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 = "ПП-19 Бизон"
SWEP.AbbrevName = "Bizon"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "3Security"
SWEP.SubCatType = "3Submachine Gun"
SWEP.Description = "AK-derrivative SMG with a high-capacity helical magazine. Pretty weak but easy to control and handle."
SWEP.Description_Quote = "\"NEEEJJJJ!!!! FAN BATTLE-SCARRED PP-BIZONNNN!!!! FITTAAAA!!!!!\"" -- those who know
SWEP.Trivia_Caliber = "9x18mm"
SWEP.Trivia_Manufacturer = "Izhmash"
SWEP.Trivia_Year = "1996"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = "Model: Twinke Masta \nTexture: Milo \nSound: Vunsunta \nAnimations: Tactical Intervention, edited by speedonerd"
SWEP.ViewModel = "models/weapons/tacint_shark/v_bizon.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_bizon.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 16,
Damage_Min = 9,
Spread = 0.008,
FreeAimMaxAngle = 3,
RecoilKick = 2,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 9,
Damage_Min = 5,
Range_Min = 500,
Range_Max = 2000,
RecoilSpreadPenalty = 0.0025,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2.5,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 8,
Damage_Min = 4,
},
[TacRP.BALANCE_OLDSCHOOL] = {
Spread = 0.02
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 15
SWEP.Damage_Min = 10
SWEP.Range_Min = 600
SWEP.Range_Max = 2500
SWEP.Penetration = 7 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.725
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.85,
[HITGROUP_RIGHTLEG] = 0.85,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 12000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 700
SWEP.Spread = 0.012
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 10
SWEP.RecoilResetTime = 0.2
SWEP.RecoilDissipationRate = 20
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 0.5
SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.3
SWEP.RecoilAltMultiplier = 400
SWEP.RecoilSpreadPenalty = 0.002
SWEP.HipFireSpreadPenalty = 0.05
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.95
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.65
SWEP.ReloadSpeedMult = 0.65
SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.32
SWEP.Sway = 1
SWEP.ScopedSway = 0.2
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(-0.1, -0.5, -1)
SWEP.SightPos = Vector(-4.66, -7.6, -2.7)
SWEP.CorrectivePos = Vector(0, 0, -0.07)
SWEP.CorrectiveAng = Angle(0.8, 0.7, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, -2, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
SWEP.ClipSize = 64
SWEP.Ammo = "pistol"
SWEP.Ammo_Expanded = "ti_pistol_light"
SWEP.ReloadTimeMult = 1.2
SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/bizon.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.65
SWEP.DropMagazineTime = 0.65
SWEP.FreeAimMaxAngle = 5
// sounds
local path = "tacint_shark/weapons/bizon/"
local path1 = "tacint_shark/weapons/ar57/"
local path2 = "tacrp/weapons/ak47/ak47_"
SWEP.Sound_Shoot = "^" .. path .. "p90-1.wav"
SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-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_smg"
SWEP.EjectEffect = 1
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "deploy",
["fire_iron"] = "fire1_M",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = "fire4_M",
["fire5"] = "fire5_M",
["melee"] = {"melee1", "melee2"},
["jam"] = "mid_reload"
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -0.75, -0.12),
vm_ang = Angle(0, 0.3, 0),
t = 0.25,
tmax = 0.25,
bones = {
{
bone = "ValveBiped.bolt",
pos = Vector(0, 0, -3),
t0 = 0.05,
t1 = 0.2,
},
},
}
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
["akmount"] = {
BGs_VM = {
{2, 0}
},
BGs_WM = {
{2, 0}
},
AttPosMods = {
[1] = {
VMScale = 0.7,
Pos_VM = Vector(-5, 0.5, 2),
Pos_WM = Vector(-0.4, 1, 0.5),
}
},
SortOrder = 2,
}
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_ak"},
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(-5.55, 0.15, 4),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(-0.1, 2.25, 1),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = {"silencer", "muzz_ak"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
VMScale = 0.95,
WMScale = 0.85,
Pos_VM = Vector(-3.54, 0.1, 19.7),
Pos_WM = Vector(-0.1, 18.5, -1.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
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(-3.5, -0.3, 13),
Pos_WM = Vector(0.5, 9, -1),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -90, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock", "acc_sling", "acc_duffle", "acc_extmag_smg"},
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_auto"},
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_bizon.remove_clip", path1 .. "magout1.wav")
addsound("tacint_bizon.insert_clip", path1 .. "magtap.wav")
addsound("tacint_bizon.boltaction", path2 .. "boltaction.wav")
addsound("tacint_bizon.Buttstock_Back", path2 .. "buttstock_back.wav")