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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
--does not need NextSequence to loop, it's an exception to the rule
},
["Draw"] = {
Sequences = {"draw"},
Length = 0.25,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Raise")) end}
}
},
["Holster"] = {
Sequences = {"holster"},
Length = 0.3,
Fps = 30,
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Drop")) end}
}
},
["Equip"] = {
Sequences = {"draw_First"},
Length = 1,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0.1, Callback = function(self) self:DoSound(Sound("MW19_M1911.Raise_First_Up")) end},
{Time = 0.33, Callback = function(self) self:DoSound(Sound("MW19_M1911.Raise_First_SlidePull")) end},
{Time = 0.7, Callback = function(self) self:DoSound(Sound("MW19_M1911.Raise_First_SlideRelease")) end}
}
},
["Reload"] = {
Sequences = {"reload"},
Length = 1.35,
Fps = 30,
MagLength = 1,
NextSequence = "Idle",
Events = {
{Time = 0.05, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start")) end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout")) end},
{Time = 0.8, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert")) end},
{Time = 1.03, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin")) end},
{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End")) end}
}
},
["Reload_Fast"] = {
Sequences = {"reload_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Fast")) end},
{Time = 0.5, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.26, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Fast")) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Fast")) end},
{Time = 0.66, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Fast")) end}
}
},
["Reload_XmagLrg"] = {
Sequences = {"reload_xmag"},
Length = 1.35,
Fps = 30,
MagLength = 1,
NextSequence = "Idle",
Events = {
{Time = 0.05, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start")) end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout")) end},
{Time = 0.8, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert")) end},
{Time = 1.03, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin")) end},
{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End")) end}
}
},
["Reload_Xmag"] = {
Sequences = {"reload_mmag"},
Length = 1.35,
Fps = 30,
MagLength = 1,
NextSequence = "Idle",
Events = {
{Time = 0.05, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start")) end},
{Time = 0.5, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout")) end},
{Time = 0.8, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert")) end},
{Time = 1.03, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin")) end},
{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End")) end}
}
},
["Reload_XmagLrg_Fast"] = {
Sequences = {"reload_xmag_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Fast")) end},
{Time = 0.26, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Fast")) end},
{Time = 0.5, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Fast")) end},
{Time = 0.66, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Fast")) end}
}
},
["Reload_Xmag_Fast"] = {
Sequences = {"reload_xmag_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Fast")) end},
{Time = 0.26, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Fast")) end},
{Time = 0.5, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Fast")) end},
{Time = 0.66, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Fast")) end}
}
},
["Reload_Empty"] = {
Sequences = {"reload_empty"},
Length = 1.5,
Fps = 30,
MagLength = 0.9,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty")) end},
{Time = 0.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.7, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert_Empty")) end},
{Time = 0.9, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty")) end},
{Time = 1.2, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge")) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty")) end}
}
},
["Reload_Empty_Fast"] = {
Sequences = {"reload_empty_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty_Fast")) end},
{Time = 0.23, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty_Fast")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty_Fast")) end}
}
},
["Reload_Empty_XmagLrg"] = {
Sequences = {"reload_empty_xmag"},
Length = 1.5,
Fps = 30,
MagLength = 0.9,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty")) end},
{Time = 0.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.7, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert_Empty")) end},
{Time = 0.9, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty")) end},
{Time = 1.2, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge")) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty")) end}
}
},
["Reload_Empty_XmagLrg_Fast"] = {
Sequences = {"reload_empty_xmag_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty_Fast")) end},
{Time = 0.23, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty_Fast")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty_Fast")) end}
