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

AddCSLuaFile()

// names and stuff
SWEP.PrintName = "HK SL8"
SWEP.AbbrevName = "SL8"
SWEP.Category = "[FT] Оружие"

SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "5Sporter"

SWEP.Description = "Semi-automatic variant of the G36 made for precision shooting. Low fire rate, but recoil control is excellent.\nEquipped with a 2x scope but has no ironsight option."
SWEP.Description_Quote = "\"Used to be a cop myself, only for one day though.\"" -- Resident Evil 4

SWEP.Trivia_Caliber = ".223 Remington"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "1998"

SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Model: Hav0c
Texture: Twinke Masta
Sound: KingFriday
Animation: Tactical Intervention
]]

// https://gamebanana.com/mods/211404
SWEP.ViewModel = "models/weapons/tacint_extras/v_sl8.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_sl8.mdl"

SWEP.Slot = 2

SWEP.BalanceStats = {
    [TacRP.BALANCE_SBOX] = {
        Damage_Max = 28,
        Damage_Min = 19,
        Range_Min = 2000,
        Range_Max = 8000,
        ArmorPenetration = 0.875,

        RPM = 360,
    },
    [TacRP.BALANCE_TTT] = {
        Damage_Max = 35,
        Damage_Min = 22,
        Range_Min = 500,
        Range_Max = 5000,
        RPM = 200,
        ClipSize = 25,

        RecoilMaximum = 6,
        RecoilResetTime = 0.2,
        RecoilDissipationRate = 6,
        RecoilSpreadPenalty = 0.002,

        BodyDamageMultipliers = {
            [HITGROUP_HEAD] = 3,
            [HITGROUP_CHEST] = 1.25,
            [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 = 17,
        Damage_Min = 12,
        Range_Min = 2000,
        Range_Max = 8000,
        ArmorPenetration = 0.875,

        RPM = 360,
    },
    [TacRP.BALANCE_OLDSCHOOL] = {
        HipFireSpreadPenalty = 0.015,
        RecoilSpreadPenalty = 0.002
    }
}

SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle

// "ballistics"

SWEP.Damage_Max = 26
SWEP.Damage_Min = 16
SWEP.Range_Min = 1500
SWEP.Range_Max = 4000
SWEP.Penetration = 8 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.75

SWEP.BodyDamageMultipliers = {
    [HITGROUP_HEAD] = 5,
    [HITGROUP_CHEST] = 1,
    [HITGROUP_STOMACH] = 1.25,
    [HITGROUP_LEFTARM] = 1,
    [HITGROUP_RIGHTARM] = 1,
    [HITGROUP_LEFTLEG] = 0.9,
    [HITGROUP_RIGHTLEG] = 0.9,
    [HITGROUP_GEAR] = 0.9
}

SWEP.MuzzleVelocity = 35000

// misc. shooting

SWEP.Firemode = 1

SWEP.RPM = 450
SWEP.RPMMultSemi = 0.7

SWEP.Spread = 0.001

SWEP.ShootTimeMult = 0.5

SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 15
SWEP.RecoilResetTime = 0.175
SWEP.RecoilDissipationRate = 15
SWEP.RecoilFirstShotMult = 0.75

SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.4
SWEP.RecoilAltMultiplier = 1000

SWEP.RecoilSpreadPenalty = 0.0009
SWEP.HipFireSpreadPenalty = 0.04

SWEP.CanBlindFire = true

// handling

SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.6

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.4
SWEP.SprintToFireTime = 0.44

SWEP.Sway = 1.5
SWEP.ScopedSway = 0.1

SWEP.FreeAimMaxAngle = 6

// hold types

SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false

SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1

SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0.5, -2, -5)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)

SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(5, 0, -4)

SWEP.SightAng = Angle(0, 0, 0)
SWEP.SightPos = Vector(-4.03, -2.5, -4.1)

SWEP.CorrectivePos = Vector(0, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)

// scope

SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/g36.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 2
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true

// reload

-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 30
SWEP.DefaultAmmo = 0
SWEP.Ammo = "smg1"

