapa12_laser01", "attachment_vm_sh_dpapa12_laser02", "attachment_vm_sh_dpapa12_laser03"},
{"attachment_vm_sh_dpapa12_grip"},
}
--NECESSARY: it loads custom attachments from other authors
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
-- SWEP.Customization = {
-- ["Perk"] = {
-- Slot = 1,
-- {
-- Key = "no_perk",
-- },
-- {
-- Key = "perk_soh",
-- Stats = function(self)
-- self.Animations.Reload_Start.Fps = self.Animations.Reload_Start.Fps * 1.25
-- self.Animations.Reload_Start_Onebullet.Fps = self.Animations.Reload_Start_Onebullet.Fps * 1.25
-- self.Animations.Reload_Loop.Fps = self.Animations.Reload_Loop.Fps * 1.25
-- self.Animations.Reload_End.Fps = self.Animations.Reload_End.Fps * 1.25
-- self.Animations.Reload_End_Empty.Fps = self.Animations.Reload_End_Empty.Fps * 1.25
-- end
-- },
-- {
-- Key = "perk_fastmelee",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "perk_heavymelee",
-- Stats = function(self)
-- end
-- },
-- --[[{
-- Key = "perk_fmj",
-- Stats = function(self)
-- end
-- }]]
-- },
-- ["Ammo"] = {
-- Slot = 2,
-- {
-- Key = "no_perk",
-- PostProcess = function(self)
-- self.Projectile = nil
-- self.Primary.TrailingSound = nil
-- end,
-- },
-- {
-- Key = "sh_slugs",
-- Stats = function(self)
-- end,
-- PostProcess = function(self)
-- self.Primary.TrailingSound = nil
-- end,
-- },
-- {
-- Key = "sh_db",
-- Stats = function(self)
-- doDBStats(self)
-- end
-- },
-- {
-- Key = "sh_flechette",
-- Stats = function(self)
-- end,
-- PostProcess = function(self)
-- self.Primary.TrailingSound = nil
-- end,
-- },
-- {
-- Key = "sh_he",
-- Stats = function(self)
-- end,
-- PostProcess = function(self)
-- self.Primary.TrailingSound = nil
-- end,
-- },
-- },
-- ["Barrel"] = {
-- Slot = 3,
-- {
-- Key = "attachment_vm_sh_dpapa12_barrel",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_barmid",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_barlong",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_barshort",
-- Stats = function(self)
-- end
-- }
-- },
-- ["Muzzle"] = {
-- Slot = 4,
-- {
-- Key = "no_muzzle"
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_choke",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_comp",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_muzzlebrake",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_muzzlemelee",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_flashhider",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_silencer01",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_silencer02",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_silencer03",
-- Bodygroups = {
-- ["tag_tip"] = 1,
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 1, 0), Angle()},
-- [3] = {Vector(0, 1, 0), Angle()},
-- [4] = {Vector(0, 1, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- },
-- ["Optic"] = {
-- Slot = 5,
-- {
-- Key = "no_sight",
-- },
-- {
-- Key = "attachment_vm_minireddot_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.25)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0) --i know you tell me not to fuck with this but the dot being actually centered on the glass demands it xoxo
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot02_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.3)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot03_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.3)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_holo_west02",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.15)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_holo_east",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.25)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.1, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_east02_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.05)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_west03",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_west04",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.1)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_holo_west_lod0",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_east",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.15)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.167, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_east_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0.11, 0, -0.07)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(0, 0, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_west_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.185)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_west02_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.08)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_east_tall",
-- Bodygroups = {
-- ["tag_sight"] = 1,
-- },
