AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_rifle") PrecacheParticleSystem("mw_fas2_muzzleflash_suppressed") PrecacheParticleSystem("mw_ins2_shell_eject") PrecacheParticleSystem("mw_fas2_muzzleflash_ar_smoke_barrel") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_mike4", "VGUI/entities/mg_mike4", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_mike4") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_gripvert_offset", "grip_gripvertpro_offset", "grip_barshort_gripang_offset", "grip_barshort_gripvert_offset", "grip_gripang_offset", "grip_barlong_gripvert_offset", "grip_barlong_gripang_offset", "grip_m203_offset", "grip_m203_gripvert_offset", "grip_m203_gripang_offset"} SWEP.PrintName = "M4A1" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Assault Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_mike4.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_mike4.mdl") SWEP.Trigger = { PressedSound = Sound("mw19.mike4.fire.first"), ReleasedSound = Sound("mw19.mike4.fire.disconnector"), Time = 0.025 } SWEP.Slot = 2 SWEP.HoldType = "Rifle" SWEP.AlternateGrips = false SWEP.Primary.Sound = Sound("mw19.mike4.fire") SWEP.Primary.Ammo = "Ar2" SWEP.Primary.ClipSize = 30 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 810 SWEP.CanChamberRound = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_ar", ["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_AR2.Outside"), Reflection = Sound("Reflection_AR.Outside") }, Inside = { Layer = Sound("Atmo_AR.Inside"), Reflection = Sound("Reflection_AR.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 = 450 return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "mw_fas2_muzzleflash_ar_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 35, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.Cone = { Hip = 0.3, --accuracy while hip Ads = 0.07, --accuracy while aiming Increase = 0.07, --increase cone size by this amount every time we shoot AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming Max = 1.4, --the cone size will not go beyond this size Decrease = 0.3, -- amount (in seconds) for the cone to completely reset (from max) Seed = 3265187 --just give this a random number } SWEP.Recoil = { Vertical = {1, 1.5}, --random value between the 2 Horizontal = {-1.75, 1.75}, --random value between the 2 Shake = 1.1, --camera shake AdsMultiplier = 0.15, --multiply the values by this amount while aiming Seed = 2548715, --give this a random number until you like the current recoil pattern ViewModelMultiplier = 1 } SWEP.Bullet = { Damage = {26, 13}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range DropOffStartRange = 20, --in meters, damage will start dropping off after this range EffectiveRange = 43, --in meters, damage scales within this distance Range = 180, --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 = 0.8, --how much damaged is multipled by when leaving a surface. MaxCount = 3, --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 = 6.5 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0, 95, -90), Pos = Vector(3,-5,-3.5) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 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 = 0.4, KickMultiplier = 1, AimKickMultiplier = 1 } SWEP.Shell = "mwb_shelleject_556" DEFINE_BASECLASS("mg_base") SWEP.bEnableMagPoseParam = true function SWEP:PostDrawViewModel(vm, weapon, ply) BaseClass.PostDrawViewModel(self, vm, weapon, ply) if (self.bEnableMagPoseParam) then self:UpdateMagPoseParam(1 - self:Clip1() / self:GetMaxClip1()) end end function SWEP:AllowRuntimeMagPoseParam(allow) self.bEnableMagPoseParam = allow end function SWEP:UpdateMagPoseParam(val) local mag = self:GetAttachmentInUseForSlot(4).m_Model if (IsValid(mag) && mag != nil) then mag:SetPoseParameter("bullets_offset", val) end end