SWEP.Base = "tacrp_base"
SWEP.Spawnable = true

AddCSLuaFile()

// names and stuff
SWEP.PrintName = "Glock 17"
SWEP.Category = "[FT] Оружие"

SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "1Pistol"

SWEP.Description = "Polymer pistol with larger-than-standard capacity and a fast fire rate."
SWEP.Description_Quote = "Does not show up on airport metal detectors."

SWEP.Trivia_Caliber = "9x19mm"
SWEP.Trivia_Manufacturer = "Glock Ges.m.b.H"
SWEP.Trivia_Year = "1982"

SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = "Assets: Twinke Masta \nSounds: Vunsunta \nAnimations: Tactical Intervention"

SWEP.ViewModel = "models/weapons/tacint_extras/v_glock_new.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_glock_new.mdl"

SWEP.Slot = 1

SWEP.BalanceStats = {
    [TacRP.BALANCE_SBOX] = {
        Damage_Max = 24,
        Damage_Min = 12,
        RecoilKick = 3,
    },
    [TacRP.BALANCE_TTT] = {
        Damage_Max = 13,
        Damage_Min = 5,
        Range_Min = 500,
        Range_Max = 1750,
        RPM = 600,
        RPMMultSemi = 1,

        RecoilMaximum = 10,
        RecoilDissipationRate = 10,
        RecoilSpreadPenalty = 0.0045,

        BodyDamageMultipliers = {
            [HITGROUP_HEAD] = 2.5,
            [HITGROUP_CHEST] = 1,
            [HITGROUP_STOMACH] = 1,
            [HITGROUP_LEFTARM] = 0.9,
            [HITGROUP_RIGHTARM] = 0.9,
            [HITGROUP_LEFTLEG] = 0.75,
            [HITGROUP_RIGHTLEG] = 0.75,
            [HITGROUP_GEAR] = 0.9
        },
    },
    [TacRP.BALANCE_PVE] = {
        Damage_Max = 7,
        Damage_Min = 3,

        HipFireSpreadPenalty = 0.012,
        RecoilSpreadPenalty = 0.002,
    },
    [TacRP.BALANCE_OLDSCHOOL] = {
        Description = "Lightweight polymer handgun with a high fire rate but below-average spread.",
        HipFireSpreadPenalty = 0.01,
    }
}

SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol

// "ballistics"

SWEP.Damage_Max = 18
SWEP.Damage_Min = 10
SWEP.Range_Min = 500 // distance for which to maintain maximum damage
SWEP.Range_Max = 1800 // distance at which we drop to minimum damage
SWEP.Penetration = 3 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.45
SWEP.ArmorBonus = 0.5

SWEP.MuzzleVelocity = 11000

SWEP.BodyDamageMultipliers = {
    [HITGROUP_HEAD] = 4,
    [HITGROUP_CHEST] = 1,
    [HITGROUP_STOMACH] = 1,
    [HITGROUP_LEFTARM] = 1,
    [HITGROUP_RIGHTARM] = 1,
    [HITGROUP_LEFTLEG] = 0.75,
    [HITGROUP_RIGHTLEG] = 0.75,
    [HITGROUP_GEAR] = 0.9
}

// misc. shooting

SWEP.Firemode = 1

SWEP.RPM = 550
SWEP.RPMMultSemi = 0.65

SWEP.Spread = 0.008

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 4
SWEP.RecoilResetTime = 0.035
SWEP.RecoilDissipationRate = 16
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount

SWEP.RecoilVisualKick = 1.25
SWEP.RecoilKick = 4
SWEP.RecoilStability = 0.25

SWEP.RecoilSpreadPenalty = 0.005

SWEP.CanBlindFire = true

// handling

SWEP.MoveSpeedMult = 0.975
SWEP.ShootingSpeedMult = 0.9
SWEP.SightedSpeedMult = 0.8

SWEP.ReloadSpeedMult = 0.75

SWEP.AimDownSightsTime = 0.25
SWEP.SprintToFireTime = 0.25

SWEP.Sway = 1
SWEP.ScopedSway = 0.5

SWEP.FreeAimMaxAngle = 2.5

// hold types

SWEP.HoldType = "revolver"
SWEP.HoldTypeSprint = "normal"
SWEP.HoldTypeBlindFire = false

SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL

SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -2, -5)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -2, -5)

SWEP.BlindFireSuicideAng = Angle(-125, 0, 45)
SWEP.BlindFireSuicidePos = Vector(25, 12, -5)

SWEP.SprintAng = Angle(0, 30, 0)
SWEP.SprintPos = Vector(2, 0, -12)

SWEP.SightAng = Angle(-0.01, 0.35, 0)
SWEP.SightPos = Vector(-3.3, 0, -3.35)

SWEP.CorrectivePos = Vector(0.02, -1, 0)
SWEP.CorrectiveAng = Angle(0.05, -0.05, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
SWEP.HolsterPos = Vector(0, 3, -4)
SWEP.HolsterAng = Angle(90, 0, 0)

// reload

-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 18
SWEP.DefaultAmmo = 0
SWEP.Ammo = "pistol1"

-- Принудительное обнуление при создании (Initialize)
function SWEP:Initialize()
    self.BaseClass.Initialize(self)

    -- Обнуляем патроны внутри самого оружия
    self:SetClip1(0)

    -- Обнуляем резервные патроны у игрока через мгновение после спавна
    if SERVER then
        timer.Simple(0, function()
            if IsValid(self) and IsValid(self:GetOwner()) then
                self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
            end
        end)
    end
end

