SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "C4 Detonator" SWEP.Category = "[FT] Специальное Оружие" SWEP.NoAimAssist = true SWEP.SubCatTier = "9Special" SWEP.SubCatType = "9Equipment" SWEP.Description = "Device for touching off C4 charges or other types of remote explosives." SWEP.Description_Quote = "\"Yeah, fuck you too!\"" -- The Thing (1982) SWEP.ViewModel = "models/weapons/tacint/v_c4.mdl" SWEP.WorldModel = "models/weapons/tacint/w_c4_det.mdl" SWEP.NoRanger = true SWEP.NoStatBox = true SWEP.ArcadeStats = { MeleeSpeedMult = 1, } SWEP.Slot = 4 SWEP.NPCUsable = false // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 120 SWEP.CanBlindFire = false SWEP.Ammo = "ti_c4" SWEP.ClipSize = -1 SWEP.Primary.ClipSize = -1 SWEP.SupplyAmmoAmount = 3 // handling SWEP.MoveSpeedMult = 1 SWEP.MeleeSpeedMultTime = 2 // seconds to apply slow down for SWEP.SprintToFireTime = 0.25 SWEP.Scope = false SWEP.NoSecondaryMelee = true // hold types SWEP.HoldType = "normal" SWEP.HoldTypeSprint = "normal" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(1, -2, -5) SWEP.SprintAng = Angle(0, 30, 0) SWEP.SprintPos = Vector(2, 0, -12) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_GEAR SWEP.HolsterPos = Vector(2, 0, 0) SWEP.HolsterAng = Angle(-90, -90, 15) // sounds local path = "TacRP/weapons/c4/" SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["melee"] = {"melee1", "melee2"} } // attachments SWEP.Attachments = { [1] = { PrintName = "Accessory", Category = {"acc_holster"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [2] = { PrintName = "Perk", Category = {"perk_melee", "perk_throw"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", } } SWEP.FreeAim = false SWEP.AttachmentCapacity = 30 // amount of "Capacity" this gun can accept SWEP.DrawCrosshair = false local function addsound(name, spath) sound.Add({ name = name, channel = 16, volume = 1.0, sound = spath }) end addsound("TacInt_C4_Detonator.Detonator_Press", path .. "detonator_press.wav") addsound("TacInt_C4_Detonator.antenna_open", path .. "antenna_open.wav") function SWEP:PrimaryAttack() if self:GetValue("Melee") then if self:GetOwner():KeyDown(IN_USE) then self.Primary.Automatic = true self:Melee() return end end if self:StillWaiting() then return end self:SetBaseSettings() self:PlayAnimation("detonate") for i, k in pairs(ents.FindByClass("tacrp_proj_nade_*")) do if (k:GetOwner() == self:GetOwner() or k.Attacker == self:GetOwner()) and k.RemoteFuse then k:RemoteDetonate() end end self:SetNextPrimaryFire(CurTime() + (60 / self:GetValue("RPM"))) end function SWEP:IsQuickNadeAllowed() return true // Otherwise it's useless! end function SWEP:SecondaryAttack() local nade = self:GetOwner():GetNWInt("ti_nade") if nade != 12 and nade != 6 then self:GetOwner():SetNWInt("ti_nade", 12) end self:PrimeGrenade() end SWEP.AutoSpawnable = false if engine.ActiveGamemode() == "terrortown" then SWEP.AutoSpawnable = false SWEP.HolsterVisible = false SWEP.Kind = WEAPON_EQUIP SWEP.Slot = 6 SWEP.CanBuy = { ROLE_TRAITOR } SWEP.EquipMenuData = { type = "Weapon", desc = "A remote detonator for C4s and Breaching Charges.\nComes with 1 C4 and 3 Breaching Charges.", } function SWEP:TTTBought(buyer) buyer:GiveAmmo(1, "ti_c4") buyer:GiveAmmo(3, "ti_charge") end end