AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_shotgun") PrecacheParticleSystem("AC_muzzle_shotgun_db") PrecacheParticleSystem("AC_muzzle_pistol_suppressed") PrecacheParticleSystem("AC_muzzle_pistol_ejection") PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel") PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel") SWEP.BulletList = {[0] = "j_ammoshell1", [1] = "j_ammoshell2"} include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_aalpha12", "VGUI/entities/mg_aalpha12", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_aalpha12") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"} SWEP.PrintName = "Jak-12" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Shotguns" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_aalpha12.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_aalpha12.mdl") SWEP.Trigger = { PressedSound = Sound("mw19.aalpha12.fire.first"), ReleasedSound = Sound("mw19.aalpha12.disconnector"), Time = 0.15 } SWEP.Slot = 3 SWEP.HoldType = "Rifle" SWEP.Primary.Sound = Sound("mw19.aalpha12.fire") SWEP.Primary.Ammo = "Buckshot" SWEP.Primary.ClipSize = 8 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 300 SWEP.CanChamberRound = false SWEP.CanDisableAimReload = false SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_shotgun", ["MuzzleFlash_DB"] = "mw_fas2_muzzleflash_slug", ["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed", ["Ejection"] = "mw_ins2_shell_eject", ["Overheating"] = "AC_muzzle_pistol_smoke_barrel", } SWEP.Reverb = { RoomScale = 50000, --(cubic hu) --how big should an area be before it is categorized as 'outside'? Sounds = { Outside = { Layer = Sound("Atmo_Sniper.Outside"), Reflection = Sound("Reflection_Shotgun.Outside") }, Inside = { Layer = Sound("Atmo_Shotgun.Inside"), Reflection = Sound("Reflection_Shotgun.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Automatic", OnSet = function(self) self.Primary.Automatic = true return "Firemode_Auto" end }, } SWEP.BarrelSmoke = { Particle = "AC_muzzle_minigun_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 75, TemperatureThreshold = 250, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.Cone = { Hip = 0.75, --accuracy while hip Ads = 0.75, --accuracy while aiming Increase = 0.085, --increase cone size by this amount every time we shoot AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming Max = 2.5, --the cone size will not go beyond this size Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max) Seed = 6974 --just give this a random number } SWEP.Recoil = { Vertical = {1, 2}, --random value between the 2 Horizontal = {-1, 1}, --random value between the 2 Shake = 3, --camera shake AdsMultiplier = 0.35, --multiply the values by this amount while aiming Seed = 1158, --give this a random number until you like the current recoil pattern ViewModelMultiplier = 0.56 } SWEP.Bullet = { Damage = {60, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 10, --in meters, damage scales within this distance DropOffStartRange = 10, Range = 40, --in meters, after this distance the bullet stops existing Tracer = false, --show tracer NumBullets = 4, --the amount of bullets to fire PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects Penetration = { DamageMultiplier = 0.94, --how much damaged is multipled by when leaving a surface. MaxCount = 10, --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 = 15 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(-3,90,-90), Pos = Vector(3.5,-6,-4) } 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(0, 3, 3), 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(-10, 20, 0)}, [1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)} } }, RecoilMultiplier = 1.75, KickMultiplier = 1.3, AimKickMultiplier = 0.45 } SWEP.Shell = "mwb_shelleject_12g_black" DEFINE_BASECLASS("mg_base") -- local emptyPos = Vector(3.6, 0, 0) -- local fullPos = Vector(0, 0, 0) -- function SWEP:PostDrawViewModel(vm, weapon, ply) -- BaseClass.PostDrawViewModel(self, vm, weapon, ply) -- self:RemoveBulletsBasedOnClip(self:GetAttachmentModels("Mag"), self.BulletList) -- self:GetViewModel():ManipulateBonePosition(self:LookupBoneCached(self:GetViewModel(), "j_bolt"), (self:Clip1() <= 0 && !self:HasFlag("Reloading")) && emptyPos || fullPos) -- end