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

152 lines
4.2 KiB
Lua

AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
include("animations.lua")
if CLIENT then
killicon.Add( "mg_dblmg", "VGUI/entities/mg_dblmg", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_lm_dblmg")
end
SWEP.Base = "mg_base"
SWEP.ParticleEffects = {
["MuzzleFlash"] = "AC_muzzle_rifle",
["MuzzleFlash_Suppressed"] = "AC_muzzle_pistol_suppressed",
["Ejection"] = "AC_muzzle_pistol_ejection",
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 15,
TemperatureThreshold = 150, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.PrintName = "Minigun"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Specials"
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.VModel = Model("models/viper/mw/weapons/v_dblmg.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_dblmg.mdl")
SWEP.Slot = 3
SWEP.HoldType = "Shotgun"
SWEP.Primary.Sound = Sound("mw19.dblmg.fire")
SWEP.Primary.TrailingSound = Sound("mw19.dblmg.spin.loop")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 200
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 1750
SWEP.CanDisableAimReload = true
SWEP.Trigger = {
PressedSound = Sound("mw19.dblmg.spin.up"),
ReleasedSound = Sound("mw19.dblmg.spin.down"),
PlayReleasedSoundRegardless = true,
PressedAnimation = "spin_up",
Time = 0.45
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_LMG.Outside"),
Reflection = Sound("Reflection_AR.Outside")
},
Inside = {
Layer = Sound("Atmo_LMG.Inside"),
Reflection = Sound("Reflection_AR.Inside")
}
}
}
SWEP.Customization = {}
SWEP.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
end
},
}
SWEP.Cone = {
Hip = 0.5, --accuracy while hip
Ads = 0, --accuracy while aiming
Increase = 0.015, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.25, --multiply the increase value by this amount while aiming
Max = 3.15, --the cone size will not go beyond this size
Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 32452 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0.1, 0.35}, --random value between the 2
Horizontal = {-0.7, 1.5}, --random value between the 2
Shake = 1.25, --camera shake
AdsMultiplier = 0.5, --multiply the values by this amount while aiming
Seed = 65473 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {50, 25}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 30, --in meters, damage scales within this distance
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 2, --the amount of bullets to fire
PhysicsMultiplier = 0.75 --damage is multiplied by this amount when pushing objects
}
SWEP.Zoom = {
FovMultiplier = 0.7,
ViewModelFovMultiplier = 1.1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "j_dblmg_offset",
Angles = Angle(0, 90, -90),
Pos = Vector(15,-1,-11)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(-2, 0, 1)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
RecoilMultiplier = 1.2,
KickMultiplier = 3,
AimKickMultiplier = 3
}
SWEP.Shell = "mwb_shelleject_762"
local base = weapons.Get("mg_base")
function SWEP:HasAttachment(att)
if (att == "att_ammo_he") then
return true
end
return base.HasAttachment(self, att)
end