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

183 lines
5.4 KiB
Lua

AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_pistol")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_makarov", "VGUI/entities/mg_makarov", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_mike")
end
SWEP.Base = "mg_base"
SWEP.PrintName = "Sykov"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Pistols"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_makarov.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_makarov.mdl")
SWEP.Trigger = {
PressedSound = Sound("weap_mike_fire_first"),
ReleasedSound = Sound("weap_mike_fire_disconnector"),
Time = 0.025
}
SWEP.Slot = 1
SWEP.HoldType = "Pistol"
SWEP.ParticleEffects = {
["MuzzleFlash"] = "AC_muzzle_pistol",
["MuzzleFlash_Suppressor"] = "AC_muzzle_pistol_suppressed",
["Ejection"] = "AC_muzzle_pistol_ejection",
}
SWEP.Primary.Sound = Sound("weap_mike_fire_plr")
SWEP.Primary.Ammo = "Pistol"
SWEP.Primary.ClipSize = 12
SWEP.Primary.Automatic = false
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 600
SWEP.CanChamberRound = 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.Outside"),
Reflection = Sound("Reflection_Pistol.Outside")
},
Inside = {
Layer = Sound("Atmo_Pistol.Inside"),
Reflection = Sound("Reflection_Pistol.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Semi Auto",
OnSet = function()
return nil
end
}
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 20,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 40 --degrees per second
}
SWEP.Cone = {
Hip = 0.25, --accuracy while hip
Ads = 0.075, --accuracy while aiming
Increase = 0.15, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.17, --multiply the increase value by this amount while aiming
Max = 0.85, --the cone size will not go beyond this size
Decrease = 0.43, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 5555 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0, 0.1}, --random value between the 2
Horizontal = {-1, 2}, --random value between the 2
Shake = 1.6, --camera shake
AdsMultiplier = 0.75, --multiply the values by this amount while aiming
Seed = 6954 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {25, 15}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
DropOffStartRange = 8,
EffectiveRange = 25, --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 = 1, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.6, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --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 = 13
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_pistol_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(3, -3, -1.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0.15, 0, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_pistol_offset",
X = {
[0] = {Pos = Vector(-2, 2, 0), Angles = Angle(30, 0, -30)},
[1] = {Pos = Vector(-1, 0, 0), Angles = Angle(0, 0, 0)}
},
Y = {
[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, -30, 0)},
[1] = {Pos = Vector(0, 0, 1), Angles = Angle(0, 30, 0)}
}
},
RecoilMultiplier = 1,
KickMultiplier = 1
}
SWEP.Shell = "mwb_shelleject_9mm"
DEFINE_BASECLASS("mg_base")
-- function SWEP:PostDrawViewModel(vm, weapon, ply)
-- BaseClass.PostDrawViewModel(self, vm, weapon, ply)
-- if (!IsValid(self.Customization["Magazine"].m_Model)) then
-- return
-- end
-- local mag = self.Customization["Magazine"].m_Model
-- local max = 10
-- local clip = math.min(max, self:Clip1() + self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()))
-- mag:SetBodygroup(2, max - clip)
-- local cycle = 0.7
-- if (self:GetMaxClip1() > 20) then
-- cycle = 0.3
-- end
-- local bInReloadAnimation = string.find(string.lower(self.m_seqIndex), "reload") || false
-- if (!bInReloadAnimation || (bInReloadAnimation && self:GetViewModel():GetCycle() > cycle)) then
-- mag:SetBodygroup(1, math.min(max - self:Clip1() + 1, 10))
-- if (bInReloadAnimation) then
-- mag:SetBodygroup(1, max - clip)
-- end
-- end
-- end