add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "FIM-92 Stinger"
SWEP.AbbrevName = "Stinger"
SWEP.Category = "[FT] Специальное Оружие"
SWEP.NoAimAssist = true
SWEP.SubCatTier = "9Special"
SWEP.SubCatType = "6Launcher"
SWEP.Description = "Homing anti-air missile launcher. High blast damage but limited effect on armored targets.\nRequires a lock-on in order to fire."
SWEP.Description_Quote = "\"A cornered fox is more dangerous than a jackal!\""
SWEP.Trivia_Caliber = "Infrared Homing Missile"
SWEP.Trivia_Manufacturer = "Raytheon Missiles and Defense"
SWEP.Trivia_Year = "1967"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Modern Warfare 2\nAnimations: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_stinger.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_stinger.mdl"
SWEP.NoRanger = true
SWEP.Slot = 2
SWEP.SlotAlt = 4
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
},
}
// "ballistics"
SWEP.Damage_Max = 100 // just to fool the ratings
SWEP.Damage_Min = 100
SWEP.Range_Max = 30000
SWEP.Range_Min = 5000
SWEP.ShootEnt = "tacrp_proj_stinger"
SWEP.ShootEntForce = 2000
SWEP.Num = 1
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction
SWEP.RPM = 60
SWEP.Spread = 0.01
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
SWEP.RecoilResetTime = 0.2// time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 5
SWEP.RecoilVisualShake = 0.2
SWEP.RecoilKick = 0
SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
SWEP.CanBlindFire = false
SWEP.CannotHipFire = true
// lockon
// SWEP.LockOnAngle = math.cos(math.rad(5))
SWEP.LockOnTrackAngle = 5
SWEP.LockOnRange = 40000
SWEP.LockOnTime = 1
SWEP.ProvideTargetData = true
SWEP.LockOnOutOfSights = false
SWEP.LockOnInSights = true
SWEP.ShootOffset = Vector(0, 0, 0)
SWEP.ShootOffsetAngle = Angle(0, 0, 0)
SWEP.RequireLockOn = true // Cannot shoot without a lock
// handling
SWEP.MoveSpeedMult = 0.8
SWEP.ShootingSpeedMult = 0.25
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.2
SWEP.AimDownSightsTime = 0.6
SWEP.SprintToFireTime = 0.8 // multiplies how long it takes to recover from sprinting
SWEP.DeployTimeMult = 1.25
// hold types
SWEP.HoldType = "passive"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeSighted = "rpg"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "ar2"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(40, -15, 0)
SWEP.PassivePos = Vector(4, 0, -4)
SWEP.SprintMidPoint = {
Pos = Vector(0, 0, 0),
Ang = Angle(0, 0, 0)
}
SWEP.BlindFireAng = Angle(0, 0, 0)
SWEP.BlindFirePos = Vector(1, -3, 0)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireSuicideAng = Angle(0, 125, 0)
SWEP.BlindFireSuicidePos = Vector(-2, 25, -24)
SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(4, 0, -4)
SWEP.SightAng = Angle(0, 0, 0)
SWEP.SightPos = Vector(-0.62, -10, -4.57)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_SPECIAL
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// sway
SWEP.Sway = 3
SWEP.ScopedSway = 0.25
SWEP.FreeAimMaxAngle = 5
// melee
SWEP.CanMeleeAttack = false
// reload
SWEP.ClipSize = 1
SWEP.Ammo = "rpg_round"
// sounds
local path = "TacRP/weapons/rpg7/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_StartLockOn = "tacrp/check1.wav"
SWEP.Sound_FinishLockOn = "tacrp/locked1.wav"
SWEP.Vol_Shoot = 130
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_deagle"
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "unholster",
["blind_fire"] = "aimed_fire",
["blind_idle"] = "aimed_idle",
}
// attachments
SWEP.Attachments = {
[1] = {
PrintName = "Ammo",
Category = {"ammo_stinger"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[2] = {
PrintName = "Accessory",
Category = {"acc", "acc_duffle", "acc_sling"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[3] = {
PrintName = "Perk",
Category = {"perk", "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_rpg7.jingle", path .. "handling-1.wav")
addsound("TacInt_rpg7.insert_rocket", path .. "insert_rocket.wav")
addsound("TacInt_rpg7.flipup_sight", path .. "flipup_sight.wav")
if engine.ActiveGamemode() == "terrortown" then
SWEP.AutoSpawnable = false
SWEP.Kind = WEAPON_EQUIP
SWEP.Slot = 6
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.LimitedStock = true
SWEP.EquipMenuData = {
type = "Weapon",
desc = "Rocket launcher. Can't explode at point blank.\nComes with 2 rockets.\n\nBEWARE: May be visible while holstered!",
}
function SWEP:TTTBought(buyer)
buyer:GiveAmmo(1, "RPG_Round")
end
end
function SWEP:ShouldAutoReload()
return !self:GetValue("NoAutoReload")
end
function SWEP:DoOldSchoolScopeBehavior()
return false
end