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_valpha", "VGUI/entities/mg_valpha", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_valpha") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_barheavy_offset", "grip_barlight_offset", "grip_barshort_offset", "grip_magwell_offset"} SWEP.PrintName = "AS-VAL" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Assault Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_valpha.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_valpha.mdl") SWEP.Trigger = { PressedSound = Sound("mw19.valpha.fire.first"), ReleasedSound = Sound("mw19.valpha.disconnector"), Time = 0.025 } SWEP.Slot = 2 SWEP.HoldType = "Rifle" SWEP.Primary.Sound = Sound("mw19.valpha.fire") SWEP.Primary.Ammo = "Ar2" SWEP.Primary.ClipSize = 20 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 895 SWEP.CanChamberRound = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "AC_muzzle_pistol_suppressed", ["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed", ["Ejection"] = "AC_muzzle_pistol_ejection", } SWEP.Reverb = { RoomScale = 50000, --(cubic hu) --how big should an area be before it is categorized as 'outside'? Sounds = { Outside = { Layer = Sound("Atmo_AR_Sup.Outside"), Reflection = Sound("Reflection_ARSUP.Outside") }, Inside = { Layer = Sound("Atmo_AR_Sup.Inside"), Reflection = Sound("Reflection_ARSUP.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 = 0.32, --accuracy while hip Ads = 0.017, --accuracy while aiming Increase = 0.063, --increase cone size by this amount every time we shoot AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming Max = 2.35, --the cone size will not go beyond this size Decrease = 0.37, -- amount (in seconds) for the cone to completely reset (from max) Seed = 9845856 --just give this a random number } SWEP.Recoil = { Vertical = {2, 2.75}, --random value between the 2 Horizontal = {-1.15, 2.2}, --random value between the 2 Shake = 1.15, --camera shake AdsMultiplier = 0.35, --multiply the values by this amount while aiming Seed = 8778456, --give this a random number until you like the current recoil pattern ViewModelMultiplier = 1.21 } SWEP.Bullet = { Damage = {35, 15}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range DropOffStartRange = 21, --in meters, damage will start dropping off after this range EffectiveRange = 48, --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 = 0.63, --how much damaged is multipled by when leaving a surface. MaxCount = 2, --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 = 6.5 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0, 100, -90), Pos = Vector(4,-3,-3) } 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 = 0.5, KickMultiplier = 0.25, AimKickMultiplier = 0.95 } SWEP.Shell = "mwb_shelleject_939" DEFINE_BASECLASS("mg_base")