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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,
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 = 0.75,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("wfoly_plr_ar_scharlie_raise")) end},
{Time = 0.25, Callback = function(self) self:EnableGrip() end}
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.75,
Fps = 30,
Events = {
{Time = 0.5, Callback = function(self) self:DisableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("wfoly_plr_ar_scharlie_down")) end}
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 2.5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DisableGrip() end},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start")) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("mw19.g3a3.bolt.charge")) end},
{Time = 1.15, Callback = function(self) self:DoSound(Sound("mw19.g3a3.bolt.back")) end},
{Time = 1.65, Callback = function(self) self:DoSound(Sound("mw19.g3a3.bolt.forward")) end},
{Time = 1.9, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end")) end},
{Time = 1.9, Callback = function(self) self:EnableGrip() end},
}
},
["Reload"] = {
Sequences = {"reload"},
Length = 2.3,
Fps = 30,
MagLength = 1.5,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magout")) end},
{Time = 1.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1")) end},
{Time = 1.4, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2")) end},
{Time = 1.93, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end")) end},
{Time = 2.12, Callback = function(self) self:EnableGrip() end},
{Time = 1.95, Callback = function(self) end},
}
},
["Reload_Fast"] = {
Sequences = {"reload_fast"},
Length = 1.7,
Fps = 30,
MagLength = 1.2,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.startF")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
{Time = 0.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magoutF")) end},
{Time = 0.75, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.AR.Metal"), Vector(0, 0, 40)) end},
{Time = 0.9, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1F")) end},
{Time = 1.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2F")) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.endF")) end},
{Time = 1.33, Callback = function(self) self:EnableGrip() end},
}
},
["Reload_Xmag"] = {
Sequences = {"reload_xmag"},
Length = 2.3,
Fps = 30,
MagLength = 1.5,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magout")) end},
{Time = 1.2, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1")) end},
{Time = 1.56, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2")) end},
{Time = 1.93, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end")) end},
{Time = 1.95, Callback = function(self) self:EnableGrip() end},
{Time = 1.95, Callback = function(self) end},
}
},
["Reload_Xmag_Fast"] = {
Sequences = {"reload_xmag_fast"},
Length = 1.8,
Fps = 30,
MagLength = 1.2,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.startF")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
{Time = 0.2, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magoutF")) end},
{Time = 0.75, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.AR.Metal"), Vector(0, 0, 40)) end},
{Time = 0.9, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1F")) end},
{Time = 1.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2F")) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.endF")) end},
{Time = 1.33, Callback = function(self) self:EnableGrip() end},
}
},
["Reload_Empty"] = {
Sequences = {"reload_empty"},
Length = 3.3,
Fps = 30,
MagLength = 2.1,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start.empty")) end},
{Time = 0.2, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.charge")) end},
{Time = 0.66, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magout.empty")) end},
{Time = 1.34, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.AR.Metal"), Vector(-40, 0, 40)) end},
{Time = 0.066, Callback = function(self) self:DisableGrip() end},
{Time = 1.6, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1.empty")) end},
{Time = 2.0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2.empty")) end},
{Time = 2.5, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.slap")) end},
{Time = 2.95, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end.empty")) end},
{Time = 3, Callback = function(self) self:EnableGrip() end},
}
},
["Reload_Empty_Carbine"] = {
Sequences = {"reload_empty_carbine"},
Length = 3.3,
Fps = 30,
MagLength = 2.1,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start.empty")) end},
{Time = 0.2, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.charge")) end},
{Time = 0.66, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magout.empty")) end},
{Time = 1.34, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.AR.Metal"), Vector(-40, 0, 40)) end},
{Time = 0.066, Callback = function(self) self:DisableGrip() end},
{Time = 1.6, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1.empty")) end},
{Time = 2.0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2.empty")) end},
{Time = 2.5, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.slap")) end},
