SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Пистолет Макарова" SWEP.AbbrevName = "PM" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "5Value" SWEP.SubCatType = "1Pistol" SWEP.Description = "Mass production Soviet sidearm designed to be carried often and rarely shot. Lethality is poor beyond point blank." SWEP.Description_Quote = "\"You're listening to Apocalypse Radio.\"" -- ROBLOX - Apocalypse Rising SWEP.Trivia_Caliber = "9x18mm" SWEP.Trivia_Manufacturer = "Izhevsk Mechanical Plant" SWEP.Trivia_Year = "1948" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: TehSnake\nSound: Hk, Vunsunta\nAnimation: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_makarov.mdl" SWEP.WorldModel = "models/weapons/tacint/w_makarov.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 25, Damage_Min = 11, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.15, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_TTT] = { Damage_Max = 18, Damage_Min = 6, Range_Min = 200, Range_Max = 1200, RPM = 400, RPMMultSemi = 1, RecoilResetInstant = true, RecoilMaximum = 8, RecoilResetTime = 0.22, RecoilDissipationRate = 10, RecoilSpreadPenalty = 0.003, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.9, [HITGROUP_RIGHTARM] = 0.9, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, } SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol // "ballistics" SWEP.Damage_Max = 20 SWEP.Damage_Min = 5 SWEP.Range_Min = 250 SWEP.Range_Max = 1200 SWEP.Penetration = 2 SWEP.ArmorPenetration = 0.55 SWEP.ArmorBonus = 0.5 SWEP.MuzzleVelocity = 11000 SWEP.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 } // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 700 SWEP.RPMMultSemi = 0.7 SWEP.Spread = 0.008 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 3 SWEP.RecoilResetTime = 0.03 SWEP.RecoilDissipationRate = 12 SWEP.RecoilFirstShotMult = 1 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 3 SWEP.RecoilStability = 0.15 SWEP.RecoilSpreadPenalty = 0.003 SWEP.HipFireSpreadPenalty = 0.014 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 1 SWEP.ShootingSpeedMult = 0.9 SWEP.SightedSpeedMult = 0.825 SWEP.ReloadSpeedMult = 0.85 SWEP.AimDownSightsTime = 0.21 SWEP.SprintToFireTime = 0.21 SWEP.Sway = 1 SWEP.ScopedSway = 0.5 SWEP.FreeAimMaxAngle = 3 // hold types SWEP.HoldType = "revolver" SWEP.HoldTypeSprint = "normal" SWEP.HoldTypeBlindFire = false SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(0, -2, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(0, -2, -5) SWEP.BlindFireSuicideAng = Angle(-130, 0, 45) SWEP.BlindFireSuicidePos = Vector(25, 15, -6) SWEP.SprintAng = Angle(0, 30, 0) SWEP.SprintPos = Vector(2, 0, -12) SWEP.SightAng = Angle(-0.01, 0.3, 0) SWEP.SightPos = Vector(-3.5, 0, -3.45) SWEP.CorrectivePos = Vector(0, 0, 0) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL SWEP.HolsterPos = Vector(0, 3, -4) SWEP.HolsterAng = Angle(90, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 8 SWEP.DefaultAmmo = 0 SWEP.Ammo = "pistol" -- 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.Ammo_Expanded = "ti_pistol_light" SWEP.ReloadUpInTime = 0.85 SWEP.DropMagazineTime = 0.2 SWEP.ReloadTimeMult = 1.2 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/makarov.mdl" SWEP.DropMagazineImpact = "pistol" // sounds local path = "tacrp/weapons/p2000/p2000_" local path1 = "tacint_extras/makarov/" SWEP.Sound_Shoot = "^" .. path1 .. "makarov-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 110 SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot // effects // the .qc attachment for the muzzle SWEP.QCA_Muzzle = 4 SWEP.MuzzleEffect = "muzzleflash_pistol" SWEP.EjectEffect = 1 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire_iron"] = "shoot2", ["fire"] = {"shoot1", "shoot2", "shoot3"}, ["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"}, ["melee"] = {"melee1", "melee2"} } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.5, -0.6), vm_ang = Angle(0, 2, 0), t = 0.2, tmax = 0.2, bones = { { bone = "ValveBiped.slide", pos = Vector(0, 0, -3), t0 = 0, t1 = 0.1, }, { bone = "ValveBiped.hammer", ang = Angle(-15, 0, 0), t0 = 0, 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, }, }, } SWEP.NoIdle = true SWEP.ShootTimeMult = 0.5 SWEP.LastShot = true // attachments SWEP.NoTactical = true SWEP.NoOptic = true SWEP.Attachments = { [1] = { PrintName = "Muzzle", Category = {"silencer"}, Bone = "ValveBiped.p2000_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.6, WMScale = 0.5, Pos_VM = Vector(-3.2, 0, 9.22), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0.2, 6.9, -1.8), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Tactical", Category = {"tactical_ebullet"}, Bone = "ValveBiped.p2000_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", VMScale = 1.1, WMScale = 1.3, Pos_VM = Vector(-2, 0, 6), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(0, 5, -2.75), Ang_WM = Angle(0, -90, 180), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_pistol2", "acc_holster", "acc_brace"}, AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", }, [4] = { PrintName = "Bolt", Category = {"bolt_automatic"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_semi"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_pistol"}, 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_makarov.clip_in", path1 .. "MagInTap.wav") addsound("tacint_makarov.clip_in-mid", path1 .. "MagInScratch.wav") addsound("tacint_makarov.clip_out", path1 .. "MagOut.wav") addsound("tacint_makarov.slide_action", path1 .. "SlideBack.wav") addsound("tacint_makarov.slide_shut", path1 .. "Sliderelease.wav") addsound("tacint_makarov.cock_hammer", path .. "cockhammer.wav")