Files
call-of-duty-tdm/lua/weapons/mg_aalpha12/shared.lua
2026-03-30 10:39:52 +03:00

179 lines
5.5 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")
SWEP.BulletList = {[0] = "j_ammoshell1", [1] = "j_ammoshell2"}
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_aalpha12", "VGUI/entities/mg_aalpha12", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_aalpha12")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset"}
SWEP.PrintName = "Jak-12"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Shotguns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_aalpha12.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_aalpha12.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.aalpha12.fire.first"),
ReleasedSound = Sound("mw19.aalpha12.disconnector"),
Time = 0.15
}
SWEP.Slot = 3
SWEP.HoldType = "Rifle"
SWEP.Primary.Sound = Sound("mw19.aalpha12.fire")
SWEP.Primary.Ammo = "Buckshot"
SWEP.Primary.ClipSize = 8
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 300
SWEP.CanChamberRound = false
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_Shotgun.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Automatic",
OnSet = function(self)
self.Primary.Automatic = true
return "Firemode_Auto"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 75,
TemperatureThreshold = 250, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.75, --accuracy while hip
Ads = 0.75, --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 = {1, 2}, --random value between the 2
Horizontal = {-1, 1}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.35, --multiply the values by this amount while aiming
Seed = 1158, --give this a random number until you like the current recoil pattern
ViewModelMultiplier = 0.56
}
SWEP.Bullet = {
Damage = {60, 35}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 10, --in meters, damage scales within this distance
DropOffStartRange = 10,
Range = 40, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 4, --the amount of bullets to fire
PhysicsMultiplier = 1.7, --damage is multiplied by this amount when pushing objects
Penetration = {
DamageMultiplier = 0.94, --how much damaged is multipled by when leaving a surface.
MaxCount = 10, --how many times the bullet can penetrate.
Thickness = 12, --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_sling",
Angles = Angle(-3,90,-90),
Pos = Vector(3.5,-6,-4)
}
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 = 1.75,
KickMultiplier = 1.3,
AimKickMultiplier = 0.45
}
SWEP.Shell = "mwb_shelleject_12g_black"
DEFINE_BASECLASS("mg_base")
-- local emptyPos = Vector(3.6, 0, 0)
-- local fullPos = Vector(0, 0, 0)
-- function SWEP:PostDrawViewModel(vm, weapon, ply)
-- BaseClass.PostDrawViewModel(self, vm, weapon, ply)
-- self:RemoveBulletsBasedOnClip(self:GetAttachmentModels("Mag"), self.BulletList)
-- self:GetViewModel():ManipulateBonePosition(self:LookupBoneCached(self:GetViewModel(), "j_bolt"), (self:Clip1() <= 0 && !self:HasFlag("Reloading")) && emptyPos || fullPos)
-- end