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"