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 = "Сайга-12К"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "5Shotgun"
SWEP.Description = "High capacity shotgun feeding from a box magazine, suitable for spraying down a room."
SWEP.Description_Quote = "Some people call it the SASG." -- Splinter Cell: Blacklist, Rainbow Six: Siege, and The Division 2 all do this
SWEP.Trivia_Caliber = "12 Gauge"
SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
SWEP.Trivia_Year = "1997"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Assets: Battlefield 3
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_shark/v_saiga.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_saiga.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 6,
Damage_Min = 2,
Range_Min = 200,
Range_Max = 2500,
Num = 6,
RPM = 200,
RPMMultSemi = 1,
Spread = 0.02,
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
},
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AutoShotgun
// "ballistics"
SWEP.ShootTimeMult = 0.85
SWEP.Damage_Max = 12
SWEP.Damage_Min = 3
SWEP.Range_Min = 100 // distance for which to maintain maximum damage
SWEP.Range_Max = 1200 // distance at which we drop to minimum damage
SWEP.Penetration = 1 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.6
SWEP.ArmorBonus = 0.5
SWEP.Num = 6
SWEP.MuzzleVelocity = 10000
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 1.5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
// misc. shooting
SWEP.Firemode = 1
SWEP.RPM = 300
SWEP.RPMMultSemi = 0.85
SWEP.PostBurstDelay = 0.1
SWEP.Spread = 0.04
SWEP.ShotgunPelletSpread = 0.03
SWEP.HipFireSpreadPenalty = 0.015
SWEP.MidAirSpreadPenalty = 0
SWEP.MoveSpreadPenalty = 0
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 5
SWEP.RecoilResetTime = 0.2
SWEP.RecoilDissipationRate = 8
SWEP.RecoilFirstShotMult = 1.25
SWEP.RecoilVisualKick = 1.5
SWEP.RecoilKick = 7
SWEP.RecoilStability = 0.25
SWEP.RecoilAltMultiplier = 150
SWEP.NoRecoilPattern = true
SWEP.RecoilSpreadPenalty = 0.009
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.6
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.4
SWEP.SprintToFireTime = 0.44
SWEP.Sway = 1
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 5
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -2, -6)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(4, -2, -4)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.05, -1, 0)
SWEP.SightPos = Vector(-4.66, -7.5, -3.05)
SWEP.CorrectivePos = Vector(0, 0, -0.05)
SWEP.CorrectiveAng = Angle(0.75, 0.7, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 8
SWEP.DefaultAmmo = 0
SWEP.Ammo = "buckshot"
-- 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 = 1.15
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/saiga.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.65
SWEP.DropMagazineTime = 0.65
// sounds
local path = "tacint_shark/saiga/"
local path1 = "tacrp/weapons/ak47/ak47_"
SWEP.Sound_Shoot = "^" .. path .. "12k_fire.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 0 // amount to vary pitch by each shot
// effects
// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
SWEP.QCA_Eject = 2
SWEP.MuzzleEffect = "muzzleflash_m3"
SWEP.EjectEffect = 3
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "deploy",
["fire1"] = {"fire3_M", "fire3_R"},
["fire2"] = {"fire4_M", "fire4_L"},
["fire3"] = {"fire5_M", "fire5_L", "fire5_R"},
["fire4"] = {"fire5_M", "fire5_L", "fire5_R"},
["fire5"] = {"fire5_M", "fire5_L", "fire5_R"},
["fire_iron"] = "fire1_M",
["melee"] = {"melee1", "melee2"},
["jam"] = "mid_reload"
}
SWEP.DeployTimeMult = 1.1
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
}
// attachments
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb_nookp7", "optic_medium"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
InstalledElements = {"tactical"},
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 0.8,
Pos_VM = Vector(-5.25, 0.1, 5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 2.5, 1),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
Pos_VM = Vector(-4.5, -0.2, 14),
Pos_WM = Vector(0, 19, -2),
Ang_VM = Angle(90, 0, -60),
Ang_WM = Angle(0, -90, 180),
},
[3] = {
PrintName = "Accessory",
Category = {"acc_foldstock", "acc", "acc_sling", "acc_duffle", "acc_extmag_shotgun_mag"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Perk",
Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[4] = {
PrintName = "Bolt",
Category = {"bolt_automatic"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Trigger",
Category = {"trigger_semi"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Ammo",
Category = {"ammo_shotgun2"},
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_saiga.remove_clip", path1 .. "remove_clip.wav")
addsound("tacint_saiga.insert_clip", path1 .. "insert_clip.wav")
addsound("tacint_saiga.boltaction", path .. "12k_boltpull.wav")
addsound("tacint_saiga.Buttstock_Back", path1 .. "buttstock_back.wav")