AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_rifle") PrecacheParticleSystem("mw_fas2_muzzleflash_suppressed") PrecacheParticleSystem("mw_ins2_shell_eject") PrecacheParticleSystem("mw_fas2_muzzleflash_ar_smoke_barrel") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_asierra12", "VGUI/entities/mg_asierra12", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_asierra12") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vert_good_offset"} SWEP.PrintName = "Oden" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Assault Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_asierra12.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_asierra12.mdl") SWEP.Slot = 2 SWEP.HoldType = "Rifle" SWEP.Trigger = { PressedSound = Sound("mw19.akilo47.fire.first"), ReleasedSound = Sound("mw19.akilo47.fire.disconnector"), Time = 0.025 } SWEP.Primary.Sound = Sound("mw19.asierra12.fire") SWEP.Primary.Ammo = "Ar2" SWEP.Primary.ClipSize = 20 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 410 SWEP.CanChamberRound = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_ar", ["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_AR2.Outside"), Reflection = Sound("Reflection_AR.Outside") }, Inside = { Layer = Sound("Atmo_AR.Inside"), Reflection = Sound("Reflection_AR.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Full Auto", OnSet = function() return "Firemode_Auto" end }, [2] = { Name = "Semi Automatic", OnSet = function(self) self.Primary.Automatic = false self.Primary.RPM = 500 return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "mw_fas2_muzzleflash_ar_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 35, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.Cone = { Hip = 0.3, --accuracy while hip Ads = 0.18, --accuracy while aiming Increase = 0.075, --increase cone size by this amount every time we shoot AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming Max = 2, --the cone size will not go beyond this size Decrease = 1.0, -- amount (in seconds) for the cone to completely reset (from max) Seed = 45867 --just give this a random number } SWEP.Recoil = { Vertical = {1, 1.5}, --random value between the 2 Horizontal = {-1, 1}, --random value between the 2 Shake = 2, --camera shake AdsMultiplier = 0.5, --multiply the values by this amount while aiming Seed = 346598, --give this a random number until you like the current recoil pattern ViewModelMultiplier = 1.5 } SWEP.Bullet = { Damage = {40, 20}, --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 = 0.7, --how much damaged is multipled by when leaving a surface. MaxCount = 5, --how many times the bullet can penetrate. Thickness = 28, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 7.5 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0, 95, -90), Pos = Vector(-13,-4,15) } 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, -7, 5), 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(0, 10, 0)}, [1] = {Pos = Vector(2, 4, 5), Angles = Angle(0, -30, 0)} } }, RecoilMultiplier = 0.6, KickMultiplier = 1, AimKickMultiplier = 1 } SWEP.Shell = "mwb_shelleject_127"