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 = {"j_shell01"} include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_oscar12", "VGUI/entities/mg_oscar12", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_oscar12") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_queer_offset"} SWEP.PrintName = "Origin-12" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Shotguns" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_oscar12.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_oscar12.mdl") SWEP.Trigger = { PressedSound = Sound("weap_oscar12_fire_plr_first"), ReleasedSound = Sound("weap_sh_charlie725_disconnector_plr"), Time = 0.025 } SWEP.Slot = 3 SWEP.HoldType = "Rifle" SWEP.Primary.Sound = Sound("weap_oscar12_fire_plr") 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 = 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 = "Semi Auto", OnSet = function(self) self.Primary.Automatic = false return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "AC_muzzle_minigun_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 75, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 100 --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 = 1.7, --the cone size will not go beyond this size Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max) Seed = 54725 --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 = 4, --camera shake AdsMultiplier = 0.35, --multiply the values by this amount while aiming Seed = 6874, --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {90, 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 = 15, 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 = 0.94, --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(0,100,-90), Pos = Vector(3,-5,-3) } 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 = 6, KickMultiplier = 1.3, AimKickMultiplier = 0.45 } SWEP.Shell = "mwb_shelleject_12g" DEFINE_BASECLASS("mg_base") SWEP.bEnableMagPoseParam = false function SWEP:PostDrawViewModel(vm, weapon, ply) BaseClass.PostDrawViewModel(self, vm, weapon, ply) if (self.bEnableMagPoseParam) then self:UpdateMagPoseParam(self:GetMaxClip1() - self:Clip1()) end end function SWEP:AllowRuntimeMagPoseParam(allow) self.bEnableMagPoseParam = allow end local tiny = Vector(0.01, 0.01, 0.01) local normal = Vector(1, 1, 1) -- function SWEP:UpdateMagPoseParam(val) -- self.m_ViewModel:SetPoseParameter("bullets_offset", val) -- for b = 1, 25, 1 do -- local bone = "j_drumshell"..b -- if (b < 5) then -- bone = "j_shell"..b -- end -- local bId = self:LookupBoneCached(self.m_ViewModel, bone) -- if (bId != nil) then -- self.m_ViewModel:ManipulateBoneScale(bId, self:GetMaxClip1() - (val + 1) < b && tiny || normal) -- end -- end -- --im not touchign the above code as it changes the drum mag and jake spent like 60 years on it -- self:RemoveBulletsBasedOnClip(self:GetAttachmentModels("Magazines"), self.BulletList) -- --gun uses duplicate model for mag no need to do anim events -- end