{Time = 2.95, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end.empty")) end},
{Time = 2.9, Callback = function(self) self:EnableGrip() end},
}
},
["Reload_Empty_Fast"] = {
Sequences = {"reload_empty_fast"},
Length = 2.5,
Fps = 30,
MagLength = 1.55,
NextSequence = "Idle",
Events = {
{Time = 0.066, Callback = function(self) self:DisableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.start.emptyF")) end},
{Time = 0.16, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.charge")) end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magout.emptyF")) end},
{Time = 0.9, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.AR.Metal"), Vector(-10, 0, 40)) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.1.emptyF")) end},
{Time = 1.45, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.magin.2.emptyF")) end},
{Time = 2.0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.bolt.slapF")) end},
{Time = 2.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.reload.end.emptyF")) end},
{Time = 2.33, Callback = function(self) self:EnableGrip() 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, Callback = function(self) self:EnableGrip() end},
}
},
["Fire_Last"] = {
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, Callback = function(self) self:EnableGrip() end},
}
},
["Ads_In"] = {
Sequences = {"ads_in"},
Length = 0.3,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.ads.up")) end},
{Time = 0, Callback = function(self) self:EnableGrip() end}
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.3,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.ads.down")) end},
{Time = 0, Callback = function(self) self:EnableGrip() 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)
},
["Sprint_Out"] = {
Sequences = {"sprint_out"},
Length = 0.3,
Fps = 24,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end}
}
},
["Firemode_Auto"] = {
Sequences = {"semi_off"},
Length = 0.75,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.semi.off")) end},
}
},
["Firemode_Semi"] = {
Sequences = {"semi_on"},
Length = 0.75,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.semi.on")) end},
}
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.0, Callback = function(self) self:DoSound(Sound("mw19.g3a3.inspect.1")) end},
{Time = 0.1, Callback = function(self) self:DisableGrip() end},
{Time = 1.36, Callback = function(self) self:DoSound(Sound("mw19.g3a3.inspect.2")) end},
{Time = 2.25, Callback = function(self) self:DoSound(Sound("mw19.g3a3.inspect.3")) end},
{Time = 4.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.inspect.4")) end},
{Time = 4.1, Callback = function(self) self:DoSound(Sound("mw19.g3a3.inspect.5")) end},
{Time = 4.3, 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:DoSound(Sound("MW_Melee.Miss_Medium")) end},
{Time = 0.066, Callback = function(self) self:DisableGrip() end},
{Time = 0.75, 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:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
{Time = 0.066, Callback = function(self) self:DisableGrip() end},
{Time = 0.75, Callback = function(self) self:EnableGrip() end},
}
},
}

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AddCSLuaFile()
function SWEP:doSuppressorStats()
self.Primary.Sound = Sound("mw19.g3a3.fire.s")
self.Reverb = {
RoomScale = 50000,
Sounds = {
Outside = {
Layer = Sound("Atmo_AR_Sup.Outside"),
Reflection = Sound("Reflection_ARSUP.Outside")
},
Inside = {
Layer = Sound("Atmo_AR_Sup.Inside"),
Reflection = Sound("Reflection_ARSUP.Inside")
}
}
}
self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
end
SWEP.Customization = {
{"att_perk", "attachment_vm_ar_g3a3_perk_soh", "att_perk_fmj"},
{"attachment_vm_ar_g3a3_magazine_default"},
{"attachment_vm_ar_g3a3_barrel_default", "attachment_vm_ar_g3a3_barrel_sniper", "attachment_vm_ar_g3a3_barrel_carbine",
"attachment_vm_ar_g3a3_barrel_cqc"},
{"attachment_vm_ar_g3a3_pgrip_default", "attachment_vm_ar_g3a3_pgrip_sniper"},
{"attachment_vm_ar_g3a3_stock_default", "attachment_vm_ar_g3a3_stock_fixed", "attachment_vm_ar_g3a3_stock_foldable",
"attachment_vm_ar_g3a3_stock_no", "attachment_vm_ar_g3a3_stock_retractable", "attachment_vm_ar_g3a3_stock_sniper"},
{"att_muzzle", "att_vm_breacher01", "att_vm_breacher02", "att_vm_compensator01",
"att_vm_compensator02", "att_vm_flashhider01", "att_vm_flashhider02",
"att_vm_flashhider03", "att_vm_flashhider04", "att_vm_muzzlebrake01",
"att_vm_muzzlebrake02", "att_vm_muzzlebrake03",
"att_vm_silencer01", "att_vm_silencer02", "att_vm_silencer03",
"att_vm_silencer04", "att_vm_silencer05", 'att_vm_silencer06'},
{"attachment_vm_ar_g3a3_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_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_ar_g3a3_laser01_cylinder", "attachment_vm_ar_g3a3_laser02_cylinder",
"attachment_vm_ar_g3a3_laser03_cylinder"},
{"att_grip", "attachment_vm_ar_g3a3_angledgrip01", "attachment_vm_ar_g3a3_angledgrip02", "attachment_vm_ar_g3a3_stubbygrip01",
"attachment_vm_ar_g3a3_stubbygrip02", "attachment_vm_ar_g3a3_vertgrip01", "attachment_vm_ar_g3a3_vertgrip02",
"attachment_vm_ar_g3a3_vertgrip03"},
}
--NECESSARY: it loads custom attachments from other authors
