307 lines
9.2 KiB
Lua
307 lines
9.2 KiB
Lua
AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_shotgun")
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PrecacheParticleSystem("AC_muzzle_shotgun_db")
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PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
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PrecacheParticleSystem("AC_muzzle_pistol_ejection")
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PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
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PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
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include("animations.lua")
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include("customization.lua")
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if CLIENT then
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killicon.Add( "mg_dpapa12", "VGUI/entities/mg_dpapa12", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_dpapa12")
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end
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SWEP.Base = "mg_base"
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SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
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SWEP.PrintName = "R9-0"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Shotguns"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_dpapa12.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_dpapa12.mdl")
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SWEP.Trigger = {
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PressedSound = Sound("mw19.aalpha12.fire.first"),
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ReleasedSound = Sound("mw19.aalpha12.disconnector"),
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Time = 0.025
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}
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SWEP.Slot = 3
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SWEP.HoldType = "RifleWithVerticalGrip"
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SWEP.Primary.Sound = Sound("weap_dpapa12_fire_plr_lfe")
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SWEP.Primary.Ammo = "Buckshot"
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SWEP.Primary.ClipSize = 14
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SWEP.Primary.Automatic = false
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 600
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SWEP.CanChamberRound = true
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SWEP.CanDisableAimReload = false
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "mw_fas2_muzzleflash_shotgun",
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["MuzzleFlash_DB"] = "mw_fas2_muzzleflash_slug",
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["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
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["Ejection"] = "mw_ins2_shell_eject",
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["Overheating"] = "AC_muzzle_pistol_smoke_barrel",
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}
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SWEP.Reverb = {
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RoomScale = 50000, --(cubic hu)
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--how big should an area be before it is categorized as 'outside'?
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Sounds = {
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Outside = {
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Layer = Sound("Atmo_Sniper.Outside"),
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Reflection = Sound("Reflection_Shotgun.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_Shotgun.Inside"),
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Reflection = Sound("Reflection_Sniper.Inside")
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}
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}
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}
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SWEP.Firemodes = {
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[1] = {
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Name = "Pump-Action",
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OnSet = function(self)
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self.Primary.Automatic = false
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return "Firemode_Semi"
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end
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},
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}
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SWEP.BarrelSmoke = {
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Particle = "AC_muzzle_minigun_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 65,
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TemperatureThreshold = 100, --temperature that triggers smoke
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TemperatureCooldown = 65 --degrees per second
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}
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SWEP.Cone = {
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Hip = 1, --accuracy while hip
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Ads = 1, --accuracy while aiming
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Increase = 0.085, --increase cone size by this amount every time we shoot
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AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
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Max = 2.5, --the cone size will not go beyond this size
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Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 6974 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {4, 6.5}, --random value between the 2
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Horizontal = {-1.75, 2.75}, --random value between the 2
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Shake = 3, --camera shake
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AdsMultiplier = 0.35, --multiply the values by this amount while aiming
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Seed = 1159, --give this a random number until you like the current recoil pattern
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ViewModelMultiplier = 0.56
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}
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SWEP.Bullet = {
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Damage = {95, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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EffectiveRange = 15, --in meters, damage scales within this distance
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DropOffStartRange = 12,
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Range = 40, --in meters, after this distance the bullet stops existing
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Tracer = false, --show tracer
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NumBullets = 6, --the amount of bullets to fire
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PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects
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HeadshotMultiplier = 1,
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Penetration = {
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DamageMultiplier = 0.9, --how much damaged is multipled by when leaving a surface.
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MaxCount = 12, --how many times the bullet can penetrate.
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Thickness = 16, --in hu, how thick an obstacle has to be to stop the bullet.
