AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_pistol") PrecacheParticleSystem("AC_muzzle_pistol_suppressed") PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_makarov", "VGUI/entities/mg_makarov", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_mike") end SWEP.Base = "mg_base" SWEP.PrintName = "Sykov" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Pistols" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_makarov.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_makarov.mdl") SWEP.Trigger = { PressedSound = Sound("weap_mike_fire_first"), ReleasedSound = Sound("weap_mike_fire_disconnector"), Time = 0.025 } SWEP.Slot = 1 SWEP.HoldType = "Pistol" SWEP.ParticleEffects = { ["MuzzleFlash"] = "AC_muzzle_pistol", ["MuzzleFlash_Suppressor"] = "AC_muzzle_pistol_suppressed", ["Ejection"] = "AC_muzzle_pistol_ejection", } SWEP.Primary.Sound = Sound("weap_mike_fire_plr") SWEP.Primary.Ammo = "Pistol" SWEP.Primary.ClipSize = 12 SWEP.Primary.Automatic = false SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 600 SWEP.CanChamberRound = true 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 = 20, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 40 --degrees per second } SWEP.Cone = { Hip = 0.25, --accuracy while hip Ads = 0.075, --accuracy while aiming Increase = 0.15, --increase cone size by this amount every time we shoot AdsMultiplier = 0.17, --multiply the increase value by this amount while aiming Max = 0.85, --the cone size will not go beyond this size Decrease = 0.43, -- amount (in seconds) for the cone to completely reset (from max) Seed = 5555 --just give this a random number } SWEP.Recoil = { Vertical = {0, 0.1}, --random value between the 2 Horizontal = {-1, 2}, --random value between the 2 Shake = 1.6, --camera shake AdsMultiplier = 0.75, --multiply the values by this amount while aiming Seed = 6954 --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {25, 15}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range DropOffStartRange = 8, EffectiveRange = 25, --in meters, damage scales within this distance 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 = 0.6, --how much damaged is multipled by when leaving a surface. MaxCount = 3, --how many times the bullet can penetrate. Thickness = 5, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 13 } } SWEP.WorldModelOffsets = { Bone = "tag_pistol_offset", Angles = Angle(0, 90, -90), Pos = Vector(3, -3, -1.5) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0.15, 0, 0) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, Inspection = { Bone = "tag_pistol_offset", X = { [0] = {Pos = Vector(-2, 2, 0), Angles = Angle(30, 0, -30)}, [1] = {Pos = Vector(-1, 0, 0), Angles = Angle(0, 0, 0)} }, Y = { [0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, -30, 0)}, [1] = {Pos = Vector(0, 0, 1), Angles = Angle(0, 30, 0)} } }, RecoilMultiplier = 1, KickMultiplier = 1 } SWEP.Shell = "mwb_shelleject_9mm" DEFINE_BASECLASS("mg_base") -- function SWEP:PostDrawViewModel(vm, weapon, ply) -- BaseClass.PostDrawViewModel(self, vm, weapon, ply) -- if (!IsValid(self.Customization["Magazine"].m_Model)) then -- return -- end -- local mag = self.Customization["Magazine"].m_Model -- local max = 10 -- local clip = math.min(max, self:Clip1() + self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType())) -- mag:SetBodygroup(2, max - clip) -- local cycle = 0.7 -- if (self:GetMaxClip1() > 20) then -- cycle = 0.3 -- end -- local bInReloadAnimation = string.find(string.lower(self.m_seqIndex), "reload") || false -- if (!bInReloadAnimation || (bInReloadAnimation && self:GetViewModel():GetCycle() > cycle)) then -- mag:SetBodygroup(1, math.min(max - self:Clip1() + 1, 10)) -- if (bInReloadAnimation) then -- mag:SetBodygroup(1, max - clip) -- end -- end -- end