Files
call-of-duty-tdm/lua/weapons/mg_romeo700/shared.lua
2026-03-30 10:39:52 +03:00

170 lines
5.2 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")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_romeo700", "VGUI/entities/mg_romeo700", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_romeo700")
end
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vertpro_offset", "grip_stockhvy_offset", "grip_stocktac_offset", "grip_stockskel_offset", "grip_stocksn_offset"}
SWEP.GripPoseParameters2 = {"grip_pistolgrip_offset"}
SWEP.Base = "mg_base"
SWEP.PrintName = "SPR"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Marksman Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_romeo700.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_romeo700.mdl")
SWEP.Trigger = {
PressedSound = Sound("mw19.sksierra.fire.first"),
ReleasedSound = Sound("mw19.sksierra.disconnector"),
Time = 0.03
}
SWEP.Slot = 3
SWEP.HoldType = "BoltAction"
SWEP.Primary.Sound = Sound("weap_romeo700_fire_plr")
SWEP.Primary.Ammo = "357"
SWEP.Primary.ClipSize = 5
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 328
SWEP.CanChamberRound = true
SWEP.CanDisableAimReload = false
SWEP.EmptyReloadRechambers = true
SWEP.Projectile = {
Class = "mg_sniper_bullet", --bullet entity class
Speed = 30000,
Gravity = 8,
Penetrate = true
}
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_dmr",
["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_Sniper.Outside"),
Reflection = Sound("Reflection_Sniper.Outside")
},
Inside = {
Layer = Sound("Atmo_Shotgun.Inside"),
Reflection = Sound("Reflection_Shotgun.Inside")
}
}
}
SWEP.Firemodes = {
[1] = {
Name = "Bolt-Action",
OnSet = function(self)
self.Primary.Automatic = false
return "Firemode_Semi"
end
},
}
SWEP.BarrelSmoke = {
Particle = "AC_muzzle_minigun_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 75,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 65 --degrees per second
}
SWEP.Cone = {
Hip = 1, --accuracy while hip
Ads = 0.033, --accuracy while aiming
Increase = 0.086, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming
Max = 2.5, --the cone size will not go beyond this size
Decrease = 1, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 6985 --just give this a random number
}
SWEP.Recoil = {
Vertical = {7, 10}, --random value between the 2
Horizontal = {-1.75, 2.75}, --random value between the 2
Shake = 3, --camera shake
AdsMultiplier = 0.05, --multiply the values by this amount while aiming
Seed = 3584, --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {102, 85}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
EffectiveRange = 250, --in meters, damage scales within this distance
DropOffStartRange = 30,
Range = 300, --in meters, after this distance the bullet stops existing
Tracer = false, --show tracer
NumBullets = 1, --the amount of bullets to fire
PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects
HeadshotMultiplier = 2,
Penetration = {
DamageMultiplier = 0.85, --how much damaged is multipled by when leaving a surface.
MaxCount = 6, --how many times the bullet can penetrate.
Thickness = 25, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 10
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(15,0,-180),
Pos = Vector(9,-1,-1.5)
}
SWEP.ViewModelOffsets = {
Aim = {
Angles = Angle(0, 0, 0),
Pos = Vector(0, 0, 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,
KickMultiplier = 1,
AimKickMultiplier = 0.75
}
SWEP.Shell = "mwb_shelleject_7625x"