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}
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}
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SWEP.Zoom = {
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FovMultiplier = 0.95,
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ViewModelFovMultiplier = 1,
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Blur = {
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EyeFocusDistance = 10
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}
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}
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SWEP.WorldModelOffsets = {
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Bone = "tag_sling",
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Angles = Angle(5,97,-90),
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Pos = Vector(8,-5.35,-1.5)
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}
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SWEP.ViewModelOffsets = {
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Aim = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(0, 3, 0)
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},
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Idle = {
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Angles = Angle(0, 0, 0),
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Pos = Vector(0, 0, 0)
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},
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Inspection = {
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Bone = "tag_sling",
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X = {
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[0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 0, -30)},
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[1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
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},
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Y = {
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[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)},
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[1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)}
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}
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},
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RecoilMultiplier = 2.75,
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KickMultiplier = 1.3,
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AimKickMultiplier = 0.45
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}
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SWEP.Shell = "mwb_shelleject_12g"
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function SWEP:PrimaryAttack()
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local clip = self:Clip1()
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weapons.Get(self.Base).PrimaryAttack(self)
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if (clip != self:Clip1()) then
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self:SetBarrel(self:GetBarrel() + 1)
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if (self:GetBarrel() >= 2 && self:Clip1() > 0) then
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self:AddFlag("Rechambered")
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self:SetBarrel(0)
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else
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self:RemoveFlag("Rechambered")
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end
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end
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end
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function SWEP:EndReload()
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if (self:Clip1() <= 0) then --dont want to cancel reload if im out of ammo
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return
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end
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if (self:Clip1() == 1) then
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self:SetBarrel(0)
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end
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weapons.Get(self.Base).EndReload(self)
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end
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function SWEP:ChooseReloadAnim()
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local maxClip = self.Primary.ClipSize
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if (self:HasFlag("Rechambered")) then
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maxClip = self:GetMaxClip1WithChamber()
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end
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if (self:Clip1() == maxClip - 2 || self:Ammo1() == 2) then
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return "Reload_Start"
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end
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if (self:Clip1() % 2 != 0 || self:Ammo1() == 1 || self:Clip1() == maxClip - 1) then
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return "Reload_Start_Onebullet"
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end
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return "Reload_Start"
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end
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function SWEP:Initialize()
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weapons.Get(self.Base).Initialize(self)
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self:SetBarrel(2)
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end
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function SWEP:GetMaxClip1WithChamber()
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local extra = 2
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if (self:GetBarrel() == 0) then
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extra = 1
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end
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if (!self.CanChamberRound) then
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extra = 0
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end
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return self:GetMaxClip1() + extra
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end
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function SWEP:Reload(fromFallback)
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local bWasReloading = self:HasFlag("Reloading")
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weapons.Get(self.Base).Reload(self, fromFallback)
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if (self:HasFlag("Reloading") && !bWasReloading) then
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local anim = self:ChooseReloadAnim()
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self:SetNextMagTime(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength))
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self:RemoveFlag("MagInserted")
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if (self.Animations[anim].MagLength2 != nil) then
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self:SetNextMagTime2(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength2))
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self:SetHasFilledMag2(false)
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else
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self:SetHasFilledMag2(true)
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end
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end
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end
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function SWEP:SetupDataTables()
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weapons.Get(self.Base).SetupDataTables(self)
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self:CustomNetworkVar("Float", "NextMagTime2")
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self:CustomNetworkVar("Bool", "HasFilledMag2")
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self:CustomNetworkVar("Int", "Barrel")
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end
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function SWEP:OnRestore()
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weapons.Get(self.Base).OnRestore(self)
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self:SetNextMagTime2(0)
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self:SetHasFilledMag2(true)
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end
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function SWEP:ReloadBehaviourModule()
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if (self:HasFlag("Reloading")) then
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local maxClip = self.Primary.ClipSize
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if (self:HasFlag("Rechambered") && self.CanChamberRound) then
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maxClip = self:GetMaxClip1WithChamber()
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end
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if (CurTime() > self:GetNextMagTime() && !self:HasFlag("MagInserted")) then
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self:SetClip1(self:Clip1() + 1)
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self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
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self:AddFlag("MagInserted")
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if ((self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) && !self:GetHasFilledMag2()) then
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self:EndReload()
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return
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end
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end
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if (CurTime() > self:GetNextMagTime2() && !self:GetHasFilledMag2()) then
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self:SetClip1(self:Clip1() + 1)
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self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
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self:SetHasFilledMag2(true)
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end
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if (CurTime() > self:GetNextReloadTime()) then
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if (self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) then
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self:EndReload()
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return
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end
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self:PlayViewModelAnimation("Reload_Loop")
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self:SetNextReloadTime(CurTime() + self:GetAnimLength("Reload_Loop"))
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self:SetNextMagTime(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength))
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self:SetNextMagTime2(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength2))
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self:RemoveFlag("MagInserted")
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self:SetHasFilledMag2(false)
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self:PlayerGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, self.HoldTypes[self.HoldType].Reload)
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end
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end
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end |