192 lines
5.7 KiB
Lua
192 lines
5.7 KiB
Lua
AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_rifle")
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PrecacheParticleSystem("mw_fas2_muzzleflash_suppressed")
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PrecacheParticleSystem("mw_ins2_shell_eject")
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PrecacheParticleSystem("mw_fas2_muzzleflash_ar_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_mike4", "VGUI/entities/mg_mike4", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_mike4")
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end
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SWEP.Base = "mg_base"
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SWEP.GripPoseParameters = {"grip_gripvert_offset", "grip_gripvertpro_offset", "grip_barshort_gripang_offset", "grip_barshort_gripvert_offset", "grip_gripang_offset", "grip_barlong_gripvert_offset", "grip_barlong_gripang_offset", "grip_m203_offset", "grip_m203_gripvert_offset", "grip_m203_gripang_offset"}
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SWEP.PrintName = "M4A1"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Assault Rifles"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_mike4.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_mike4.mdl")
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SWEP.Trigger = {
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PressedSound = Sound("mw19.mike4.fire.first"),
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ReleasedSound = Sound("mw19.mike4.fire.disconnector"),
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Time = 0.025
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}
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SWEP.Slot = 2
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SWEP.HoldType = "Rifle"
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SWEP.AlternateGrips = false
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SWEP.Primary.Sound = Sound("mw19.mike4.fire")
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SWEP.Primary.Ammo = "Ar2"
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SWEP.Primary.ClipSize = 30
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SWEP.Primary.Automatic = true
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 810
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SWEP.CanChamberRound = true
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "mw_fas2_muzzleflash_ar",
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["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
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["Ejection"] = "mw_ins2_shell_eject",
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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_AR2.Outside"),
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Reflection = Sound("Reflection_AR.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_AR.Inside"),
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Reflection = Sound("Reflection_AR.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 = "Full Auto",
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OnSet = function()
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return "Firemode_Auto"
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end
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},
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[2] = {
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Name = "Semi Auto",
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OnSet = function(self)
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self.Primary.Automatic = false
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--self.Primary.RPM = 450
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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 = "mw_fas2_muzzleflash_ar_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 35,
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TemperatureThreshold = 100, --temperature that triggers smoke
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TemperatureCooldown = 100 --degrees per second
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}
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SWEP.Cone = {
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Hip = 0.3, --accuracy while hip
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Ads = 0.07, --accuracy while aiming
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Increase = 0.07, --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 = 1.4, --the cone size will not go beyond this size
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Decrease = 0.3, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 3265187 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {1, 1.5}, --random value between the 2
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Horizontal = {-1.75, 1.75}, --random value between the 2
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Shake = 1.1, --camera shake
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AdsMultiplier = 0.15, --multiply the values by this amount while aiming
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Seed = 2548715, --give this a random number until you like the current recoil pattern
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ViewModelMultiplier = 1
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}
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SWEP.Bullet = {
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Damage = {26, 13}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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DropOffStartRange = 20, --in meters, damage will start dropping off after this range
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EffectiveRange = 43, --in meters, damage scales within this distance
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Range = 180, --in meters, after this distance the bullet stops existing
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Tracer = false, --show tracer
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NumBullets = 1, --the amount of bullets to fire
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PhysicsMultiplier = 1, --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 = 0.8, --how much damaged is multipled by when leaving a surface.
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MaxCount = 3, --how many times the bullet can penetrate.
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Thickness = 12, --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 = 6.5
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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(0, 95, -90),
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Pos = Vector(3,-5,-3.5)
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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, 0, 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 = 0.4,
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KickMultiplier = 1,
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AimKickMultiplier = 1
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}
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SWEP.Shell = "mwb_shelleject_556"
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DEFINE_BASECLASS("mg_base")
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SWEP.bEnableMagPoseParam = true
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function SWEP:PostDrawViewModel(vm, weapon, ply)
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BaseClass.PostDrawViewModel(self, vm, weapon, ply)
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if (self.bEnableMagPoseParam) then
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self:UpdateMagPoseParam(1 - self:Clip1() / self:GetMaxClip1())
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end
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end
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function SWEP:AllowRuntimeMagPoseParam(allow)
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self.bEnableMagPoseParam = allow
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end
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function SWEP:UpdateMagPoseParam(val)
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local mag = self:GetAttachmentInUseForSlot(4).m_Model
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if (IsValid(mag) && mag != nil) then
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mag:SetPoseParameter("bullets_offset", val)
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end
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end |