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 = "HK M320"
SWEP.AbbrevName = "M320"
SWEP.Category = "[FT] Специальное Оружие"
SWEP.NoAimAssist = true
SWEP.SubCatTier = "9Special"
SWEP.SubCatType = "6Launcher"
SWEP.Description = "Grenade launcher capable of firing a variety of payloads."
SWEP.Description_Quote = "Not beanbags, NOT BEANBAGS!"
SWEP.Trivia_Caliber = "40mm Grenades"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2008"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_m320.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_m320.mdl"
SWEP.NoRanger = true
SWEP.Slot = 4
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
},
}
// "ballistics"
SWEP.Damage_Max = 150
SWEP.Damage_Min = 150
SWEP.Range_Max = 4000
SWEP.Range_Min = 1000
SWEP.ShootEnt = "tacrp_proj_40mm_he"
SWEP.ShootEntForce = 4000
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 1,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 7000
SWEP.Num = 1
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction
SWEP.RPM = 60
SWEP.Spread = 0.025
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 = 2
SWEP.RecoilKick = 15
SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
SWEP.HipFireSpreadPenalty = 0.05
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.5
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.25
SWEP.SprintToFireTime = 0.32 // multiplies how long it takes to recover from sprinting
SWEP.Sway = 1
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 6
// hold types
SWEP.HoldType = "smg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, -2, -6)
SWEP.BlindFireAng = Angle(0, 0, -30)
SWEP.BlindFirePos = Vector(1, -3, 0)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
SWEP.BlindFireSuicidePos = Vector(-3, 25, -19)
SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(4, 0, -4)
SWEP.SightAng = Angle(1.075, 7.1, 0)
SWEP.SightPos = Vector(-1.34, 0, -8.15)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_GEAR
SWEP.HolsterPos = Vector(0, -2, -3)
SWEP.HolsterAng = Angle(0, -90, -25)
// melee
SWEP.CanMeleeAttack = true
// reload
SWEP.ClipSize = 1
SWEP.Ammo = "smg1_grenade"
// sounds
local path = "TacRP/weapons/m320/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.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_m79"
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["blind_idle"] = "idle",
["blind_fire"] = "fire",
}
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["3gl"] = {
BGs_VM = {
{2, 1}
},
},
["buck"] = {
BGs_VM = {
{2, 2}
},
},
["heat"] = {
BGs_VM = {
{2, 3}
},
},
["lvg"] = {
BGs_VM = {
{2, 4}
},
},
["smoke"] = {
BGs_VM = {
{2, 5}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Ammo",
Category = "ammo_40mm",
AttachSound = "TacRP/weapons/m320/shell_in-1.wav",
DetachSound = "TacRP/weapons/m320/shell_out-1.wav",
},
[2] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock2", "acc_holster"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[3] = {
PrintName = "Perk",
Category = {"perk", "perk_shooting", "perk_reload", "perk_melee"},
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_m320.Tube_Open", path .. "tube_open-1.wav")
addsound("TacInt_m320.Tube_close", path .. "tube_close-1.wav")
addsound("TacInt_m320.shell_out", path .. "shell_out-1.wav")
addsound("TacInt_m320.shell_in", path .. "shell_in-1.wav")
addsound("TacInt_m320.buttstock_back", path .. "buttstock_back-1.wav")
addsound("TacInt_m320.sight_flipup", path .. "sight_flipup-1.wav")
SWEP.AutoSpawnable = false
if engine.ActiveGamemode() == "terrortown" then
SWEP.AutoSpawnable = false
SWEP.Kind = WEAPON_EQUIP
SWEP.Slot = 6
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.EquipMenuData = {
type = "Weapon",
desc = "Low power grenade launcher. Variety of payload\noptions, but standard explosive grenades are weak.\nComes with 3 grenades.\n\nBEWARE: May be visible while holstered!",
}
function SWEP:TTTBought(buyer)
buyer:GiveAmmo(2, "SMG1_Grenade")
end
end