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.01)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_hybrid",
-- Bodygroups = {
-- ["tag_sight"] = 2,
-- },
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.41)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- self.HybridAimAngles = Angle(0, 0, -45)
-- self.HybridAimPos = Vector(-1.75, 2.5, 0.9)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_west_01",
-- Bodygroups = {
-- ["tag_sight"] = 2,
-- },
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.43)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_hybrid_west",
-- Bodygroups = {
-- ["tag_sight"] = 2,
-- },
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, 0.275)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(-0.05, 0.035, 0)
-- self.HybridAimAngles = Angle(-0.01, 0.02, 0)
-- self.HybridAimPos = Vector(0,1.5,-0.9)
-- end
-- },
-- {
-- Key = "attachment_vm_hybrid_west03",
-- Bodygroups = {
-- ["tag_sight"] = 2,
-- },
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, 0.355)
-- self.ViewModelOffsets.Aim.Angles = self.ViewModelOffsets.Aim.Angles + Angle(0, -0.012, 0)
-- self.Zoom.Blur.EyeFocusDistance = 1.5
-- self.HybridAimAngles = Angle(0, 0, -45)
-- self.HybridAimPos = Vector(-1.55, 2.5, 1.17)
-- end
-- },
-- },
-- ["Laser"] = {
-- Slot = 6,
-- {
-- Key = "no_laser"
-- },
-- {
-- Key = "attachment_vm_laser01",
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.3, 0.2, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_laser02",
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.4, 0.265, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_laser03",
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.3, 0.2, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- }
-- },
-- ["Pump"] = {
-- Slot = 7,
-- {
-- Key = "attachment_vm_sh_dpapa12_pump",
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_pump_light",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_pump_stable",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_sh_dpapa12_pump_tactical",
-- Stats = function(self)
-- end
-- },
-- },
-- ["Grip"] = {
-- Slot = 8,
-- {
-- Key = "attachment_vm_sh_dpapa12_grip",
-- },
-- {
-- Key = "attachment_vm_vertgrip_stubby02_dpapa12",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_vertgrip_stubby04_dpapa12",
-- Stats = function(self)
-- end
-- }
-- },
-- }

View File

@@ -0,0 +1,307 @@
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_dpapa12", "VGUI/entities/mg_dpapa12", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_dpapa12")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
SWEP.PrintName = "R9-0"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Shotguns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_dpapa12.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_dpapa12.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.aalpha12.fire.first"),
ReleasedSound = Sound("mw19.aalpha12.disconnector"),
Time = 0.025
}
SWEP.Slot = 3
SWEP.HoldType = "RifleWithVerticalGrip"
SWEP.Primary.Sound = Sound("weap_dpapa12_fire_plr_lfe")
SWEP.Primary.Ammo = "Buckshot"
SWEP.Primary.ClipSize = 14
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 600
SWEP.CanChamberRound = true
SWEP.CanDisableAimReload = false
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_shotgun",
["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_Sniper.Outside"),
Reflection = Sound("Reflection_Shotgun.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Sniper.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Pump-Action",
OnSet = function(self)
self.Primary.Automatic = false
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 65,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 65 --degrees per second
}
SWEP.Cone = {
Hip = 1, --accuracy while hip
Ads = 1, --accuracy while aiming
Increase = 0.085, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
Max = 2.5, --the cone size will not go beyond this size
Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6974 --just give this a random number
}
SWEP.Recoil = {
Vertical = {4, 6.5}, --random value between the 2
Horizontal = {-1.75, 2.75}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.35, --multiply the values by this amount while aiming
Seed = 1159, --give this a random number until you like the current recoil pattern
ViewModelMultiplier = 0.56
}
SWEP.Bullet = {
Damage = {95, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 15, --in meters, damage scales within this distance
DropOffStartRange = 12,
Range = 40, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 6, --the amount of bullets to fire
PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.9, --how much damaged is multipled by when leaving a surface.
MaxCount = 12, --how many times the bullet can penetrate.
