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 = "Manurhin MR96"
SWEP.AbbrevName = "MR96"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "2Magnum Pistol"
SWEP.Description = "Magnum revolver with good handling and stopping power. Accurate, but hard to fire rapidly."
SWEP.Description_Quote = "Legend has it a stainless steel version exists..." -- One of the thugs in Ghost in the Shell 2: Innocence (2004) uses a stainless steel MR96
SWEP.Trivia_Caliber = ".357 Magnum"
SWEP.Trivia_Manufacturer = "Chapuis Armes"
SWEP.Trivia_Year = "1996"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_mr96.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mr96.mdl"
SWEP.Slot = 1
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 35,
Damage_Min = 20,
Range_Min = 600,
Range_Max = 1600,
RPM = 120,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.75
},
RecoilMaximum = 2,
RecoilDissipationRate = 2.5,
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 55,
Damage_Min = 24,
RPM = 120,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilDissipationRate = 4
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.Magnum
// "ballistics"
SWEP.Damage_Max = 54 // damage at minimum range
SWEP.Damage_Min = 28 // damage at maximum range
SWEP.Range_Min = 300 // distance for which to maintain maximum damage
SWEP.Range_Max = 2500 // distance at which we drop to minimum damage
SWEP.Penetration = 6 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.9
SWEP.MuzzleVelocity = 12500
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.75
}
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Double-Action" // only used externally for firemode name distinction
SWEP.RPM = 140
SWEP.Spread = 0.001
SWEP.ShootTimeMult = 1
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 2
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 9
SWEP.RecoilFirstShotMult = 0.9
SWEP.RecoilVisualKick = 5
SWEP.RecoilKick = 9
SWEP.RecoilStability = 0.5
SWEP.RecoilSpreadPenalty = 0.018
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.8
SWEP.ReloadSpeedMult = 0.75
SWEP.AimDownSightsTime = 0.22
SWEP.SprintToFireTime = 0.3
SWEP.FreeAimMaxAngle = 4.5
// hold types
SWEP.HoldType = "revolver"
SWEP.HoldTypeSprint = "normal"
SWEP.HoldTypeBlindFire = "pistol"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_REVOLVER
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -2, -4)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.BlindFireSuicideAng = Angle(-125, 0, 45)
SWEP.BlindFireSuicidePos = Vector(25, 12, -6)
SWEP.SprintAng = Angle(0, 30, 0)
SWEP.SprintPos = Vector(2, 0, -12)
SWEP.SightAng = Angle(-0.15, 1, 0)
SWEP.SightPos = Vector(-3.5, 0, -3.7)
SWEP.CorrectivePos = Vector(0, 0, 0.1)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
SWEP.HolsterPos = Vector(0, 3, -4)
SWEP.HolsterAng = Angle(90, 0, 0)
SWEP.Sway = 1.5
SWEP.ScopedSway = 0.6
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 6
SWEP.DefaultAmmo = 0
SWEP.Ammo = "357"
-- 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
SWEP.ReloadUpInTime = 1.35
SWEP.JamSkipFix = true
// sounds
local path = "TacRP/weapons/mr96/"
SWEP.Sound_Shoot = {
"^" .. path .. "mr96_fire-1.wav",
"^" .. path .. "mr96_fire-2.wav",
"^" .. path .. "mr96_fire-3.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 = 2
SWEP.QCA_Eject = 0
SWEP.EjectEffect = 0
SWEP.MuzzleEffect = "muzzleflash_1"
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["fire"] = {"shoot1", "shoot2", "shoot3"},
["fire_iron"] = "shoot1",
["blind_fire"] = {"blind_shoot1", "blind_shoot2"},
["melee"] = {"melee1", "melee2"},
["jam"] = "draw"
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -3, -4.5),
vm_ang = Angle(0, 15, 0),
t = 0.5,
tmax = 0.5,
bones = {
{
bone = "ValveBiped.cylinder",
ang = Angle(-60, 0, 0),
t0 = 0,
t1 = 0.25,
},
{
bone = "ValveBiped.hammer",
ang = Angle(35, 0, 0),
t0 = 0.05,
t1 = 0.15,
},
{
bone = "ValveBiped.Bip01_R_Finger1",
ang = Angle(0, -15, 0),
t0 = 0,
t1 = 0.2,
},
{
bone = "ValveBiped.Bip01_R_Finger11",
ang = Angle(-35, 0, 0),
t0 = 0,
t1 = 0.15,
},
},
}
// attachments
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium"},
Bone = "ValveBiped.mr96_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 0.8,
WMScale = 1,
Pos_VM = Vector(-3.9, -0.125, 6.5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 1.5, -0.8),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.mr96_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
VMScale = 1,
WMScale = 1,
Pos_VM = Vector(-2.25, -0.125, 9),
Ang_VM = Angle(90, 0, 180),
Pos_WM = Vector(0, 8, -2.25),
Ang_WM = Angle(0, -90, 180),
},
[3] = {
PrintName = "Accessory",
Category = {"acc", "acc_holster", "acc_brace", "acc_bipod"}, // yes, MR96 with bipod is a real thing!
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Perk",
Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[4] = {
PrintName = "Trigger",
Category = {"trigger_revolver"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Ammo",
Category = {"ammo_pistol", "ammo_roulette"},
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_MR96.Release_Cylinder", path .. "mr96_release_cylinder.wav")
addsound("TacInt_MR96.Eject_Shells", path .. "mr96_eject_shells.wav")
addsound("TacInt_MR96.Insert_Bullets", path .. "mr96_insert_bullets.wav")
addsound("TacInt_MR96.Shut_Cylinder", path .. "mr96_shut_cylinder.wav")
addsound("TacInt_MR96.Insert_Bullets-Mid", path .. "mr96_insert_bullets-mid.wav")
addsound("TacInt_MR96.Cock_Hammer", path .. "mr96_cockhammer.wav")
addsound("TacInt_MR96.Deploy", path .. "mr96_deploy.wav")