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") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_xmike109", "VGUI/entities/mg_xmike109", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_xmike109") end -- SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"} -- SWEP.GripPoseParameters2 = {"grip_pistolgrip_offset"} SWEP.Base = "mg_base" SWEP.PrintName = "Rytec AMR" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Sniper Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/vm_sn_xmike109.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_xmike109.mdl") SWEP.Trigger = { PressedSound = Sound("weap_delta_fire_first"), ReleasedSound = Sound("weap_delta_fire_disconnector"), Time = 0.03 } SWEP.Slot = 3 SWEP.HoldType = "BigGun" SWEP.Primary.Sound = Sound("weap_xmike109_fire_plr") SWEP.Primary.Ammo = "357" SWEP.Primary.ClipSize = 10 SWEP.Primary.Automatic = false SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 150 SWEP.CanChamberRound = true SWEP.CanDisableAimReload = false SWEP.ParticleEffects = { ["MuzzleFlash"] = "mw_fas2_muzzleflash_slug", ["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_Sniper3.Outside"), Reflection = Sound("Reflection_Sniper.Outside") }, Inside = { Layer = Sound("Atmo_Shotgun.Inside"), Reflection = Sound("Reflection_Shotgun.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Semi-Automatic", 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 = 65 --degrees per second } SWEP.Cone = { Hip = 2.4, --accuracy while hip Ads = 0.033, --accuracy while aiming Increase = 3, --increase cone size by this amount every time we shoot AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming Max = 5, --the cone size will not go beyond this size Decrease = 2, -- amount (in seconds) for the cone to completely reset (from max) Seed = 3456 --just give this a random number } SWEP.Recoil = { Vertical = {3, 4}, --random value between the 2 Horizontal = {-1, 1}, --random value between the 2 Shake = 5, --camera shake AdsMultiplier = 0.8, --multiply the values by this amount while aiming Seed = 4577888, --give this a random number until you like the current recoil pattern Punch = 3, --recoil will offset the view by this amount (takes vertical, horizontal and adsmul into account) AdsShakeMultiplier = 1 } SWEP.Bullet = { Damage = {175, 130}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 300, --in meters, damage scales within this distance DropOffStartRange = 50, Range = 350, --in meters, after this distance the bullet stops existing Tracer = false, --show tracer NumBullets = 1, --the amount of bullets to fire PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects HeadshotMultiplier = 2, Penetration = { DamageMultiplier = 1, --how much damaged is multipled by when leaving a surface. MaxCount = 6, --how many times the bullet can penetrate. Thickness = 32, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { FovMultiplier = 0.95, ViewModelFovMultiplier = 1, BreathingMultiplier = 1, MovementMultiplier = 1, Blur = { EyeFocusDistance = 10 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(10,5,180), Pos = Vector(10, -1, -2.5) } 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 = 1.75, KickMultiplier = 3.3, AimKickMultiplier = 0.45 } SWEP.Shell = "mwb_shelleject_50bmg" function SWEP:PrimaryAttack() local clip = self:Clip1() weapons.Get(self.Base).PrimaryAttack(self) if (clip != self:Clip1()) then self:MakeEnvironmentDust(150) end end