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

171 lines
5.0 KiB
Lua

AddCSLuaFile()
PrecacheParticleSystem("AC_muzzle_rifle")
PrecacheParticleSystem("mw_fas2_muzzleflash_suppressed")
PrecacheParticleSystem("mw_ins2_shell_eject")
PrecacheParticleSystem("mw_fas2_muzzleflash_ar_smoke_barrel")
include("animations.lua")
include("customization.lua")
if CLIENT then
killicon.Add( "mg_scharlie", "VGUI/entities/mg_scharlie", Color(255, 0, 0, 255))
SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_scharlie")
end
SWEP.Base = "mg_base"
SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vert_pro_offset", "grip_vert_large_offset", "grenade_launcher_offset"}
SWEP.PrintName = "FN SCAR 17"
SWEP.Category = "Modern Warfare"
SWEP.SubCategory = "Assault Rifles"
SWEP.Spawnable = true
SWEP.VModel = Model("models/viper/mw/weapons/v_scharlie.mdl")
SWEP.WorldModel = Model("models/viper/mw/weapons/w_scharlie.mdl")
SWEP.Slot = 2
SWEP.HoldType = "Rifle"
SWEP.Primary.Sound = Sound("mw19.scharlie.fire")
SWEP.Trigger = {
PressedSound = Sound("mw19.scharlie.fire.first"),
ReleasedSound = Sound("mw19.scharlie.disconnector"),
Time = 0.025
}
SWEP.Primary.Ammo = "Ar2"
SWEP.Primary.ClipSize = 20
SWEP.Primary.Automatic = true
SWEP.Primary.BurstRounds = 1
SWEP.Primary.BurstDelay = 0
SWEP.Primary.RPM = 571.4285714285714
SWEP.CanChamberRound = true
SWEP.ParticleEffects = {
["MuzzleFlash"] = "mw_fas2_muzzleflash_ar",
["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_LMG.Outside"),
Reflection = Sound("Reflection_AR.Outside")
},
Inside = {
Layer = Sound("Atmo_LMG.Inside"),
Reflection = Sound("Reflection_AR.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 = "mw_fas2_muzzleflash_ar_smoke_barrel",
Attachment = "muzzle",
ShotTemperatureIncrease = 35,
TemperatureThreshold = 100, --temperature that triggers smoke
TemperatureCooldown = 100 --degrees per second
}
SWEP.Cone = {
Hip = 0.45, --accuracy while hip
Ads = 0.06, --accuracy while aiming
Increase = 0.075, --increase cone size by this amount every time we shoot
AdsMultiplier = 0.15, --multiply the increase value by this amount while aiming
Max = 1.85, --the cone size will not go beyond this size
Decrease = 0.85, -- amount (in seconds) for the cone to completely reset (from max)
Seed = 587843 --just give this a random number
}
SWEP.Recoil = {
Vertical = {2, 1.6}, --random value between the 2
Horizontal = {-2.5, 2.75}, --random value between the 2
Shake = 1.25, --camera shake
AdsMultiplier = 0.23, --multiply the values by this amount while aiming
Seed = 984135 --give this a random number until you like the current recoil pattern
}
SWEP.Bullet = {
Damage = {36, 17}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
DropOffStartRange = 22, --in meters, damage will start dropping off after this range
EffectiveRange = 49, --in meters, damage scales within this distance
Range = 180, --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 = 0.9, --how much damaged is multipled by when leaving a surface.
MaxCount = 4, --how many times the bullet can penetrate.
Thickness = 21, --in hu, how thick an obstacle has to be to stop the bullet.
}
}
SWEP.Zoom = {
FovMultiplier = 0.95,
ViewModelFovMultiplier = 1,
Blur = {
EyeFocusDistance = 7
}
}
SWEP.WorldModelOffsets = {
Bone = "tag_sling",
Angles = Angle(0, 95, -90),
Pos = Vector(2,-5,-3)
}
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, 0, 0), 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(3, 0, 3), Angles = Angle(10, -20, 0)}
}
},
RecoilMultiplier = 0.8,
KickMultiplier = 0.6,
AimKickMultiplier = 1.3,
}
SWEP.Shell = "mwb_shelleject_7625x"