add sborka
This commit is contained in:
360
garrysmod/addons/tacrp/lua/weapons/tacrp_io_p226.lua
Normal file
360
garrysmod/addons/tacrp/lua/weapons/tacrp_io_p226.lua
Normal file
@@ -0,0 +1,360 @@
|
||||
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")
|
||||
Reference in New Issue
Block a user