}
},
["Reload_Empty_Xmag"] = {
Sequences = {"reload_empty_mmag"},
Length = 1.5,
Fps = 30,
MagLength = 0.9,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty")) end},
{Time = 0.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.7, Callback = function(self) self:DoSound(Sound("MW19_M1911.Maginsert_Empty")) end},
{Time = 0.9, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty")) end},
{Time = 1.2, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge")) end},
{Time = 1.3, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty")) end}
}
},
["Reload_Empty_Xmag_Fast"] = {
Sequences = {"reload_empty_mmag_fast"},
Length = 1,
Fps = 30,
MagLength = 0.6,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_Start_Empty_Fast")) end},
{Time = 0.23, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magout_Empty_Fast")) end},
{Time = 0.7, Callback = function(self) self:DoSpatialSound(Sound("MW_MagazineDrop.SMG.Metal"), Vector(0, 0, 0)) end},
{Time = 0.46, Callback = function(self) self:DoSound(Sound("MW19_M1911.Magin_Empty_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Charge_Fast")) end},
{Time = 0.83, Callback = function(self) self:DoSound(Sound("MW19_M1911.Reload_End_Empty_Fast")) 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
}
}
},
["Fire_Last"] = {
Sequences = {"fire_last"},
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:DoSound(Sound("MW19_M1911.Lastshot")) end},
}
},
["Ads_In"] = {
Sequences = {"ads_in"},
Length = 0.3,
Fps = 45,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.ADS_Up")) end}
}
},
["Ads_Out"] = {
Sequences = {"ads_out"},
Length = 0.3,
Fps = 45,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.ADS_Down")) end}
}
},
["Sprint_In"] = {
Sequences = {"sprint_in"},
Fps = 24
--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",
},
["Inspect"] = {
Sequences = {"inspect"},
Length = 5,
Fps = 30,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:DoSound(Sound("MW19_M1911.Inspect01")) end},
{Time = 1, Callback = function(self) self:DoSound(Sound("MW19_M1911.Inspect02")) end},
{Time = 2, Callback = function(self) self:DoSound(Sound("MW19_M1911.Inspect03")) end},
{Time = 3.65, Callback = function(self) self:DoSound(Sound("MW19_M1911.Inspect04")) end}
}
},
["Jog_Out"] = {
Sequences = {"jog_out"},
Fps = 30,
NextSequence = "Idle"
},
["Jump"] = {
Sequences = {"jump"},
Fps = 15,
NextSequence = "Idle"
},
["Land"] = {
Sequences = {"jump_land"},
Fps = 30,
NextSequence = "Idle"
},
["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_Small")) 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_Small")) end}
}
},
}

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AddCSLuaFile()
function SWEP:doSuppressorStats()
self.Primary.Sound = Sound("weap_mike1911_sup_plr")
self.Reverb = {
RoomScale = 50000,
Sounds = {
Outside = {
Layer = Sound("Atmo_Pistol_Mag_Sup.Outside"),
Reflection = Sound("Reflection_ARSUP.Outside")
},
Inside = {
Layer = Sound("Atmo_Pistol_Sup.Inside"),
Reflection = Sound("Reflection_ARSUP.Inside")
}
}
}
self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
end
SWEP.Customization = {
{"att_perk", "att_vm_pi_mike1911_soh", "att_perk_fmj", "att_perk_ricochet", "att_perk_fastswap"},
{"att_receiver"},
{"attachment_vm_pi_mike1911_v1_mag", "attachment_vm_pi_mike1911_mmags", "attachment_vm_pi_mike1911_xmags"},
{"att_muzzle", "att_vm_flashhider01_pstl", "att_vm_compensator01_pstl", "att_vm_muzzlebrake01_pstl", "attachment_vm_pi_mike1911_muzzlebrake",
"att_vm_silencer01_pstl", "att_vm_silencer02_pstl", "att_vm_silencer04_pstl", "att_vm_oil_filter_suppressor"},
{"att_sight", "att_vm_minireddot01", "att_vm_minireddot02", "att_vm_minireddot03"},
{"attachment_vm_pi_mike1911_v1_slide",
"attachment_vm_pi_mike1911_barshort", "attachment_vm_pi_mike1911_barlong",
"attachment_vm_pi_mike1911_v2_slide",},
{"att_laser", "att_vm_pi_mike1911_laser01", "att_vm_pi_mike1911_laser02", "att_vm_pi_mike1911_laser03"}
}
--NECESSARY: it loads custom attachments from other authors
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
-- SWEP.Customization = {
-- ["Slide"] = {
-- Slot = 2,
-- {
-- Key = "attachment_vm_pi_mike1911_v1_slide",
-- Bodygroups = {
-- ["sights"] = 0
-- },
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_barlong",
-- Bodygroups = {
-- ["sights"] = 2
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_barshort",
-- Bodygroups = {
-- ["sights"] = 4
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_v2_slide",
-- Bodygroups = {
-- ["sights"] = 6
-- },
-- Stats = function(self)
-- end
-- }
-- },
-- ["Laser"] = {
-- Slot = 6,
-- {
-- Key = "no_laser",
-- },
-- {
-- Key = "attachment_vm_laser_pstl",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_laser_pstl03",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_laser_pstl04",
-- Stats = function(self)
-- end
-- }
-- },
-- ["Optic"] = {
-- Slot = 4,
-- {
-- Key = "no_sight",
-- },
-- {
