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This commit is contained in:
356
lua/weapons/mg_slima/animations.lua
Normal file
356
lua/weapons/mg_slima/animations.lua
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@@ -0,0 +1,356 @@
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AddCSLuaFile()
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SWEP.Animations = {
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["Idle"] = {--idle is a special animation index, movement animations are played when this is on
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Sequences = {"idle"},
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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--does not need NextSequence to loop, it's an exception to the rule
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},
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["Draw"] = {
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Sequences = {"draw"},
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Length = 0.75,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise")) end}
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}
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},
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["Holster"] = {
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Sequences = {"holster"},
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Length = 0.85,
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.drop")) end},
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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}
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},
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["Equip"] = {
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Sequences = {"draw_First"},
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Length = 2,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0.35, Callback = function(self) self:DoSound(Sound("mw19.akilo47.raise.first")) end},
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Reload"] = {
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Sequences = {"Reload"},
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Length = 7.5,
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Fps = 30,
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MagLength = 5.7,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_fast"] = {
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Sequences = {"Reload_fast"},
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Length = 5.5,
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Fps = 30,
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MagLength = 4,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_xmag"] = {
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Sequences = {"Reload_xmag"},
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Length = 7.8,
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Fps = 30,
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MagLength = 6,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_fast_xmag"] = {
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Sequences = {"Reload_fast_xmag"},
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Length = 5.8,
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Fps = 30,
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MagLength = 4.3,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_smag"] = {
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Sequences = {"Reload_smag"},
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Length = 6,
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Fps = 30,
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MagLength = 4.5,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_fast_smag"] = {
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Sequences = {"Reload_fast_smag"},
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Length = 4.7,
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Fps = 30,
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MagLength = 3.5,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_Empty"] = {
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Sequences = {"Reload_empty"},
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Length = 7.8,
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Fps = 30,
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MagLength = 6,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_empty_fast"] = {
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Sequences = {"reload_empty_fast"},
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Length = 5.8,
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Fps = 30,
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MagLength = 4.3,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_empty_fast_xmag"] = {
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Sequences = {"reload_empty_fast_xmag"},
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Length = 6.2,
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Fps = 30,
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MagLength = 4.7,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_Empty_xmag"] = {
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Sequences = {"reload_empty_xmag"},
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Length = 8.4,
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Fps = 30,
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MagLength = 6.5,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_empty_fast_smag"] = {
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Sequences = {"Reload_empty_fast_smag"},
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Length = 4.8,
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Fps = 30,
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MagLength = 3.5,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Reload_Empty_smag"] = {
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Sequences = {"reload_empty_smag"},
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Length = 6.5,
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Fps = 30,
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MagLength = 5.1,
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NextSequence = "Idle",
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Events = {
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}
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},
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["Fire"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{
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Time = 0,
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Callback = function(self)
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self:DoParticle("MuzzleFlash", "muzzle")
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self:DoParticle("Ejection", "shell_eject")
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self:DoEjection("shell_eject")
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end
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},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Fire_Last"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{
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Time = 0,
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Callback = function(self)
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self:DoParticle("MuzzleFlash", "muzzle")
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self:DoParticle("Ejection", "shell_eject")
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self:DoEjection("shell_eject")
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end
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},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Ads_In"] = {
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Sequences = {"ads_in"},
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Length = 0.3,
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.ads.up")) end}
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}
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},
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["Ads_Out"] = {
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Sequences = {"ads_out"},
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Length = 0.3,
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.ads.down")) end}
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}
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},
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["Sprint_In"] = {
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Sequences = {"sprint_in"},
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Fps = 24,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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--NextSequence = "Sprint_Loop",
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},
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["Sprint_Loop"] = {
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Sequences = {"sprint_loop"},
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Fps = 30,
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NextSequence = "Sprint_Loop", --make our state loop
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--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Sprint_Out"] = {
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Sequences = {"sprint_out"},
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Length = 0.3,
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Inspect"] = {
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Sequences = {"inspect"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.01")) end},
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{Time = 0.13, Callback = function(self) self:DisableGrip() end},
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{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.02")) end},
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{Time = 2.36, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.03")) end},
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{Time = 3.6, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.04")) end},
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{Time = 4.26, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.05")) end},
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{Time = 4.4, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Jog_Out"] = {
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Sequences = {"jog_out"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Jump"] = {
