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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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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 = 1.3, --!
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise")) end}
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.85,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.drop")) end},
{Time = 0, Callback = function(self) self:DisableGrip() end},
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 2,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.35, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise.first")) end},
{Time = 0, Callback = function(self) self:EnableGrip() end}
}
},
["Reload"] = {
Sequences = {"Reload"},
Length = 6.9,
Fps = 30,
MagLength = 5.1,
NextSequence = "Idle",
Events = {
}
},
["Reload_fast"] = {
Sequences = {"Reload_fast"},
Length = 4.2,
Fps = 25,
MagLength = 3,
NextSequence = "Idle",
Events = {
}
},
["Reload_Empty"] = {
Sequences = {"Reload_empty"},
Length = 7.8,
Fps = 30,
MagLength = 6,
NextSequence = "Idle",
Events = {
}
},
["Reload_empty_fast"] = {
Sequences = {"Reload_empty_fast"},
Length = 5,
Fps = 30,
MagLength = 3.7,
NextSequence = "Idle",
Events = {
}
},
["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 = 20,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.ads.up")) end}
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.3,
Fps = 20,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() end},
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.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 = 20,
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.akilo47.selector.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.akilo47.selector.on")) end}
}
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.01")) end},
{Time = 0.13, Callback = function(self) self:DisableGrip() end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.02")) end},
{Time = 2.36, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.03")) end},
{Time = 3.6, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.04")) end},
{Time = 4.26, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.05")) end},
{Time = 4.4, 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 = 0.5, --if melee hits
Damage = 100,
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}
}
},
["Melee_Bayonet"] = {
Sequences = {"melee_miss_01_bayonet", "melee_miss_02_bayonet", "melee_miss_03_bayonet"},
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_Knife")) end},
{Time = 0.8, Callback = function(self) self:EnableGrip() end}
}
},
["Melee_Hit_Bayonet"] = {
Sequences = {"melee_hit_01_bayonet", "melee_hit_02_bayonet", "melee_hit_03_bayonet"},
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, Callback = function(self) self:DoSound(Sound("MW_Melee.World_Knife")) end},
{Time = 0.8, Callback = function(self) self:EnableGrip() end}
}
},
}

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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_kilo121", "VGUI/entities/mg_kilo121", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_lm_kilo121")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
SWEP.PrintName = "M91"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Lightmachine Guns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_kilo121.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_kilo121.mdl")
SWEP.Slot = 2
SWEP.HoldType = "Rifle"
SWEP.Trigger = {
PressedSound = Sound("weap_pkilo_prefire_plr"),
ReleasedSound = Sound(""),
Time = 0.15
}
SWEP.Primary.Sound = Sound("weap_kilo121_fire_plr")
SWEP.Primary.Ammo = "Ar2"
SWEP.Primary.ClipSize = 100
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 666
SWEP.CanChamberRound = false
SWEP.CanDisableAimReload = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_lmg",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
["Ejection"] = "mw_ins2_shell_eject",
}
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_Shotgun.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
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 = 0.6, --accuracy while hip
Ads = 0.13, --accuracy while aiming
Increase = 0.093, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.24, --multiply the increase value by this amount while aiming
Max = 1.75, --the cone size will not go beyond this size
Decrease = 0.6, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 56676, --just give this a random number
DecreaseEveryShot = 0.075,
MinDecreaseEveryShot = 0.25
}
SWEP.Recoil = {
Vertical = {2, 2.5}, --random value between the 2
Horizontal = {-1, 1}, --random value between the 2
Shake = 1.25, --camera shake
AdsMultiplier = 0.8, --multiply the values by this amount while aiming
Seed = 2433426, --give this a random number until you like the current recoil pattern
DecreaseEveryShot = 0.05,
MinDecreaseEveryShot = 0.25
}
SWEP.Bullet = {
Damage = {35, 25}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
DropOffStartRange = 25, --in meters, damage will start dropping off after this range
EffectiveRange = 50, --in meters, damage scales within this distance
Range = 180, --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
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.8, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --how many times the bullet can penetrate.
Thickness = 12, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 8
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(-90, 0, -90),
Pos = Vector(9.5,4.5,-4)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 1, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_sling",
X = {
[0] = {Pos = Vector(0, -4, 3), Angles = Angle(40, 0, -30)},
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
},
Y = {
[0] = {Pos = Vector(3, 0, -2), Angles = Angle(-10, 20, 0)},
[1] = {Pos = Vector(4, 0, 3), Angles = Angle(10, -20, 0)}
}
},
RecoilMultiplier = 0.45,
KickMultiplier = 2,
AimKickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_556"
DEFINE_BASECLASS(SWEP.Base)
function SWEP:PreAttachments()
BaseClass.PreAttachments(self)
if (!self:HasAttachment("att_sight")) then
self.Animations.Reload.Sequences = {"Reload_scope"}
self.Animations.Reload_Empty.Sequences = {"Reload_empty_scope"}
self.Animations.Reload_fast.Sequences = {"Reload_fast_scope"}
self.Animations.Reload_empty_fast.Sequences = {"Reload_empty_fast_scope"}
end
end