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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: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 = 7.5,
Fps = 30,
MagLength = 5.7,
NextSequence = "Idle",
Events = {
}
},
["Reload_fast"] = {
Sequences = {"Reload_fast"},
Length = 5.5,
Fps = 30,
MagLength = 4,
NextSequence = "Idle",
Events = {
}
},
["Reload_xmag"] = {
Sequences = {"Reload_xmag"},
Length = 7.8,
Fps = 30,
MagLength = 6,
NextSequence = "Idle",
Events = {
}
},
["Reload_fast_xmag"] = {
Sequences = {"Reload_fast_xmag"},
Length = 5.8,
Fps = 30,
MagLength = 4.3,
NextSequence = "Idle",
Events = {
}
},
["Reload_smag"] = {
Sequences = {"Reload_smag"},
Length = 6,
Fps = 30,
MagLength = 4.5,
NextSequence = "Idle",
Events = {
}
},
["Reload_fast_smag"] = {
Sequences = {"Reload_fast_smag"},
Length = 4.7,
Fps = 30,
MagLength = 3.5,
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 = 5.8,
Fps = 30,
MagLength = 4.3,
NextSequence = "Idle",
Events = {
}
},
["Reload_empty_fast_xmag"] = {
Sequences = {"reload_empty_fast_xmag"},
Length = 6.2,
Fps = 30,
MagLength = 4.7,
NextSequence = "Idle",
Events = {
}
},
["Reload_Empty_xmag"] = {
Sequences = {"reload_empty_xmag"},
Length = 8.4,
Fps = 30,
MagLength = 6.5,
NextSequence = "Idle",
Events = {
}
},
["Reload_empty_fast_smag"] = {
Sequences = {"Reload_empty_fast_smag"},
Length = 4.8,
Fps = 30,
MagLength = 3.5,
NextSequence = "Idle",
Events = {
}
},
["Reload_Empty_smag"] = {
Sequences = {"reload_empty_smag"},
Length = 6.5,
Fps = 30,
MagLength = 5.1,
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 = 15,
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 = 15,
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 = 15,
NextSequence = "Idle",
Events = {
{Time = 0, Callback = function(self) self:EnableGrip() 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}
}
},
["Inspect_xmag"] = {
Sequences = {"Inspect_xmag"},
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},
}
},
["Inspect_smag"] = {
Sequences = {"Inspect_smag"},
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},
}
},
["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}
}
}
}

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AddCSLuaFile()
function SWEP:doSuppressorStats()
self.Primary.Sound = Sound("weap_slima_sup_plr")
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 = "mw_fas2_muzzleflash_suppressed"
end
function SWEP:doSmgStats()
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")
if (!bSup1 && !bSup2 && !bSup3 && !bSup4) then
self.Primary.Sound = Sound("mw19.akilo47.smgcal.fire")
self.Reverb = {
RoomScale = 50000,
Sounds = {
Outside = {
Layer = Sound("Atmo_AR3.Outside"),
Reflection = Sound("Reflection_AR.Outside")
},
Inside = {
Layer = Sound("Atmo_AR.Inside"),
Reflection = Sound("Reflection_AR.Inside")
}
}
}
end
self.Shell = "mwb_shelleject_545"
end
SWEP.Customization = {
{"att_perk", "attachment_vm_lm_slima_perk_soh", "att_perk_fmj", "att_perk_ricochet", "att_perk_headshot"},
{"attachment_vm_lm_slima_stock", "attachment_vm_lm_slima_stockh",
"attachment_vm_lm_slima_stockl", "attachment_vm_lm_slima_stockno", "attachment_vm_lm_slima_stocks"},
{"attachment_vm_lm_slima_mag", "attachment_vm_lm_slima_xmags",
"attachment_vm_lm_slima_smag"},
{"attachment_vm_lm_slima_barrel", "attachment_vm_lm_slima_barlight",
"attachment_vm_lm_slima_barlong", "attachment_vm_lm_slima_barhvy"},
{"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'},
{"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_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_lm_slima_laser01", "attachment_vm_lm_slima_laser02",
"attachment_vm_lm_slima_laser03"},
{"att_grip", "attachment_vm_lm_slima_bipod", "attachment_vm_lm_slima_gripside", "attachment_vm_lm_slima_gripside02",
"attachment_vm_lm_slima_gripside03"},
}
--NECESSARY: it loads custom attachments from other authors
require("mw_utils")
mw_utils.LoadInjectors(SWEP)

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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_slima", "VGUI/entities/mg_slima", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_lm_slima")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_sidegrip_offset"}
SWEP.PrintName = "RAAL MG"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Lightmachine Guns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_slima.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_slima.mdl")
SWEP.Slot = 2
SWEP.HoldType = "Rifle"
SWEP.Trigger = {
PressedSound = Sound("weap_slima_fire_prefire_plr"),
ReleasedSound = Sound(""),
Time = 0.15
}
SWEP.Primary.Sound = Sound("weap_slima_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 = 553
SWEP.CanChamberRound = false
SWEP.CanDisableAimReload = true
SWEP.FreezeInspectDelta = 0.5
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 = 76676, --just give this a random number
DecreaseEveryShot = 0.1,
MinDecreaseEveryShot = 0.25
}
SWEP.Recoil = {
Vertical = {5, 5.5}, --random value between the 2
Horizontal = {-3.75, 3.75}, --random value between the 2
Shake = 1.5, --camera shake
AdsMultiplier = 0.5, --multiply the values by this amount while aiming
Seed = 24366, --give this a random number until you like the current recoil pattern
DecreaseEveryShot = 0.1,
MinDecreaseEveryShot = 0.25
}
SWEP.Bullet = {
Damage = {50, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
DropOffStartRange = 26.5, --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(0, 0, -180),
Pos = Vector(11,-1,-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_338"