SWEP.ReloadUpInTime = 0.85
SWEP.DropMagazineTime = 0.2

SWEP.ReloadTimeMult = 1.4

SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/glock_new.mdl"
SWEP.DropMagazineImpact = "pistol"

// sounds

local path = "tacrp/weapons/p2000/p2000_"
local path2 = "tacrp_extras/glock/"

SWEP.Sound_Shoot = "^" .. path2 .. "fire-1new.wav"
SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-1.wav"

SWEP.Vol_Shoot = 110
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot

// effects

// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1

SWEP.MuzzleEffect = "muzzleflash_pistol"
SWEP.EjectEffect = 1

// anims

SWEP.AnimationTranslationTable = {
    ["deploy"] = "draw",
    ["fire_iron"] = "shoot2",
    ["fire"] = {"shoot1", "shoot2", "shoot3"},
    ["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"},
    ["melee"] = {"melee1", "melee2"}
}

SWEP.ProceduralIronFire = {
    vm_pos = Vector(0, -0.5, -0.6),
    vm_ang = Angle(0, 2, 0),
    t = 0.2,
    tmax = 0.2,
    bones = {
        {
            bone = "ValveBiped.slide",
            pos = Vector(0, 0, -3),
            t0 = 0,
            t1 = 0.1,
        },
        {
            bone = "ValveBiped.hammer",
            ang = Angle(-15, 0, 0),
            t0 = 0,
            t1 = 0.15,
        },
        {
            bone = "ValveBiped.Bip01_R_Finger1",
            ang = Angle(0, -15, 0),
            t0 = 0,
            t1 = 0.15,
        },
        {
            bone = "ValveBiped.Bip01_R_Finger11",
            ang = Angle(-35, 0, 0),
            t0 = 0,
            t1 = 0.1,
        },
    },
}

SWEP.NoIdle = true --fixes animation bug, why was this set to false??

SWEP.ShootTimeMult = 0.45

SWEP.LastShot = true

// attachments

SWEP.Attachments = {
    [1] = {
        PrintName = "Optic",
        Category = "optic_pistol",
        Bone = "ValveBiped.slide",
        WMBone = "Box01",
        AttachSound = "tacrp/weapons/optic_on.wav",
        DetachSound = "tacrp/weapons/optic_off.wav",
        VMScale = 1,
        WMScale = 1.4,
        Pos_VM = Vector(0.21, 0, -0.15),
        Ang_VM = Angle(0, 90, 180),
        Pos_WM = Vector(0, -3, -1),
        Ang_WM = Angle(0, -90, 0),
    },
    [2] = {
        PrintName = "Muzzle",
        Category = "silencer",
        Bone = "ValveBiped.barrel_assembly",
        WMBone = "Box01",
        AttachSound = "tacrp/weapons/silencer_on.wav",
        DetachSound = "tacrp/weapons/silencer_off.wav",
        VMScale = 0.6,
        WMScale = 0.6,
        Pos_VM = Vector(-0.5, 0.25, 7.25),
        Ang_VM = Angle(90, 0, 0),
        Pos_WM = Vector(0.05, 8.9, -1.7),
        Ang_WM = Angle(0, -90, 0),
    },
    [3] = {
        PrintName = "Tactical",
        Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
        Bone = "ValveBiped.p2000_rootbone",
        WMBone = "Box01",
        AttachSound = "tacrp/weapons/flashlight_on.wav",
        DetachSound = "tacrp/weapons/flashlight_off.wav",
        VMScale = 1,
        WMScale = 1.3,
        Pos_VM = Vector(-2.1, -0.21, 6.5),
        Ang_VM = Angle(90, 0, 180),
        Pos_WM = Vector(0.1, 5, -2.75),
        Ang_WM = Angle(0, -90, 180),
    },
    [4] = {
        PrintName = "Accessory",
        Category = {"acc", "acc_extmag_smg", "acc_holster", "acc_brace"},
        AttachSound = "tacrp/weapons/flashlight_on.wav",
        DetachSound = "tacrp/weapons/flashlight_off.wav",
    },
    [5] = {
        PrintName = "Bolt",
        Category = {"bolt_automatic"},
        AttachSound = "TacRP/weapons/flashlight_on.wav",
        DetachSound = "TacRP/weapons/flashlight_off.wav",
    },
    [6] = {
        PrintName = "Trigger",
        Category = {"trigger_semi"},
        AttachSound = "TacRP/weapons/flashlight_on.wav",
        DetachSound = "TacRP/weapons/flashlight_off.wav",
    },
    [7] = {
        PrintName = "Ammo",
        Category = {"ammo_pistol"},
        AttachSound = "TacRP/weapons/flashlight_on.wav",
        DetachSound = "TacRP/weapons/flashlight_off.wav",
    },
    [8] = {
        PrintName = "Perk",
        Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
        AttachSound = "tacrp/weapons/flashlight_on.wav",
        DetachSound = "tacrp/weapons/flashlight_off.wav",
    },
}

local function addsound(name, spath)
    sound.Add({
        name = name,
        channel = 16,
        volume = 1.0,
        sound = spath
    })
end

addsound("tacint_extras_glock.clip_in", path .. "clip_in.wav")
addsound("tacint_extras_glock.clip_in-mid", path .. "clip_in-mid.wav")
addsound("tacint_extras_glock.clip_out", path2 .. "magout.mp3")
addsound("tacint_extras_glock.slide_action", path .. "slide_action.wav")
addsound("tacint_extras_glock.slide_shut", path .. "slide_shut.wav")
addsound("tacint_extras_glock.cock_hammer", path .. "cockhammer.wav")
