SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Glock 18C" SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "3Machine Pistol" SWEP.Description = "Machine pistol with high fire rate and mobility." SWEP.Description_Quote = "\"Sooner or later, you'll have to jump.\"" SWEP.Trivia_Caliber = "9x19mm" SWEP.Trivia_Manufacturer = "Glock Ges.m.b.H" SWEP.Trivia_Year = "1982" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Model: Hav0k101 Texture: el maestro de graffiti Sound: BlitzBoaR, Lorn, Ghost597879, Zeven II Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_extras/v_glock18.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_glock18.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 20, Damage_Min = 6, }, [TacRP.BALANCE_TTT] = { Damage_Max = 10, Damage_Min = 4, Range_Min = 200, Range_Max = 1750, RPM = 1000, HipFireSpreadPenalty = 0.015, RecoilMaximum = 10, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [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 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 6, Damage_Min = 2, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilDissipationRate = 25, RecoilMaximum = 10 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachinePistol // "ballistics" SWEP.Damage_Max = 18 SWEP.Damage_Min = 6 SWEP.Range_Min = 400 SWEP.Range_Max = 1500 SWEP.Penetration = 3 SWEP.ArmorPenetration = 0.425 SWEP.ArmorBonus = 0.5 SWEP.MuzzleVelocity = 10500 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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.Firemodes = {2, 1} SWEP.RPM = 1000 SWEP.Spread = 0.011 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 7 SWEP.RecoilResetTime = 0.1 SWEP.RecoilDissipationRate = 15 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 2 SWEP.RecoilKick = 4 SWEP.RecoilSpreadPenalty = 0.005 SWEP.HipFireSpreadPenalty = 0.024 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.975 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.8 SWEP.ReloadSpeedMult = 0.75 SWEP.AimDownSightsTime = 0.25 SWEP.SprintToFireTime = 0.25 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(-125, 0, 45) SWEP.BlindFireSuicidePos = Vector(25, 12, -5) SWEP.SprintAng = Angle(0, 30, 0) SWEP.SprintPos = Vector(2, 0, -12) SWEP.SightAng = Angle(0, 0, 0) SWEP.SightPos = Vector(-3.31, 0, -3.2) SWEP.CorrectivePos = Vector(0.02, -1, 0) SWEP.CorrectiveAng = Angle(0.05, -0.05, 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 = 30 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.ReloadTimeMult = 1.4 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/glock.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 0.85 SWEP.DropMagazineTime = 0.2 // sounds local path = "tacrp/weapons/p2000/p2000_" local path2 = "tacint_extras/glock18/" SWEP.Sound_Shoot = "^" .. path2 .. "glock18-1.wav" SWEP.Sound_Shoot_Silenced = "tacrp_extras/glock/" .. "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 = 0.2, }, { 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 = 0.1, }, { bone = "ValveBiped.Bip01_R_Finger11", ang = Angle(-35, 0, 0), t0 = 0, t1 = 0.15, }, }, } SWEP.NoIdle = true SWEP.ShootTimeMult = 0.4 SWEP.LastShot = true // attachments SWEP.Attachments = { [1] = { PrintName = "Optic", Category = "optic_pistol", Bone = "ValveBiped.slide", WMBone = "ValveBiped.Bip01_R_Hand", // someone forgor to rig the box bone AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.9, WMScale = 1.2, Pos_VM = Vector(0.21, 0.7, -0.05), Ang_VM = Angle(0, 90, 180), Pos_WM = Vector(2, 1.2, -4.5), Ang_WM = Angle(180, 0, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.barrel_assembly", WMBone = "ValveBiped.Bip01_R_Hand", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.5, WMScale = 0.6, Pos_VM = Vector(-0.5, 0.25, 7), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(14.2, 1.2, -4.25), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.p2000_rootbone", WMBone = "ValveBiped.Bip01_R_Hand", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", VMScale = 1.1, WMScale = 1.2, Pos_VM = Vector(-2.1, -0.23, 6.6), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(10.5, 1.2, -2.75), Ang_WM = Angle(0, 0, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_smg", "acc_holster", "acc_brace"}, 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_extras_glock18.clip_in", path2 .. "Clipin.wav") addsound("tacint_extras_glock18.clip_in-mid", path .. "clip_in-mid.wav") addsound("tacint_extras_glock18.clip_out", path2 .. "Clipout.wav") addsound("tacint_extras_glock18.slide_action", path .. "slide_action.wav") addsound("tacint_extras_glock18.slide_shut", path .. "slide_shut.wav") addsound("tacint_extras_glock18.cock_hammer", path .. "cockhammer.wav")