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") SWEP.BulletList = {[0] = "j_bullet1", [1] = "j_bullet2", [2] = "j_bullet3", [3] = "j_bullet4", [4] = "j_bullet5", [5] = "j_bullet6", [6] = "j_bullet7", [7] = "j_bullet8", [8] = "j_bullet9", [9] = "j_bullet10", [10] = "j_bullet11", [11] = "j_bullet12"} if CLIENT then killicon.Add( "mg_victor", "VGUI/entities/mg_victor", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sm_victor") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vertpro_offset", "grip_barshort_offset"} SWEP.PrintName = "Fennec" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Submachine Guns" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_victor.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_victor.mdl") SWEP.Slot = 2 SWEP.HoldType = "TinyGun" SWEP.Trigger = { PressedSound = Sound("weap_victor_fire_first_plr"), ReleasedSound = Sound("weap_victor_disconnector_plr"), Time = 0.015 } SWEP.Primary.Sound = Sound("weap_victor_fire_plr") SWEP.Primary.Ammo = "SMG1" SWEP.Primary.ClipSize = 30 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 1080 SWEP.CanChamberRound = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol", ["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_SMG2.Outside"), Reflection = Sound("Reflection_Pistol.Outside") }, Inside = { Layer = Sound("Atmo_SMG.Inside"), Reflection = Sound("Reflection_Pistol.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Full Auto", OnSet = function() return "Firemode_Auto" end }, [2] = { Name = "Semi Auto", OnSet = function(self) self.Primary.Automatic = false self.Primary.RPM = 600 return "Firemode_Semi" 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 = 0.17, --accuracy while hip Ads = 0.033, --accuracy while aiming Increase = 0.032, --increase cone size by this amount every time we shoot AdsMultiplier = 0.09, --multiply the increase value by this amount while aiming Max = 1.15, --the cone size will not go beyond this size Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max) Seed = 6215 --just give this a random number } SWEP.Recoil = { Vertical = {0.1, -1}, --random value between the 2 Horizontal = {-1.2, 1.2}, --random value between the 2 Shake = 1.3, --camera shake AdsMultiplier = 0.5, --multiply the values by this amount while aiming Seed = -103 --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {24, 10}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 35, --in meters, damage scales within this distance DropOffStartRange = 12, --in meters, damage will start dropping off after this range 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 = 0.7, --how much damaged is multipled by when leaving a surface. MaxCount = 2, --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 = 7.5 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0,100,-90), Pos = Vector(2,-4,-2.5) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0, 3, 0) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, Inspection = { Bone = "tag_sling", X = { [0] = {Pos = Vector(5, 0, 3), Angles = Angle(40, 0, 0)}, [1] = {Pos = Vector(0, 0, 0), Angles = Angle(-15, 0, 0)} }, Y = { [0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)}, [1] = {Pos = Vector(0, 0, 1.5), Angles = Angle(10, 0, 15)} } }, RecoilMultiplier = 0.3, KickMultiplier = 0.3, AimKickMultiplier = 1.5 } SWEP.Shell = "mwb_shelleject_45" DEFINE_BASECLASS("mg_base") -- function SWEP:PostDrawViewModel(vm, weapon, ply) -- BaseClass.PostDrawViewModel(self, vm, weapon, ply) -- self:RemoveBulletsBasedOnClip(self:GetAttachmentModels("Magazine"), self.BulletList) -- end