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

307 lines
9.2 KiB
Lua

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_dpapa12", "VGUI/entities/mg_dpapa12", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_dpapa12")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
SWEP.PrintName = "R9-0"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Shotguns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_dpapa12.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_dpapa12.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.aalpha12.fire.first"),
ReleasedSound = Sound("mw19.aalpha12.disconnector"),
Time = 0.025
}
SWEP.Slot = 3
SWEP.HoldType = "RifleWithVerticalGrip"
SWEP.Primary.Sound = Sound("weap_dpapa12_fire_plr_lfe")
SWEP.Primary.Ammo = "Buckshot"
SWEP.Primary.ClipSize = 14
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 600
SWEP.CanChamberRound = true
SWEP.CanDisableAimReload = false
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_shotgun",
["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_Sniper.Outside"),
Reflection = Sound("Reflection_Shotgun.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Sniper.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Pump-Action",
OnSet = function(self)
self.Primary.Automatic = false
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 65,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 65 --degrees per second
}
SWEP.Cone = {
Hip = 1, --accuracy while hip
Ads = 1, --accuracy while aiming
Increase = 0.085, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
Max = 2.5, --the cone size will not go beyond this size
Decrease = 0.24, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6974 --just give this a random number
}
SWEP.Recoil = {
Vertical = {4, 6.5}, --random value between the 2
Horizontal = {-1.75, 2.75}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.35, --multiply the values by this amount while aiming
Seed = 1159, --give this a random number until you like the current recoil pattern
ViewModelMultiplier = 0.56
}
SWEP.Bullet = {
Damage = {95, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 15, --in meters, damage scales within this distance
DropOffStartRange = 12,
Range = 40, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 6, --the amount of bullets to fire
PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.9, --how much damaged is multipled by when leaving a surface.
MaxCount = 12, --how many times the bullet can penetrate.
Thickness = 16, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(5,97,-90),
Pos = Vector(8,-5.35,-1.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 3, 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 = 2.75,
KickMultiplier = 1.3,
AimKickMultiplier = 0.45
}
SWEP.Shell = "mwb_shelleject_12g"
function SWEP:PrimaryAttack()
local clip = self:Clip1()
weapons.Get(self.Base).PrimaryAttack(self)
if (clip != self:Clip1()) then
self:SetBarrel(self:GetBarrel() + 1)
if (self:GetBarrel() >= 2 && self:Clip1() > 0) then
self:AddFlag("Rechambered")
self:SetBarrel(0)
else
self:RemoveFlag("Rechambered")
end
end
end
function SWEP:EndReload()
if (self:Clip1() <= 0) then --dont want to cancel reload if im out of ammo
return
end
if (self:Clip1() == 1) then
self:SetBarrel(0)
end
weapons.Get(self.Base).EndReload(self)
end
function SWEP:ChooseReloadAnim()
local maxClip = self.Primary.ClipSize
if (self:HasFlag("Rechambered")) then
maxClip = self:GetMaxClip1WithChamber()
end
if (self:Clip1() == maxClip - 2 || self:Ammo1() == 2) then
return "Reload_Start"
end
if (self:Clip1() % 2 != 0 || self:Ammo1() == 1 || self:Clip1() == maxClip - 1) then
return "Reload_Start_Onebullet"
end
return "Reload_Start"
end
function SWEP:Initialize()
weapons.Get(self.Base).Initialize(self)
self:SetBarrel(2)
end
function SWEP:GetMaxClip1WithChamber()
local extra = 2
if (self:GetBarrel() == 0) then
extra = 1
end
if (!self.CanChamberRound) then
extra = 0
end
return self:GetMaxClip1() + extra
end
function SWEP:Reload(fromFallback)
local bWasReloading = self:HasFlag("Reloading")
weapons.Get(self.Base).Reload(self, fromFallback)
if (self:HasFlag("Reloading") && !bWasReloading) then
local anim = self:ChooseReloadAnim()
self:SetNextMagTime(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength))
self:RemoveFlag("MagInserted")
if (self.Animations[anim].MagLength2 != nil) then
self:SetNextMagTime2(CurTime() + self:GetAnimLength(anim, self.Animations[anim].MagLength2))
self:SetHasFilledMag2(false)
else
self:SetHasFilledMag2(true)
end
end
end
function SWEP:SetupDataTables()
weapons.Get(self.Base).SetupDataTables(self)
self:CustomNetworkVar("Float", "NextMagTime2")
self:CustomNetworkVar("Bool", "HasFilledMag2")
self:CustomNetworkVar("Int", "Barrel")
end
function SWEP:OnRestore()
weapons.Get(self.Base).OnRestore(self)
self:SetNextMagTime2(0)
self:SetHasFilledMag2(true)
end
function SWEP:ReloadBehaviourModule()
if (self:HasFlag("Reloading")) then
local maxClip = self.Primary.ClipSize
if (self:HasFlag("Rechambered") && self.CanChamberRound) then
maxClip = self:GetMaxClip1WithChamber()
end
if (CurTime() > self:GetNextMagTime() && !self:HasFlag("MagInserted")) then
self:SetClip1(self:Clip1() + 1)
self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
self:AddFlag("MagInserted")
if ((self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) && !self:GetHasFilledMag2()) then
self:EndReload()
return
end
end
if (CurTime() > self:GetNextMagTime2() && !self:GetHasFilledMag2()) then
self:SetClip1(self:Clip1() + 1)
self:GetOwner():SetAmmo(self:Ammo1() - 1, self:GetPrimaryAmmoType())
self:SetHasFilledMag2(true)
end
if (CurTime() > self:GetNextReloadTime()) then
if (self:Clip1() >= maxClip || self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()) <= 0) then
self:EndReload()
return
end
self:PlayViewModelAnimation("Reload_Loop")
self:SetNextReloadTime(CurTime() + self:GetAnimLength("Reload_Loop"))
self:SetNextMagTime(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength))
self:SetNextMagTime2(CurTime() + self:GetAnimLength("Reload_Loop", self.Animations["Reload_Loop"].MagLength2))
self:RemoveFlag("MagInserted")
self:SetHasFilledMag2(false)
self:PlayerGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, self.HoldTypes[self.HoldType].Reload)
end
end
end