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

AddCSLuaFile()

// names and stuff
SWEP.PrintName = "HK MP7"
SWEP.AbbrevName = "MP7"
SWEP.Category = "[FT] Оружие"

SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "3Submachine Gun"

SWEP.Description = "PDW with superb handling and close range effectiveness. High velocity rounds retain effectiveness at range and pierces armor easily."
SWEP.Description_Quote = "\"You've got to cock it motherfucker.\"" -- Big Game (2014)

SWEP.Trivia_Caliber = "4.6x30mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2001"

SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"

SWEP.ViewModel = "models/weapons/tacint/v_mp7.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mp7.mdl"

SWEP.Slot = 2

SWEP.BalanceStats = {
    [TacRP.BALANCE_SBOX] = {
    },
    [TacRP.BALANCE_TTT] = {
        Damage_Max = 12,
        Damage_Min = 7,

        Range_Min = 1000,
        Range_Max = 2000,

        RPM = 750,

        BodyDamageMultipliers = {
            [HITGROUP_HEAD] = 2,
            [HITGROUP_CHEST] = 1,
            [HITGROUP_STOMACH] = 1,
            [HITGROUP_LEFTARM] = 1,
            [HITGROUP_RIGHTARM] = 1,
            [HITGROUP_LEFTLEG] = 0.75,
            [HITGROUP_RIGHTLEG] = 0.75,
            [HITGROUP_GEAR] = 0.9
        },
    },
    [TacRP.BALANCE_PVE] = {
        Damage_Max = 10,
        Damage_Min = 5,
        RPM = 800,

        RecoilSpreadPenalty = 0.003,
    },
    [TacRP.BALANCE_OLDSCHOOL] = {
        RecoilMaximum = 20,
        RecoilSpreadPenalty = 0.0035
    }
}

SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG

// "ballistics"

SWEP.Damage_Max = 16
SWEP.Damage_Min = 14
SWEP.Range_Min = 800 // distance for which to maintain maximum damage
SWEP.Range_Max = 3500 // distance at which we drop to minimum damage
SWEP.Penetration = 10 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.85
SWEP.ArmorBonus = 2

SWEP.MuzzleVelocity = 23500

SWEP.BodyDamageMultipliers = {
    [HITGROUP_HEAD] = 3,
    [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
}

// misc. shooting

SWEP.Firemodes = {
    2,
    1
}

SWEP.RPM = 850

SWEP.Spread = 0.008

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 11
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 33
SWEP.RecoilFirstShotMult = 1.5

SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 3
SWEP.RecoilStability = 0.5

SWEP.RecoilSpreadPenalty = 0.0018

SWEP.CanBlindFire = true

// handling

SWEP.MoveSpeedMult = 0.975
SWEP.ShootingSpeedMult = 0.8
SWEP.SightedSpeedMult = 0.75

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.28

SWEP.Sway = 0.75
SWEP.ScopedSway = 0.25

SWEP.FreeAimMaxAngle = 4

// hold types

SWEP.HoldType = "smg"
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, -4, -5)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)

SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)

SWEP.SightAng = Angle(0.1, 1, 0)
SWEP.SightPos = Vector(-3.22, -2, -4.2)

SWEP.CorrectivePos = Vector(0.04, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)

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

// reload

-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 40
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.Ammo_Expanded = "ti_pdw"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/mp7.mdl"
SWEP.DropMagazineImpact = "plastic"

SWEP.ReloadUpInTime = 1.2
SWEP.DropMagazineTime = 0.4

// sounds

local path = "tacrp/weapons/mp7/mp7_"

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

SWEP.Vol_Shoot = 115
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 = 1

// anims

SWEP.AnimationTranslationTable = {
    ["fire1"] = "fire1_M",
    ["fire2"] = "fire2_M",
    ["fire3"] = "fire3_M",
    ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
    ["melee"] = {"melee1", "melee2"}
}

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 = {
    ["foldstock"] = {
        BGs_VM = {
            {1, 1}
        },
    },
    ["optic"] = {
        BGs_VM = {
            {2, 1}
        },
    },
    ["rail"] = {
        BGs_VM = {
            {3, 1}
        },
    },
}

SWEP.NoRMR = true

SWEP.Attachments = {
    [1] = {
        PrintName = "Optic",
        Category = {"optic_cqb", "optic_medium"},
        Bone = "ValveBiped.mp7_rootbone",
        AttachSound = "tacrp/weapons/optic_on.wav",
        DetachSound = "tacrp/weapons/optic_off.wav",
        InstalledElements = {"optic"},
        Pos_VM = Vector(-4.25, 0, 1.5),
        Pos_WM = Vector(4, 1.5, -6),
        Ang_VM = Angle(90, 0, 0),
        Ang_WM = Angle(0, -3.5, 180),
    },
    [2] = {
        PrintName = "Muzzle",
        Category = "silencer",
        Bone = "ValveBiped.mp7_rootbone",
        AttachSound = "tacrp/weapons/silencer_on.wav",
        DetachSound = "tacrp/weapons/silencer_off.wav",
        VMScale = 0.8,
        Pos_VM = Vector(-2.25, 0.1, 11.75),
        Pos_WM = Vector(18, 2.25, -4.25),
        Ang_VM = Angle(90, 0, 0),
        Ang_WM = Angle(0, -3.5, 180),
    },
    [3] = {
        PrintName = "Tactical",
        Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
        Bone = "ValveBiped.mp7_rootbone",
        AttachSound = "tacrp/weapons/flashlight_on.wav",
        DetachSound = "tacrp/weapons/flashlight_off.wav",
        InstalledElements = {"rail"},
        Pos_VM = Vector(-2.2, -0.5, 5),
        Pos_WM = Vector(10, 1.3, -4),
        Ang_VM = Angle(90, 0, -90),
        Ang_WM = Angle(0, -3.5, -90),
    },
    [4] = {
        PrintName = "Accessory",
        Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "acc_extmag_smg"},
        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",
    },
    [5] = {
        PrintName = "Bolt",
        Category = {"bolt_automatic"},
        AttachSound = "TacRP/weapons/flashlight_on.wav",
        DetachSound = "TacRP/weapons/flashlight_off.wav",
    },
    [6] = {
        PrintName = "Trigger",
        Category = {"trigger_auto"},
        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",
    }
}

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

local path_mp5 = "tacrp/weapons/mp5/mp5_"

addsound("tacint_mp7.remove_clip", path .. "remove_clip.wav")
addsound("tacint_mp7.insert_clip", path .. "insert_clip.wav")
addsound("tacint_mp7.bolt_action", path .. "bolt_action.wav")
addsound("tacint_mp7.forearm_deploy", path .. "forearm_deploy.wav")
addsound("tacint_mp5.fire_select", {
    path_mp5 .. "fire_select-1.wav",
    path_mp5 .. "fire_select-2.wav",
    path_mp5 .. "fire_select-3.wav",
})
