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")