-- Key = "attachment_vm_minireddot01",
-- Bodygroups = {
-- ["sights"] = 1
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.35)
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot02",
-- Bodygroups = {
-- ["sights"] = 1
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.3)
-- end
-- },
-- {
-- Key = "attachment_vm_minireddot03",
-- Bodygroups = {
-- ["sights"] = 1
-- },
-- Stats = function(self)
-- self.ViewModelOffsets.Aim.Pos = self.ViewModelOffsets.Aim.Pos + Vector(0, 0, -0.3)
-- end
-- },
-- },
-- ["Muzzle"] = {
-- Slot = 3,
-- {
-- Key = "no_muzzle"
-- },
-- {
-- Key = "attachment_vm_flashhider_psl01",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
-- end
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_muzzlebrake",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_compensator_pstl01",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_oil_filter_suppressor",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencer_pstl_02",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencerpstl03",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), Angle()}
-- }
-- }
-- },
-- Stats = function(self)
-- doSuppressorStats(self)
-- end
-- },
-- {
-- Key = "attachment_vm_silencerpstl",
-- VElement = {
-- Bone = "tag_silencer",
-- Position = Vector(0, 0, 0),
-- Angles = Angle(),
-- Offsets = {
-- ["Slide"] = {
-- [2] = {Vector(0, 0.2, 0), Angle()},
-- [3] = {Vector(0, -0.5, 0), Angle()},
-- [4] = {Vector(-0.02, 0, -0.1), 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
-- }
-- },
-- ["Magazine"] = {
-- Slot = 5,
-- {
-- Key = "attachment_vm_pi_mike1911_v1_mag",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_mmags",
-- Stats = function(self)
-- end
-- },
-- {
-- Key = "attachment_vm_pi_mike1911_xmags",
-- Stats = function(self)
-- end
-- }
-- },
-- -- ["Camo"] = {
-- -- Slot = 7,
-- -- {
-- -- Key = "no_camo",
-- -- },
-- -- {
-- -- Key = "camo_jermasus",
-- -- Stats = function(self)
-- -- end
-- -- },
-- -- {
-- -- Key = "camo_digital",
-- -- Stats = function(self)
-- -- end
-- -- }
-- -- },
-- }

View File

@@ -0,0 +1,153 @@
AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_pistol")
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_m1911", "VGUI/entities/mg_m1911", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_mike_1911")
end
SWEP.Base = "mg_base"
SWEP.PrintName = "M1911"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Pistols"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_m1911.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_m1911.mdl")
SWEP.Trigger = {
PressedSound = Sound("weap_mike1911_fire_first"),
ReleasedSound = Sound("weap_mike1911_fire_disconnector"),
Time = 0.025
}
SWEP.Slot = 1
SWEP.HoldType = "Pistol"
SWEP.Primary.Sound = Sound("weap_mike1911_fire_plr")
SWEP.Primary.Ammo = "Pistol"
SWEP.Primary.ClipSize = 7
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 450
SWEP.CanChamberRound = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol",
["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_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_Pistol.Outside"),
Reflection = Sound("Reflection_Pistol.Outside")
},
Inside = {
Layer = Sound("Atmo_Pistol.Inside"),
Reflection = Sound("Reflection_Pistol.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Semi Auto",
OnSet = function()
return nil
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 = 0.25, --accuracy while hip
Ads = 0.12, --accuracy while aiming
Increase = 0.2, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
Max = 1.1, --the cone size will not go beyond this size
Decrease = 0.5, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 76676 --just give this a random number
}
SWEP.Recoil = {
Vertical = {1, 3}, --random value between the 2
Horizontal = {-0.16, 0.23}, --random value between the 2
Shake = 2.7, --camera shake
AdsMultiplier = 0.45, --multiply the values by this amount while aiming
Seed = 123456 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {51, 22}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 23, --in meters, damage scales within this distance
DropOffStartRange = 7,
Range = 100, --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 = 0.9, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --how many times the bullet can penetrate.
Thickness = 10, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 15
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_pistol_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(3.5, -3, -2)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0.13, 0, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_pistol_offset",
X = {
[0] = {Pos = Vector(0, 2, -2), Angles = Angle(30, 0, -30)},
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(0, 0, 0)}
},
Y = {
[0] = {Pos = Vector(-3, 0, 0), Angles = Angle(-10, -30, 0)},
[1] = {Pos = Vector(-4, 0, 0), Angles = Angle(0, 30, 0)}
}
},
RecoilMultiplier = 1,
KickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_45"