211 lines
6.3 KiB
Lua
211 lines
6.3 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_charlie725", "VGUI/entities/mg_charlie725", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sh_charlie725")
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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 = "725"
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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_charlie725.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_charlie725.mdl")
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SWEP.Trigger = {
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PressedSound = Sound("weap_sh_charlie725_fire_first_plr"),
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ReleasedSound = Sound("weap_sh_charlie725_disconnector_plr"),
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Time = 0.025
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}
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SWEP.Slot = 3
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SWEP.HoldType = "Rifle"
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SWEP.Primary.Sound = Sound("mw19.charlie725.fire")
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SWEP.Primary.Ammo = "Buckshot"
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SWEP.Primary.ClipSize = 2
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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 = 560
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SWEP.CanChamberRound = false
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SWEP.CanDisableAimReload = true
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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 = "Break-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 = 75,
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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 = 0.5, --accuracy while hip
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Ads = 0.5, --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 = 1.7, --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 = 9879 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {8, 7}, --random value between the 2
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Horizontal = {-1.75, 2.75}, --random value between the 2
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Shake = 4, --camera shake
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AdsMultiplier = 0.35, --multiply the values by this amount while aiming
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Seed = 79852, --give this a random number until you like the current recoil pattern
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ViewModelMultiplier = 1.75
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}
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SWEP.Bullet = {
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Damage = {132, 51}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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EffectiveRange = 20, --in meters, damage scales within this distance
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DropOffStartRange = 20,
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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 = 0.97, --how much damaged is multipled by when leaving a surface.
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MaxCount = 0, --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 = 15
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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(0,100,-90),
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Pos = Vector(7,-2,-9)
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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 = 5,
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KickMultiplier = 1,
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AimKickMultiplier = 0.45
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}
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SWEP.Shell = "mwb_shelleject_12g"
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DEFINE_BASECLASS("mg_base")
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-- SWEP.bShowShell1 = true
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-- SWEP.bShowShell2 = true
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-- function SWEP:Reload(fromFallback)
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-- local bWasReloading = self:HasFlag("Reloading")
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-- BaseClass.Reload(self, fromFallback)
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-- if ((SERVER && !game.SinglePlayer()) || !IsFirstTimePredicted()) then
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-- return
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-- end
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-- if (self:HasFlag("Reloading") && !bWasReloading) then
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-- self:ShellRemove()
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-- end
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-- end
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-- local normal = Vector(1, 1, 1)
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-- local tiny = Vector(0.001, 0.001, 0.001)
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-- function SWEP:ShellRemove()
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-- if (CLIENT) then
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-- local shell1 = self:LookupBoneCached(self.m_ViewModel, "j_shell1_fired")
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-- local shell2 = self:LookupBoneCached(self.m_ViewModel, "j_shell2_fired")
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-- self.m_ViewModel:ManipulateBoneScale(shell1, self.bShowShell1 && normal || tiny)
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-- self.m_ViewModel:ManipulateBoneScale(shell2, self.bShowShell2 && normal || tiny)
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-- end
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-- if (SERVER) then
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-- self:CallOnClient("ShellRemove")
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-- end
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-- end
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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:Clip1() > 1) then
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-- self.bShowShell1 = true
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-- end
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-- if (self:Clip1() > 0) then
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-- self.bShowShell2 = true
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-- end
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-- end |