add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "SIG P226" // Apparently this is specifically the XM25 model adopted by the Navy SEALs but i dont wanna specify it
SWEP.AbbrevName = "P226"
SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
SWEP.SubCatTier = "3Security"
SWEP.SubCatType = "1Pistol"
SWEP.Description = "Handgun with superior range and precision but low capacity."
SWEP.Description_Quote = "\"The correct term is 'babes,' sir.\""
SWEP.Trivia_Caliber = ".40 S&W" // ... because the XM25 is 9mm only and doesn't come in 13 rounders
SWEP.Trivia_Manufacturer = "SIG Sauer AG"
SWEP.Trivia_Year = "1984"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Model: SoulSlayer
Texture: Thanez
Sound: Anders, DMG, FxDarkloki, & Thanez
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_extras/v_p226.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_p226.mdl"
SWEP.Slot = 1
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 28,
Damage_Min = 20,
Range_Min = 1200,
Range_Max = 3000,
RPM = 450,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.75
},
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 24,
Damage_Min = 16,
Range_Min = 750,
Range_Max = 3000,
ClipSize = 10,
RPM = 180,
RPMMultSemi = 1,
RecoilMaximum = 4,
RecoilResetTime = 0.2,
RecoilDissipationRate = 5,
RecoilFirstShotMult = 1,
RecoilSpreadPenalty = 0.008,
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
},
},
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol
// "ballistics"
SWEP.Damage_Max = 25
SWEP.Damage_Min = 15
SWEP.Range_Min = 800
SWEP.Range_Max = 2500
SWEP.Penetration = 6 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.75
SWEP.ArmorBonus = 1
SWEP.MuzzleVelocity = 14000
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] = 0.75
}
// misc. shooting
SWEP.Firemode = 1
SWEP.RPM = 380
SWEP.RPMMultSemi = 0.75
SWEP.Spread = 0.001
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 5
SWEP.RecoilResetTime = 0.2
SWEP.RecoilDissipationRate = 7
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilVisualKick = 1.5
SWEP.RecoilKick = 3.5
SWEP.RecoilStability = 0.35
SWEP.RecoilSpreadPenalty = 0.0025
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 = 3
// hold types
SWEP.HoldType = "revolver"
SWEP.HoldTypeSprint = "normal"
SWEP.HoldTypeBlindFire = "pistol"
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.SprintAng = Angle(0, 30, 0)
SWEP.SprintPos = Vector(2, 0, -12)
SWEP.SightAng = Angle(0.02, 0.15, 0)
SWEP.SightPos = Vector(-3.45, 0, -3.35)
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 = 13
SWEP.DefaultAmmo = 0
SWEP.Ammo = "pistol"
-- 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_pistol_heavy"
SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/p226.mdl"
SWEP.DropMagazineImpact = "pistol"
SWEP.ReloadUpInTime = 0.85
SWEP.DropMagazineTime = 0.2
// sounds
local path = "tacint_extras/p226/"
local path1 = "tacrp/weapons/p250/p250_"
SWEP.Sound_Shoot = "^" .. path .. "p228-1.wav"
SWEP.Sound_Shoot_Silenced = path1 .. "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 = 4
SWEP.MuzzleEffect = "muzzleflash_pistol"
SWEP.EjectEffect = 1
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["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 = 0.2,
},
{
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 = 0.1,
},
{
bone = "ValveBiped.Bip01_R_Finger11",
ang = Angle(-35, 0, 0),
t0 = 0,
t1 = 0.15,
},
},
}
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 = 1.2,
Pos_VM = Vector(0.01, -0.3, -0.1),
Ang_VM = Angle(0, 90, 180),
Pos_WM = Vector(0.04, -1.4, -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 = 0.5,
WMScale = 0.5,
Pos_VM = Vector(-0.6, 0.43, 6.4),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 8.2, -1.5),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.p250_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
VMScale = 1.1,
WMScale = 1,
Pos_VM = Vector(-2, 0, 5.25),
Ang_VM = Angle(90, 0, 180),
Pos_WM = Vector(0, 4.5, -2.9),
Ang_WM = Angle(0, -90, 180),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_extmag_pistol", "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_p226.clip_in", path .. "magshove.wav")
addsound("tacint_p226.clip_in-mid", path .. "magshove.wav")
addsound("tacint_p226.clip_out", path .. "magout.wav")
addsound("tacint_p226.slide_action", path1 .. "slide_action.wav")
addsound("tacint_p226.slide_shut", path .. "sliderelease.wav")
addsound("tacint_p226.cock_hammer", path .. "cockhammer.wav")