AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_rifle") PrecacheParticleSystem("AC_muzzle_pistol_suppressed") PrecacheParticleSystem("AC_muzzle_pistol_ejection") PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel") include("animations.lua") if CLIENT then killicon.Add( "mg_dblmg", "VGUI/entities/mg_dblmg", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_lm_dblmg") end SWEP.Base = "mg_base" SWEP.ParticleEffects = { ["MuzzleFlash"] = "AC_muzzle_rifle", ["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed", ["Ejection"] = "AC_muzzle_pistol_ejection", } SWEP.BarrelSmoke = { Particle = "AC_muzzle_minigun_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 15, TemperatureThreshold = 150, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.PrintName = "Minigun" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Specials" SWEP.Spawnable = true SWEP.AdminOnly = true SWEP.VModel = Model("models/viper/mw/weapons/v_dblmg.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_dblmg.mdl") SWEP.Slot = 3 SWEP.HoldType = "Shotgun" SWEP.Primary.Sound = Sound("mw19.dblmg.fire") SWEP.Primary.TrailingSound = Sound("mw19.dblmg.spin.loop") SWEP.Primary.Ammo = "357" SWEP.Primary.ClipSize = 200 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 1750 SWEP.CanDisableAimReload = true SWEP.Trigger = { PressedSound = Sound("mw19.dblmg.spin.up"), ReleasedSound = Sound("mw19.dblmg.spin.down"), PlayReleasedSoundRegardless = true, PressedAnimation = "spin_up", Time = 0.45 } 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_AR.Inside") } } } SWEP.Customization = {} SWEP.Firemodes = { [1] = { Name = "Full Auto", OnSet = function() return "Firemode_Auto" end }, } SWEP.Cone = { Hip = 0.5, --accuracy while hip Ads = 0, --accuracy while aiming Increase = 0.015, --increase cone size by this amount every time we shoot AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming Max = 3.15, --the cone size will not go beyond this size Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max) Seed = 32452 --just give this a random number } SWEP.Recoil = { Vertical = {0.1, 0.35}, --random value between the 2 Horizontal = {-0.7, 1.5}, --random value between the 2 Shake = 1.25, --camera shake AdsMultiplier = 0.5, --multiply the values by this amount while aiming Seed = 65473 --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {50, 25}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 30, --in meters, damage scales within this distance Range = 100, --in meters, after this distance the bullet stops existing Tracer = false, --show tracer NumBullets = 2, --the amount of bullets to fire PhysicsMultiplier = 0.75 --damage is multiplied by this amount when pushing objects } SWEP.Zoom = { FovMultiplier = 0.7, ViewModelFovMultiplier = 1.1, Blur = { EyeFocusDistance = 10 } } SWEP.WorldModelOffsets = { Bone = "j_dblmg_offset", Angles = Angle(0, 90, -90), Pos = Vector(15,-1,-11) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(-2, 0, 1) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, RecoilMultiplier = 1.2, KickMultiplier = 3, AimKickMultiplier = 3 } SWEP.Shell = "mwb_shelleject_762" local base = weapons.Get("mg_base") function SWEP:HasAttachment(att) if (att == "att_ammo_he") then return true end return base.HasAttachment(self, att) end