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") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_dpapa12", "VGUI/entities/mg_dpapa12", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_dpapa12") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"} SWEP.PrintName = "R9-0" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Shotguns" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_dpapa12.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_dpapa12.mdl") SWEP.Trigger = { PressedSound = Sound("mw19.aalpha12.fire.first"), ReleasedSound = Sound("mw19.aalpha12.disconnector"), Time = 0.025 } SWEP.Slot = 3 SWEP.HoldType = "RifleWithVerticalGrip" SWEP.Primary.Sound = Sound("weap_dpapa12_fire_plr_lfe") SWEP.Primary.Ammo = "Buckshot" SWEP.Primary.ClipSize = 14 SWEP.Primary.Automatic = false SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 600 SWEP.CanChamberRound = true 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_Sniper.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Pump-Action", OnSet = function(self) self.Primary.Automatic = false return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "AC_muzzle_minigun_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 65, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 65 --degrees per second } SWEP.Cone = { Hip = 1, --accuracy while hip Ads = 1, --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 = {4, 6.5}, --random value between the 2 Horizontal = {-1.75, 2.75}, --random value between the 2 Shake = 3, --camera shake AdsMultiplier = 0.35, --multiply the values by this amount while aiming Seed = 1159, --give this a random number until you like the current recoil pattern ViewModelMultiplier = 0.56 } SWEP.Bullet = { Damage = {95, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 15, --in meters, damage scales within this distance DropOffStartRange = 12, Range = 40, --in meters, after this distance the bullet stops existing Tracer = false, --show tracer NumBullets = 6, --the amount of bullets to fire PhysicsMultiplier = 1.7, --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 = 12, --how many times the bullet can penetrate. Thickness = 16, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 10 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(5,97,-90), Pos = Vector(8,-5.35,-1.5) } 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(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 = 2.75, KickMultiplier = 1.3, AimKickMultiplier = 0.45 } SWEP.Shell = "mwb_shelleject_12g" function SWEP:PrimaryAttack() local clip = self:Clip1() weapons.Get(self.Base).PrimaryAttack(self) if (clip != self:Clip1()) then self:SetBarrel(self:GetBarrel() + 1) if (self:GetBarrel() >= 2 && self:Clip1() > 0) then self:AddFlag("Rechambered") self:SetBarrel(0) else self:RemoveFlag("Rechambered") end end end function SWEP:EndReload() if (self:Clip1() <= 0) then --dont want to cancel reload if im out of ammo return end if (self:Clip1() == 1) then self:SetBarrel(0) end weapons.Get(self.Base).EndReload(self) end function SWEP:ChooseReloadAnim() local maxClip = self.Primary.ClipSize if (self:HasFlag("Rechambered")) then maxClip = self:GetMaxClip1WithChamber() end if (self:Clip1() == maxClip - 2 || self:Ammo1() == 2) then return "Reload_Start" end if (self:Clip1() % 2 != 0 || self:Ammo1() == 1 || self:Clip1() == maxClip - 1) then return "Reload_Start_Onebullet" end return "Reload_Start" end function SWEP:Initialize() weapons.Get(self.Base).Initialize(self) self:SetBarrel(2) end function SWEP:GetMaxClip1WithChamber() local extra = 2 if (self:GetBarrel() == 0) then extra = 1 end if (!self.CanChamberRound) then extra = 0 end return self:GetMaxClip1() + extra end function SWEP:Reload(fromFallback) local bWasReloading = self:HasFlag("Reloading") weapons.Get(self.Base).Reload(self, fromFallback) if (self:HasFlag("Reloading") && !bWasReloading) then local anim = self:ChooseReloadAnim() self:SetNextMagTime(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength)) self:RemoveFlag("MagInserted") if (self.Animations[anim].MagLength2 != nil) then self:SetNextMagTime2(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength2)) self:SetHasFilledMag2(false) else self:SetHasFilledMag2(true) end end end function SWEP:SetupDataTables() weapons.Get(self.Base).SetupDataTables(self) self:CustomNetworkVar("Float", "NextMagTime2") self:CustomNetworkVar("Bool", "HasFilledMag2") self:CustomNetworkVar("Int", "Barrel") end function SWEP:OnRestore() weapons.Get(self.Base).OnRestore(self) self:SetNextMagTime2(0) self:SetHasFilledMag2(true) end function SWEP:ReloadBehaviourModule() if (self:HasFlag("Reloading")) then local maxClip = self.Primary.ClipSize if (self:HasFlag("Rechambered") && self.CanChamberRound) then maxClip = self:GetMaxClip1WithChamber() end if (CurTime() > self:GetNextMagTime() && !self:HasFlag("MagInserted")) then self:SetClip1(self:Clip1() + 1) self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType()) self:AddFlag("MagInserted") if ((self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) && !self:GetHasFilledMag2()) then self:EndReload() return end end if (CurTime() > self:GetNextMagTime2() && !self:GetHasFilledMag2()) then self:SetClip1(self:Clip1() + 1) self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType()) self:SetHasFilledMag2(true) end if (CurTime() > self:GetNextReloadTime()) then if (self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) then self:EndReload() return end self:PlayViewModelAnimation("Reload_Loop") self:SetNextReloadTime(CurTime() + self:GetAnimLength("Reload_Loop")) self:SetNextMagTime(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength)) self:SetNextMagTime2(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength2)) self:RemoveFlag("MagInserted") self:SetHasFilledMag2(false) self:PlayerGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, self.HoldTypes[self.HoldType].Reload) end end end