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
-- SWEP.Customization = {
-- ["Laser"] = {
-- Slot = 4,
-- {
-- Key = "no_laser",
-- },
-- {
-- Key = "attachment_vm_laser01",
-- Bodygroups = {
-- ["laserrail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.5, 0.3, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_laser02",
-- Bodygroups = {
-- ["laserrail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.5, 0.3, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- },
-- {
-- Key = "attachment_vm_laser03",
-- Bodygroups = {
-- ["laserrail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.LaserAimAngles = Angle(-0.5, 0.3, -45)
-- self.LaserAimPos = Vector(-2, 0, 0)
-- end
-- }
-- },
-- ["Optic"] = {
-- Slot = 2,
-- {
-- Key = "no_sight",
-- },
-- {
-- Key = "attachment_vm_minireddot_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.8)
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot02_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot03_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.75)
-- end
-- },
-- {
-- Key = "attachment_vm_holo_west02",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.95)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_east02_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.1)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_west03",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1.05)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_west04",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.95)
-- end
-- },
-- {
-- Key = "attachment_vm_holo_west_lod0",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -1)
-- end
-- },
-- {
-- Key = "attachment_vm_reflex_east",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.95)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_east_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0.1, 0, -1.14)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_west_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -1.25)
-- end
-- },
-- {
-- Key = "attachment_vm_4x_west02_tall",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -1.125)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_east_tall",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -1.065)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_hybrid",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.005, 0, -0.64)
-- self.HybridAimAngles = Angle(-0.05, 0.1, -45)
-- self.HybridAimPos = Vector(-1.785, 0, -0.145)
-- end
-- },
-- {
-- Key = "attachment_vm_thermal_west_01",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -0.63)
-- end
-- },
-- {
-- Key = "weapon_vm_scope_mike14_alt",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -1.01)
-- self.Zoom.Blur.EyeFocusDistance = 3.5
-- end
-- },
-- {
-- Key = "attachment_vm_scope_vz",
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -0.94)
-- self.Zoom.Blur.EyeFocusDistance = 3.5
-- end
-- },
-- {
-- Key = "attachment_vm_hybrid_west",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0, 0, -0.78)
-- self.HybridAimPos = Vector(-0, 0, -2)
-- self.HybridAimAngles = Angle(-0, 0, -0)
-- end
-- },
-- {
-- Key = "attachment_vm_hybrid_west03",
-- VElement = {
-- Bone = "tag_reflex",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 3, 0), Angle()},
-- [3] = {Vector(0, 3, 0), Angle()},
-- [4] = {Vector(0, -2, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(-0.01, 0, -0.715)
-- self.Zoom.Blur.EyeFocusDistance = 3.5
-- self.HybridAimAngles = Angle(-0.1, 0.1, -45)
-- self.HybridAimPos = Vector(-1.55, 0, 0.125)
-- end
-- },
-- },
-- ["Muzzle"] = {
-- Slot = 3,
-- {
-- Key = "no_muzzle"
-- },
-- {
-- Key = "attachment_vm_flashhider01",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_flashhider02",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_flashhider03",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_flashhider05",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "AC_muzzle_pistol_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlebrake01",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlebrake02",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlebrake03",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlebrake04",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_compensator01",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_compensator02",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlemelee01",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_muzzlemelee02",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencer_east01",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencer02",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencer03",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencer04",
-- Bodygroups = {
-- ["muzzle"] = 1
-- },
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0.5, 0), Angle()},
-- [3] = {Vector(0, -0.1, 0), Angle()},
-- [4] = {Vector(0, -6.75, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- },
-- ["Perk"] = {
-- Slot = 1,
-- {
-- Key = "no_perk",
-- },
-- {
-- Key = "perk_soh",
-- Stats = function(self)
-- self.Animations.Reload = self.Animations.Reload_Fast
-- self.Animations.Reload_Empty = self.Animations.Reload_Empty_Fast