-- 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.ReloadTimeMult = 1.1
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/sl8.mdl"
SWEP.DropMagazineImpact = "plastic"

SWEP.ReloadUpInTime = 1.4
SWEP.DropMagazineTime = 0.4

// sounds

local path = "TacRP/weapons/g36k/g36k_"
local path1 = "tacint_extras/sl8/"

SWEP.Sound_Shoot = "^" .. path1 .. "sl8-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"

SWEP.Vol_Shoot = 120
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot

// effects

// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
// ditto for shell
SWEP.QCA_Eject = 2

SWEP.MuzzleEffect = "muzzleflash_ak47"
SWEP.EjectEffect = 2

// anims

SWEP.AnimationTranslationTable = {
    ["fire_iron"] = "dryfire",
    ["fire1"] = "fire1_M",
    ["fire2"] = "fire2_M",
    ["fire3"] = "fire3_M",
    ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
    ["melee"] = {"melee1", "melee2"},
    ["deploy"] = "deploy2",
}
SWEP.DeployTimeMult = 0.9

SWEP.ProceduralIronFire = {
    vm_pos = Vector(0, -1, -0.1),
    vm_ang = Angle(0, 0.4, 0),
    t = 0.25,
    tmax = 0.25,
}

// attachments

SWEP.AttachmentElements = {
    ["tactical"] = {
        BGs_VM = {
            {1, 1}
        },
    },
    ["irons"] = {
        BGs_VM = {
            {2, 1}
        },
    },
}


SWEP.Attachments = {
    [1] = {
        PrintName = "Optic",
        Category = {"optic_cqb", "optic_medium", "optic_sniper"},
        Bone = "ValveBiped.g36k_rootbone",
        WMBone = "Box01",
        InstalledElements = {"irons"},
        AttachSound = "TacRP/weapons/optic_on.wav",
        DetachSound = "TacRP/weapons/optic_off.wav",
        VMScale = 0.9,
        Pos_VM = Vector(-6.8, 0, 7),
        Pos_WM = Vector(0, 0, 2.75),
        Ang_VM = Angle(90, 0, 0),
        Ang_WM = Angle(0, -90, 0),
    },
    [2] = {
        PrintName = "Muzzle",
        Category = "silencer",
        Bone = "ValveBiped.g36k_rootbone",
        WMBone = "Box01",
        AttachSound = "TacRP/weapons/silencer_on.wav",
        DetachSound = "TacRP/weapons/silencer_off.wav",
        Pos_VM = Vector(-3.55, 0.075, 32),
        Pos_WM = Vector(-0.25, 24, -1),
        Ang_VM = Angle(90, 0, 0),
        Ang_WM = Angle(0, -90, 0),
    },
    [3] = {
        PrintName = "Tactical",
        Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
        Bone = "ValveBiped.g36k_rootbone",
        WMBone = "Box01",
        AttachSound = "TacRP/weapons/flashlight_on.wav",
        DetachSound = "TacRP/weapons/flashlight_off.wav",
        InstalledElements = {"tactical"},
        Pos_VM = Vector(-3.9, -0.75, 18),
        Pos_WM = Vector(0.9, 20, -1),
        Ang_VM = Angle(90, 0, -80),
        Ang_WM = Angle(-70, -90, 0),
    },
    [4] = {
        PrintName = "Accessory",
        Category = {"acc", "acc_sling", "acc_duffle", "perk_extendedmag"},
        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_rifle"},
        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_sl8.MagOut", path1 .. "MagOut.wav")
addsound("tacint_extras_sl8.MagFiddle", path1 .. "MagFiddle.wav")
addsound("tacint_extras_sl8.MagSlap", path1 .. "MagSlap.wav")
addsound("tacint_extras_sl8.BoltPull", path1 .. "BoltPull.wav")
addsound("tacint_extras_sl8.BoltBack", path1 .. "BoltBack.wav")
addsound("tacint_extras_sl8.fire_select", path .. "fire_selector.wav")
addsound("tacint_extras_sl8.Buttstock_Back", path .. "buttstock_back.wav")
