Files
2026-03-30 10:39:52 +03:00

157 lines
4.6 KiB
Lua

AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_pistol")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
require("mw_utils")
mw_utils.LoadInjectors(SWEP)
if CLIENT then
killicon.Add( "mg_357", "VGUI/entities/mg_357", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_cpapa")
end
SWEP.Base = "mg_base"
SWEP.PrintName = ".357"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Pistols"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_357.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_357.mdl")
SWEP.Slot = 1
SWEP.HoldType = "Revolver"
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
}
SWEP.Trigger = {
PressedSound = Sound("wfoly_plr_pi_cpapa_charge_in_01"),
PressedAnimation = "Charge",
Time = 0.075
}
SWEP.Primary.Sound = Sound("weap_cpapa_fire_plr")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 6
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 150
SWEP.CanChamberRound = false
SWEP.CanDisableAimReload = true
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_Pistol_Mag.Outside"),
Reflection = Sound("Reflection_Pistol.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Shotgun.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Semi Auto",
OnSet = function()
return nil
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 100,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.3, --accuracy while hip
Ads = 0.085, --accuracy while aiming
Increase = 0.08, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming
Max = 2, --the cone size will not go beyond this size
Decrease = 2, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 61543 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0.2, 0.4}, --random value between the 2
Horizontal = {-0.4, 0.4}, --random value between the 2
Shake = 2.4, --camera shake
AdsMultiplier = 4, --multiply the values by this amount while aiming
Seed = 610312 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {100, 28}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 35, --in meters, damage scales within this distance
DropOffStartRange = 12, --in meters, damage scales within this distance
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 0.5, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.95, --how much damaged is multipled by when leaving a surface.
MaxCount = 6, --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 = 15
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_pistol_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(4.5, -3, -2.5)
}
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_pistol_offset",
X = {
[0] = {Pos = Vector(0, 2, -2), Angles = Angle(30, 0, -30)},
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(0, 0, 0)}
},
Y = {
[0] = {Pos = Vector(2, 0, 0), Angles = Angle(-30, -30, 0)},
[1] = {Pos = Vector(-4, 0, 0), Angles = Angle(0, 30, 0)}
}
},
RecoilMultiplier = 1,
KickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_50bmg"