Thickness = 16, --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(5,97,-90),
Pos = Vector(8,-5.35,-1.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 3, 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 = 2.75,
KickMultiplier = 1.3,
AimKickMultiplier = 0.45
}
SWEP.Shell = "mwb_shelleject_12g"
function SWEP:PrimaryAttack()
local clip = self:Clip1()
weapons.Get(self.Base).PrimaryAttack(self)
if (clip != self:Clip1()) then
self:SetBarrel(self:GetBarrel() + 1)
if (self:GetBarrel() >= 2 && self:Clip1() > 0) then
self:AddFlag("Rechambered")
self:SetBarrel(0)
else
self:RemoveFlag("Rechambered")
end
end
end
function SWEP:EndReload()
if (self:Clip1() <= 0) then --dont want to cancel reload if im out of ammo
return
end
if (self:Clip1() == 1) then
self:SetBarrel(0)
end
weapons.Get(self.Base).EndReload(self)
end
function SWEP:ChooseReloadAnim()
local maxClip = self.Primary.ClipSize
if (self:HasFlag("Rechambered")) then
maxClip = self:GetMaxClip1WithChamber()
end
if (self:Clip1() == maxClip - 2 || self:Ammo1() == 2) then
return "Reload_Start"
end
if (self:Clip1() % 2 != 0 || self:Ammo1() == 1 || self:Clip1() == maxClip - 1) then
return "Reload_Start_Onebullet"
end
return "Reload_Start"
end
function SWEP:Initialize()
weapons.Get(self.Base).Initialize(self)
self:SetBarrel(2)
end
function SWEP:GetMaxClip1WithChamber()
local extra = 2
if (self:GetBarrel() == 0) then
extra = 1
end
if (!self.CanChamberRound) then
extra = 0
end
return self:GetMaxClip1() + extra
end
function SWEP:Reload(fromFallback)
local bWasReloading = self:HasFlag("Reloading")
weapons.Get(self.Base).Reload(self, fromFallback)
if (self:HasFlag("Reloading") && !bWasReloading) then
local anim = self:ChooseReloadAnim()
self:SetNextMagTime(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength))
self:RemoveFlag("MagInserted")
if (self.Animations[anim].MagLength2 != nil) then
self:SetNextMagTime2(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength2))
self:SetHasFilledMag2(false)
else
self:SetHasFilledMag2(true)
end
end
end
function SWEP:SetupDataTables()
weapons.Get(self.Base).SetupDataTables(self)
self:CustomNetworkVar("Float", "NextMagTime2")
self:CustomNetworkVar("Bool", "HasFilledMag2")
self:CustomNetworkVar("Int", "Barrel")
end
function SWEP:OnRestore()
weapons.Get(self.Base).OnRestore(self)
self:SetNextMagTime2(0)
self:SetHasFilledMag2(true)
end
function SWEP:ReloadBehaviourModule()
if (self:HasFlag("Reloading")) then
local maxClip = self.Primary.ClipSize
if (self:HasFlag("Rechambered") && self.CanChamberRound) then
maxClip = self:GetMaxClip1WithChamber()
end
if (CurTime() > self:GetNextMagTime() && !self:HasFlag("MagInserted")) then
self:SetClip1(self:Clip1() + 1)
self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
self:AddFlag("MagInserted")
if ((self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) && !self:GetHasFilledMag2()) then
self:EndReload()
return
end
end
if (CurTime() > self:GetNextMagTime2() && !self:GetHasFilledMag2()) then
self:SetClip1(self:Clip1() + 1)
self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
self:SetHasFilledMag2(true)
end
if (CurTime() > self:GetNextReloadTime()) then
if (self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) then
self:EndReload()
return
end
self:PlayViewModelAnimation("Reload_Loop")
self:SetNextReloadTime(CurTime() + self:GetAnimLength("Reload_Loop"))
self:SetNextMagTime(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength))
self:SetNextMagTime2(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength2))
self:RemoveFlag("MagInserted")
self:SetHasFilledMag2(false)
self:PlayerGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, self.HoldTypes[self.HoldType].Reload)
end
end
end