SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Molot Bekas-16M" SWEP.AbbrevName = "Bekas-16M" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "4Consumer" SWEP.SubCatType = "5Shotgun" SWEP.Description = "Accurate hunting shotgun with low damage." SWEP.Description_Quote = "\"If you can hear them but can't shoot them, you can probably grenade them.\"" --Hardcore Henry (2016) (It's not a Bekas in that exact scene, but one is used later on in the complex so uuuuhhhhh explode) SWEP.Trivia_Caliber = "16 Gauge" SWEP.Trivia_Manufacturer = "Molot" SWEP.Trivia_Year = "1999" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_bekas.mdl" SWEP.WorldModel = "models/weapons/tacint/w_bekas.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 24, Damage_Min = 10, Range_Min = 1200, ClipSize = 6, }, [TacRP.BALANCE_TTT] = { Damage_Max = 14, Damage_Min = 6, Range_Min = 400, Range_Max = 2500, Num = 6, ClipSize = 6, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 8, Damage_Min = 4, Range_Min = 500, Range_Max = 2500, BodyDamageMultipliers = { [HITGROUP_HEAD] = 1.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilDissipationRate = 5, RecoilMaximum = 12, RecoilSpreadPenalty = 0.01, HipFireSpreadPenalty = 0.015, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.Shotgun // "ballistics" SWEP.Damage_Max = 18 SWEP.Damage_Min = 5 SWEP.Range_Min = 200 // distance for which to maintain maximum damage SWEP.Range_Max = 2000 // distance at which we drop to minimum damage SWEP.Penetration = 1 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.47 SWEP.ArmorBonus = 0.25 SWEP.Num = 6 SWEP.MuzzleVelocity = 11000 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [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.FiremodeName = "Pump-Action" // only used externally for firemode name distinction SWEP.RPM = 60 SWEP.ShootTimeMult = 0.85 SWEP.Spread = 0.015 SWEP.ShotgunPelletSpread = 0.0075 SWEP.HipFireSpreadPenalty = 0.025 SWEP.MidAirSpreadPenalty = 0 SWEP.ScopedSpreadPenalty = 0 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 3 SWEP.RecoilResetTime = 0.25 // time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1.1 SWEP.RecoilVisualKick = 2 SWEP.RecoilKick = 15 SWEP.RecoilStability = 0.4 SWEP.RecoilSpreadPenalty = 0.02 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.7 SWEP.SightedSpeedMult = 0.7 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.36 SWEP.SprintToFireTime = 0.4 SWEP.Sway = 1 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 5 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.HoldTypeNPC = "shotgun" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(0, -2, -4) 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(-0.57, -0.6, 2) SWEP.SightPos = Vector(-3.45, -5, -2.7) SWEP.CorrectivePos = Vector(0.275, 0, -0.2) SWEP.CorrectiveAng = Angle(1.21, 0.1, 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 = 5 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.ShotgunReload = true SWEP.ReloadTimeMult = 1 // sounds local path = "TacRP/weapons/bekas/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/sg551/sg551_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_shotgun" SWEP.EjectEffect = 3 SWEP.EjectDelay = 0.5 // anims SWEP.AnimationTranslationTable = { ["fire"] = {"shoot1", "shoot2"}, ["blind_fire"] = {"blind_shoot1"}, ["melee"] = {"melee1", "melee2"}, ["reload"] = {"reload", "reload2"}, ["jam"] = "reload_finish" } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {5, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.bekas_rootbone", WMBone = "ValveBiped.Bip01_R_Hand", InstalledElements = {"optic"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 0.75, Pos_VM = Vector(-3.2, 0, 8), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(11, 0.85, -7), Ang_WM = Angle(-25, 3.5, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom"}, Bone = "ValveBiped.bekas_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, VMScale = 1.25, Pos_VM = Vector(-1, -0.3, 24), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(25, 0, -12), Ang_WM = Angle(-25, 3.5, 90), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_shotgun_tube"}, AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", }, [4] = { PrintName = "Bolt", Category = {"bolt_manual"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_manual", "trigger_pump2"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_shotgun"}, 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", }, } local function addsound(name, spath) sound.Add({ name = name, channel = 16, volume = 1.0, sound = spath }) end addsound("TacInt_Bekas.Insertshell", path .. "insertshell-1.wav") addsound("TacInt_Bekas.Movement", path .. "movement-1.wav") addsound("TacInt_Bekas.PumpBack", path .. "pump_backward-1.wav") addsound("TacInt_Bekas.PumpForward", path .. "pump_forward-1.wav")