AddCSLuaFile() PrecacheParticleSystem("AC_muzzle_rifle") PrecacheParticleSystem("AC_muzzle_pistol_suppressed") PrecacheParticleSystem("AC_muzzle_pistol_ejection") PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_papa90", "VGUI/entities/mg_papa90", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sm_papa90") end -- SWEP.BulletList = {[28] = "j_bullets_022", [27] = "j_bullets_021", [26] = "j_bullets_020", [25] = "j_bullets_019", [24] = "j_bullets_018", [23] = "j_bullets_017", [22] = "j_bullets_016", -- [21] = "j_bullets_015", [20] = "j_bullets_014", [19] = "j_bullets_013", [18] = "j_bullets_012", [17] = "j_bullets_011", -- [16] = "j_bullets_010", [15] = "j_bullets_09", [14] = "j_bullets_08", [13] = "j_bullets_07", [12] = "j_bullets_06", -- [11] = "j_bullets_05", [10] = "j_bullets_04", [9] = "j_bullets_03", [8] = "j_bullets_02", [7] = "j_bullets_01", -- [6] = "j_bullet_06", [5] = "j_bullet_05", [4] = "j_bullet_04", [3] = "j_bullet_03", [2] = "j_bullet_02", [1] = "j_bullet_01"} SWEP.Base = "mg_base" SWEP.PrintName = "P90" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Submachine Guns" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_papa90.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_papa90.mdl") SWEP.Slot = 2 SWEP.HoldType = "TinyGun" SWEP.Trigger = { PressedSound = Sound("weap_papa90_fire_first_plr"), ReleasedSound = Sound("weap_papa90_disconnector_plr"), Time = 0.025 } SWEP.Primary.Sound = Sound("weap_papa90_fire_plr_lfe") SWEP.Primary.Ammo = "SMG1" SWEP.Primary.ClipSize = 50 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 895.5223880597015 SWEP.CanChamberRound = true SWEP.CanDisableAimReload = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol", ["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_SMG.Outside"), Reflection = Sound("Reflection_Pistol.Outside") }, Inside = { Layer = Sound("Atmo_SMG.Inside"), Reflection = Sound("Reflection_Pistol.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 = "AC_muzzle_pistol_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 35, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.Cone = { Hip = 0.15, --accuracy while hip Ads = 0.025, --accuracy while aiming Increase = 0.05, --increase cone size by this amount every time we shoot AdsMultiplier = 0.075, --multiply the increase value by this amount while aiming Max = 1, --the cone size will not go beyond this size Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max) Seed = 987654321 --just give this a random number } SWEP.Recoil = { Vertical = {0.85, 1.15}, --random value between the 2 Horizontal = {-1.15, 1.15}, --random value between the 2 Shake = 1, --camera shake AdsMultiplier = 0.25, --multiply the values by this amount while aiming Seed = 6589132 --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {22, 13}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 38, --in meters, damage scales within this distance` DropOffStartRange = 13, 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 = 0.7, --how much damaged is multipled by when leaving a surface. MaxCount = 3, --how many times the bullet can penetrate. Thickness = 14, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 7.5 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0,105,-90), Pos = Vector(-3.5,-0.5,8) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0, -4, 0) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, Inspection = { Bone = "tag_sling", X = { [0] = {Pos = Vector(0, 0, 2), Angles = Angle(30, 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(0, 0, 0), Angles = Angle(10, -20, 0)} } }, RecoilMultiplier = 0.3, KickMultiplier = 0.4, AimKickMultiplier = 3.2 } SWEP.Shell = "mwb_shelleject_57" DEFINE_BASECLASS("mg_base") -- SWEP.magSpringDelta = 1 -- local small = Vector(0, 0, 0) -- local normal = Vector(1, 1, 1) -- function SWEP:ResetBullets(model, bones) -- for i, bone in pairs(bones) do -- local bId = self:LookupBoneCached(model, bone) -- if (bId != nil) then -- if (i > 6) then -- if ((self:Clip1() + self:Ammo1()) * 0.5 + 3 >= i) then -- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), normal) -- end -- else -- if (self:Clip1() + self:Ammo1() >= i) then -- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), normal) -- end -- end -- end -- end -- self.magSpringDelta = 1 - math.min(math.max(self:Clip1() + self:Ammo1(), 4) / self:GetMaxClip1(), 1) -- end -- function SWEP:RemoveBulletsBasedOnClip(model, bones) -- if (IsValid(model) && self:GetIsReloading()) then -- return -- end -- for i, bone in pairs(bones) do -- local bId = self:LookupBoneCached(model, bone) -- if (bId != nil) then -- if (i > 6) then -- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), (self:Clip1() * 0.5) + 3 <= i && small || normal) -- else -- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), self:Clip1() <= i && small || normal) -- end -- end -- end -- self.magSpringDelta = 1 - math.min(math.max(self:Clip1(), 4) / self:GetMaxClip1(), 1) -- end -- function SWEP:PostDrawViewModel(vm, weapon, ply) -- BaseClass.PostDrawViewModel(self, vm, weapon, ply) -- local model = self:GetAttachmentModels("Magazines") -- self:RemoveBulletsBasedOnClip(model, self.BulletList) -- local springId = self:LookupBoneCached(model, "j_mag_spring") -- local pusherId = self:LookupBoneCached(model, "j_mag_pusher") -- model:ManipulateBonePosition(pusherId, Vector(self.magSpringDelta * -7, 0, 0)) -- model:ManipulateBoneScale(springId, Vector(self.magSpringDelta * -2.5, 1, 1)) -- end