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Sequences = {"jump"},
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Land"] = {
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Sequences = {"jump_land"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Inspect_xmag"] = {
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Sequences = {"Inspect_xmag"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.01")) end},
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{Time = 0.13, Callback = function(self) self:DisableGrip() end},
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{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.02")) end},
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{Time = 2.36, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.03")) end},
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{Time = 3.6, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.04")) end},
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{Time = 4.26, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.05")) end},
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{Time = 4.4, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Inspect_smag"] = {
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Sequences = {"Inspect_smag"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.01")) end},
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{Time = 0.13, Callback = function(self) self:DisableGrip() end},
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{Time = 1.3, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.02")) end},
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{Time = 2.36, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.03")) end},
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{Time = 3.6, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.04")) end},
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{Time = 4.26, Callback = function(self) self:DoSound(Sound("mw19.akilo47.inspect.05")) end},
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{Time = 4.4, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Melee"] = {
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Sequences = {"melee_miss_01", "melee_miss_02", "melee_miss_03"},
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Length = 0.6, --if melee misses
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Size = 15,
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Range = 40,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Medium")) end},
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{Time = 0.8, Callback = function(self) self:EnableGrip() end}
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}
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},
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["Melee_Hit"] = {
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Sequences = {"melee_hit_01", "melee_hit_02", "melee_hit_03"},
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Length = 0.5, --if melee hits
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Damage = 100,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DisableGrip() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
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{Time = 0.8, Callback = function(self) self:EnableGrip() end}
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}
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}
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}
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84
lua/weapons/mg_slima/customization.lua
Normal file
84
lua/weapons/mg_slima/customization.lua
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@@ -0,0 +1,84 @@
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AddCSLuaFile()
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function SWEP:doSuppressorStats()
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self.Primary.Sound = Sound("weap_slima_sup_plr")
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self.Reverb = {
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RoomScale = 50000,
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_AR_Sup.Outside"),
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Reflection = Sound("Reflection_ARSUP.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_AR_Sup.Inside"),
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Reflection = Sound("Reflection_ARSUP.Inside")
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}
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}
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}
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self.ParticleEffects.MuzzleFlash = "mw_fas2_muzzleflash_suppressed"
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end
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function SWEP:doSmgStats()
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local bSup1 = self:HasAttachment("attachment_vm_silencer_east01")
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local bSup2 = self:HasAttachment("attachment_vm_silencer02")
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local bSup3 = self:HasAttachment("attachment_vm_silencer03")
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local bSup4 = self:HasAttachment("attachment_vm_silencer04")
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if (!bSup1 && !bSup2 && !bSup3 && !bSup4) then
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self.Primary.Sound = Sound("mw19.akilo47.smgcal.fire")
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self.Reverb = {
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RoomScale = 50000,
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_AR3.Outside"),
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Reflection = Sound("Reflection_AR.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_AR.Inside"),
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Reflection = Sound("Reflection_AR.Inside")
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}
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}
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}
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end
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self.Shell = "mwb_shelleject_545"
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end
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SWEP.Customization = {
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{"att_perk", "attachment_vm_lm_slima_perk_soh", "att_perk_fmj", "att_perk_ricochet", "att_perk_headshot"},
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{"attachment_vm_lm_slima_stock", "attachment_vm_lm_slima_stockh",
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"attachment_vm_lm_slima_stockl", "attachment_vm_lm_slima_stockno", "attachment_vm_lm_slima_stocks"},
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{"attachment_vm_lm_slima_mag", "attachment_vm_lm_slima_xmags",
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"attachment_vm_lm_slima_smag"},
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{"attachment_vm_lm_slima_barrel", "attachment_vm_lm_slima_barlight",
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"attachment_vm_lm_slima_barlong", "attachment_vm_lm_slima_barhvy"},
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{"att_muzzle", "att_vm_breacher01", "att_vm_breacher02", "att_vm_compensator01",
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"att_vm_compensator02", "att_vm_flashhider01", "att_vm_flashhider02",
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"att_vm_flashhider03", "att_vm_flashhider04", "att_vm_muzzlebrake01",
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"att_vm_muzzlebrake02", "att_vm_muzzlebrake03",
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"att_vm_silencer01", "att_vm_silencer02", "att_vm_silencer03",
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"att_vm_silencer04", "att_vm_silencer05", 'att_vm_silencer06'},
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{"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",
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"att_vm_holo_west01", "att_vm_holo_west02", "att_vm_holo_east01", "att_vm_reflex_east01",
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"att_vm_reflex_east02_tall", "att_vm_reflex_west02_tall", "att_vm_reflex_west03",
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"att_vm_thermal_east01", "att_vm_thermal_west01", "att_vm_thermal_east01_hybrid",
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"att_vm_hybrid_west01", "att_vm_hybrid_west03", "att_vm_4x_east01_tall",
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"att_vm_4x_west01_tall", "att_vm_4x_west02_tall",
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"att_vm_scope_mike14", "att_vm_scope_vz"},
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||||
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{"att_laser", "attachment_vm_lm_slima_laser01", "attachment_vm_lm_slima_laser02",
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"attachment_vm_lm_slima_laser03"},
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{"att_grip", "attachment_vm_lm_slima_bipod", "attachment_vm_lm_slima_gripside", "attachment_vm_lm_slima_gripside02",
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"attachment_vm_lm_slima_gripside03"},
|
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}
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||||
--NECESSARY: it loads custom attachments from other authors
|
||||
require("mw_utils")
|
||||
mw_utils.LoadInjectors(SWEP)
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||||
164
lua/weapons/mg_slima/shared.lua
Normal file
164
lua/weapons/mg_slima/shared.lua
Normal file
@@ -0,0 +1,164 @@
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||||
AddCSLuaFile()
|
||||
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||||
PrecacheParticleSystem("AC_muzzle_rifle")
|
||||
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
|
||||
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
|
||||
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
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include("animations.lua")
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||||
include("customization.lua")
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||||
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||||
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"
|
||||
Reference in New Issue
Block a user