-- self.Animations.Reload_XmagLrg = self.Animations.Reload_XmagLrg_Fast
-- self.Animations.Reload_Empty_XmagLrg = self.Animations.Reload_Empty_XmagLrg_Fast
-- self.Animations.Reload_Xmag = self.Animations.Reload_Xmag_Fast
-- self.Animations.Reload_Empty_Xmag = self.Animations.Reload_Empty_Xmag_Fast
-- end
-- },
-- {
-- Key = "perk_fastmelee",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "perk_heavymelee",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "perk_fmj",
-- Stats = function(self)
-- end
-- }
-- },
-- ["Underbarrel"] = {
-- Slot = 5,
-- {
-- Key = "no_underbarrel",
-- },
-- {
-- Key = "attachment_vm_vertgrip02_lod0",
-- Bodygroups = {
-- ["foregrip_rail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, -5, -0.3),
-- Angles = Angle(0, 0, -180),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self:SetGripPoseParameter("grip_vert_offset")
-- end
-- },
-- {
-- Key = "attachment_vm_vertgrip03",
-- Bodygroups = {
-- ["foregrip_rail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, -5, -0.3),
-- Angles = Angle(0, 0, -180),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self:SetGripPoseParameter("grip_vert_offset")
-- end
-- },
-- {
-- Key = "attachment_vm_vertgrip_stubby02",
-- Bodygroups = {
-- ["foregrip_rail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, -5, -0.3),
-- Angles = Angle(0, 0, -180),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self:SetGripPoseParameter("grip_vert_offset")
-- end
-- },
-- {
-- Key = "attachment_vm_vertgrip_stubby01",
-- Bodygroups = {
-- ["foregrip_rail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, -5, -0.3),
-- Angles = Angle(0, 0, -180),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self:SetGripPoseParameter("grip_vert_offset")
-- end
-- },
-- {
-- Key = "attachment_vm_vertgrip_stubby04",
-- Bodygroups = {
-- ["foregrip_rail"] = 1
-- },
-- VElement = {
-- Bone = "tag_laser_attach",
-- Position = Vector(0, -5, -0.3),
-- Angles = Angle(0, 0, -180),
-- Offsets = {
-- ["Barrel"] = {
-- [2] = {Vector(0, 0, 0), Angle()},
-- [3] = {Vector(0, 0, 0), Angle()},
-- [4] = {Vector(0, 0, 0), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self:SetGripPoseParameter("grip_vert_offset")
-- end
-- },
-- },
-- ["Magazine"] = {
-- Slot = 6,
-- {
-- Key = "attachment_vm_magazine_g3_custom",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_magazine_ext_g3_custom",
-- Stats = function(self)
-- end
-- },
-- },
-- }

View File

@@ -0,0 +1,166 @@
AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_g3a3", "VGUI/entities/mg_g3a3", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_g3a3")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_vert_offset", "grip_vert_pro_offset", "grip_cqc", "grip_sniper"}
SWEP.PrintName = "G3A3"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Assault Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_gamma3.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_gamma3.mdl")
SWEP.Slot = 2
SWEP.HoldType = "Rifle"
SWEP.Primary.Sound = Sound("mw19.g3a3.fire")
-- SWEP.Trigger = {
-- PressedSound = Sound("mw19.scharlie.fire.first"),
-- ReleasedSound = Sound("mw19.scharlie.disconnector"),
-- Time = 0.1
-- }
SWEP.Primary.Ammo = "Ar2"
SWEP.Primary.ClipSize = 20
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 600
SWEP.CanChamberRound = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "AC_muzzle_rifle",
["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed",
["Ejection"] = "AC_muzzle_pistol_ejection",
}
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.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
end
},
[2] = {
Name = "Semi Auto",
OnSet = function(self)
self.Primary.Automatic = false
self.Primary.RPM = 450
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 35,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.46, --accuracy while hip
Ads = 0.06, --accuracy while aiming
Increase = 0.13, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
Max = 1.64, --the cone size will not go beyond this size
Decrease = 0.8, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6215654 --just give this a random number
}
SWEP.Recoil = {
Vertical = {1.25, 2.7}, --random value between the 2
Horizontal = {0.57, 1.36}, --random value between the 2
Shake = 1.3, --camera shake
AdsMultiplier = 0.3, --multiply the values by this amount while aiming
Seed = 213654 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {47, 33}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 650, --in meters, damage scales within this distance
DropOffStartRange = 20,
Range = 1500, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 1, --damage is multiplied by this amount when pushing objects
Penetration = {
DamageMultiplier = 0.8, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --how many times the bullet can penetrate.
Thickness = 17, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 7
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(180,180,0),
Pos = Vector(7,-2,-1.6)
}
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(0, 0, 0), Angles = Angle(10, -20, 0)}
}
},
RecoilMultiplier = 2,
KickMultiplier = 0.5,
AimKickMultiplier = 0.3
}
SWEP.Shell = "mwb_shelleject_7625x"