183 lines
5.4 KiB
Lua
183 lines
5.4 KiB
Lua
AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_pistol")
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PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
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PrecacheParticleSystem("AC_muzzle_pistol_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_makarov", "VGUI/entities/mg_makarov", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_pi_mike")
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end
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SWEP.Base = "mg_base"
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SWEP.PrintName = "Sykov"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Pistols"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_makarov.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_makarov.mdl")
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SWEP.Trigger = {
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PressedSound = Sound("weap_mike_fire_first"),
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ReleasedSound = Sound("weap_mike_fire_disconnector"),
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Time = 0.025
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}
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SWEP.Slot = 1
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SWEP.HoldType = "Pistol"
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "AC_muzzle_pistol",
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["MuzzleFlash_Suppressor"] = "AC_muzzle_pistol_suppressed",
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["Ejection"] = "AC_muzzle_pistol_ejection",
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}
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SWEP.Primary.Sound = Sound("weap_mike_fire_plr")
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SWEP.Primary.Ammo = "Pistol"
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SWEP.Primary.ClipSize = 12
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SWEP.Primary.Automatic = false
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 600
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SWEP.CanChamberRound = true
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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_Pistol.Outside"),
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Reflection = Sound("Reflection_Pistol.Outside")
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},
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Inside = {
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Layer = Sound("Atmo_Pistol.Inside"),
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Reflection = Sound("Reflection_Pistol.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 = "Semi Auto",
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OnSet = function()
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return nil
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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_pistol_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 20,
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TemperatureThreshold = 100, --temperature that triggers smoke
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TemperatureCooldown = 40 --degrees per second
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}
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SWEP.Cone = {
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Hip = 0.25, --accuracy while hip
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Ads = 0.075, --accuracy while aiming
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Increase = 0.15, --increase cone size by this amount every time we shoot
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AdsMultiplier = 0.17, --multiply the increase value by this amount while aiming
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Max = 0.85, --the cone size will not go beyond this size
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Decrease = 0.43, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 5555 --just give this a random number
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}
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SWEP.Recoil = {
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Vertical = {0, 0.1}, --random value between the 2
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Horizontal = {-1, 2}, --random value between the 2
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Shake = 1.6, --camera shake
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AdsMultiplier = 0.75, --multiply the values by this amount while aiming
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Seed = 6954 --give this a random number until you like the current recoil pattern
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}
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SWEP.Bullet = {
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Damage = {25, 15}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
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DropOffStartRange = 8,
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EffectiveRange = 25, --in meters, damage scales within this distance
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Range = 100, --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 = 0.6, --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 = 5, --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 = 13
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}
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}
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SWEP.WorldModelOffsets = {
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Bone = "tag_pistol_offset",
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Angles = Angle(0, 90, -90),
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Pos = Vector(3, -3, -1.5)
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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(0.15, 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_pistol_offset",
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X = {
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[0] = {Pos = Vector(-2, 2, 0), Angles = Angle(30, 0, -30)},
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[1] = {Pos = Vector(-1, 0, 0), Angles = Angle(0, 0, 0)}
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},
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Y = {
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[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, -30, 0)},
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[1] = {Pos = Vector(0, 0, 1), Angles = Angle(0, 30, 0)}
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}
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},
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RecoilMultiplier = 1,
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KickMultiplier = 1
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}
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SWEP.Shell = "mwb_shelleject_9mm"
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DEFINE_BASECLASS("mg_base")
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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 (!IsValid(self.Customization["Magazine"].m_Model)) then
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-- return
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-- end
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-- local mag = self.Customization["Magazine"].m_Model
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-- local max = 10
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-- local clip = math.min(max, self:Clip1() + self:GetOwner():GetAmmoCount(self:GetPrimaryAmmoType()))
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-- mag:SetBodygroup(2, max - clip)
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-- local cycle = 0.7
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-- if (self:GetMaxClip1() > 20) then
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-- cycle = 0.3
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-- end
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-- local bInReloadAnimation = string.find(string.lower(self.m_seqIndex), "reload") || false
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-- if (!bInReloadAnimation || (bInReloadAnimation && self:GetViewModel():GetCycle() > cycle)) then
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-- mag:SetBodygroup(1, math.min(max - self:Clip1() + 1, 10))
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-- if (bInReloadAnimation) then
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-- mag:SetBodygroup(1, max - clip)
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-- end
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-- end
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-- end |