Files
call-of-duty-tdm/lua/weapons/mg_papa90/shared.lua
2026-03-30 10:39:52 +03:00

229 lines
7.6 KiB
Lua

AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
PrecacheParticleSystem("AC_muzzle_pistol_ejection")
PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_papa90", "VGUI/entities/mg_papa90", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sm_papa90")
end
-- SWEP.BulletList = {[28] = "j_bullets_022", [27] = "j_bullets_021", [26] = "j_bullets_020", [25] = "j_bullets_019", [24] = "j_bullets_018", [23] = "j_bullets_017", [22] = "j_bullets_016",
-- [21] = "j_bullets_015", [20] = "j_bullets_014", [19] = "j_bullets_013", [18] = "j_bullets_012", [17] = "j_bullets_011",
-- [16] = "j_bullets_010", [15] = "j_bullets_09", [14] = "j_bullets_08", [13] = "j_bullets_07", [12] = "j_bullets_06",
-- [11] = "j_bullets_05", [10] = "j_bullets_04", [9] = "j_bullets_03", [8] = "j_bullets_02", [7] = "j_bullets_01",
-- [6] = "j_bullet_06", [5] = "j_bullet_05", [4] = "j_bullet_04", [3] = "j_bullet_03", [2] = "j_bullet_02", [1] = "j_bullet_01"}
SWEP.Base = "mg_base"
SWEP.PrintName = "P90"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Submachine Guns"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_papa90.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_papa90.mdl")
SWEP.Slot = 2
SWEP.HoldType = "TinyGun"
SWEP.Trigger = {
PressedSound = Sound("weap_papa90_fire_first_plr"),
ReleasedSound = Sound("weap_papa90_disconnector_plr"),
Time = 0.025
}
SWEP.Primary.Sound = Sound("weap_papa90_fire_plr_lfe")
SWEP.Primary.Ammo = "SMG1"
SWEP.Primary.ClipSize = 50
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 895.5223880597015
SWEP.CanChamberRound = true
SWEP.CanDisableAimReload = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_pistol",
["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
["Ejection"] = "mw_ins2_shell_eject",
}
SWEP.Reverb = {
RoomScale = 50000, --(cubic hu)
--how big should an area be before it is categorized as 'outside'?
Sounds = {
Outside = {
Layer = Sound("Atmo_SMG.Outside"),
Reflection = Sound("Reflection_Pistol.Outside")
},
Inside = {
Layer = Sound("Atmo_SMG.Inside"),
Reflection = Sound("Reflection_Pistol.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Full Auto",
OnSet = function()
return "Firemode_Auto"
end
},
[2] = {
Name = "Semi Auto",
OnSet = function(self)
self.Primary.Automatic = false
--self.Primary.RPM = 450
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_pistol_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 35,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.15, --accuracy while hip
Ads = 0.025, --accuracy while aiming
Increase = 0.05, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.075, --multiply the increase value by this amount while aiming
Max = 1, --the cone size will not go beyond this size
Decrease = 0.75, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 987654321 --just give this a random number
}
SWEP.Recoil = {
Vertical = {0.85, 1.15}, --random value between the 2
Horizontal = {-1.15, 1.15}, --random value between the 2
Shake = 1, --camera shake
AdsMultiplier = 0.25, --multiply the values by this amount while aiming
Seed = 6589132 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {22, 13}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 38, --in meters, damage scales within this distance`
DropOffStartRange = 13,
Range = 100, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 1, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 1,
Penetration = {
DamageMultiplier = 0.7, --how much damaged is multipled by when leaving a surface.
MaxCount = 3, --how many times the bullet can penetrate.
Thickness = 14, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 7.5
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(0,105,-90),
Pos = Vector(-3.5,-0.5,8)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, -4, 0)
},
Idle = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 0)
},
Inspection = {
Bone = "tag_sling",
X = {
[0] = {Pos = Vector(0, 0, 2), Angles = Angle(30, 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(0, 0, 0), Angles = Angle(10, -20, 0)}
}
},
RecoilMultiplier = 0.3,
KickMultiplier = 0.4,
AimKickMultiplier = 3.2
}
SWEP.Shell = "mwb_shelleject_57"
DEFINE_BASECLASS("mg_base")
-- SWEP.magSpringDelta = 1
-- local small = Vector(0, 0, 0)
-- local normal = Vector(1, 1, 1)
-- function SWEP:ResetBullets(model, bones)
-- for i, bone in pairs(bones) do
-- local bId = self:LookupBoneCached(model, bone)
-- if (bId != nil) then
-- if (i > 6) then
-- if ((self:Clip1() + self:Ammo1()) * 0.5 + 3 >= i) then
-- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), normal)
-- end
-- else
-- if (self:Clip1() + self:Ammo1() >= i) then
-- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), normal)
-- end
-- end
-- end
-- end
-- self.magSpringDelta = 1 - math.min(math.max(self:Clip1() + self:Ammo1(), 4) / self:GetMaxClip1(), 1)
-- end
-- function SWEP:RemoveBulletsBasedOnClip(model, bones)
-- if (IsValid(model) && self:GetIsReloading()) then
-- return
-- end
-- for i, bone in pairs(bones) do
-- local bId = self:LookupBoneCached(model, bone)
-- if (bId != nil) then
-- if (i > 6) then
-- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), (self:Clip1() * 0.5) + 3 <= i && small || normal)
-- else
-- model:ManipulateBoneScale(self:LookupBoneCached(model, bone), self:Clip1() <= i && small || normal)
-- end
-- end
-- end
-- self.magSpringDelta = 1 - math.min(math.max(self:Clip1(), 4) / self:GetMaxClip1(), 1)
-- end
-- function SWEP:PostDrawViewModel(vm, weapon, ply)
-- BaseClass.PostDrawViewModel(self, vm, weapon, ply)
-- local model = self:GetAttachmentModels("Magazines")
-- self:RemoveBulletsBasedOnClip(model, self.BulletList)
-- local springId = self:LookupBoneCached(model, "j_mag_spring")
-- local pusherId = self:LookupBoneCached(model, "j_mag_pusher")
-- model:ManipulateBonePosition(pusherId, Vector(self.magSpringDelta * -7, 0, 0))
-- model:ManipulateBoneScale(springId, Vector(self.magSpringDelta * -2.5, 1, 1))
-- end