SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "HK M320" SWEP.AbbrevName = "M320" SWEP.Category = "[FT] Специальное Оружие" SWEP.NoAimAssist = true SWEP.SubCatTier = "9Special" SWEP.SubCatType = "6Launcher" SWEP.Description = "Grenade launcher capable of firing a variety of payloads." SWEP.Description_Quote = "Not beanbags, NOT BEANBAGS!" SWEP.Trivia_Caliber = "40mm Grenades" SWEP.Trivia_Manufacturer = "Heckler & Koch" SWEP.Trivia_Year = "2008" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_m320.mdl" SWEP.WorldModel = "models/weapons/tacint/w_m320.mdl" SWEP.NoRanger = true SWEP.Slot = 4 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { }, } // "ballistics" SWEP.Damage_Max = 150 SWEP.Damage_Min = 150 SWEP.Range_Max = 4000 SWEP.Range_Min = 1000 SWEP.ShootEnt = "tacrp_proj_40mm_he" SWEP.ShootEntForce = 4000 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 1, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 7000 SWEP.Num = 1 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction SWEP.RPM = 60 SWEP.Spread = 0.025 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.2 // time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilVisualShake = 2 SWEP.RecoilKick = 15 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.HipFireSpreadPenalty = 0.05 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.5 SWEP.SightedSpeedMult = 0.7 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.25 SWEP.SprintToFireTime = 0.32 // multiplies how long it takes to recover from sprinting SWEP.Sway = 1 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 6 // hold types SWEP.HoldType = "smg" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2 SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(2, -2, -6) SWEP.BlindFireAng = Angle(0, 0, -30) SWEP.BlindFirePos = Vector(1, -3, 0) SWEP.BlindFireLeftAng = Angle(75, 0, 0) SWEP.BlindFireLeftPos = Vector(8, 10, -6) SWEP.BlindFireSuicideAng = Angle(0, 135, 0) SWEP.BlindFireSuicidePos = Vector(-3, 25, -19) SWEP.SprintAng = Angle(40, -15, 0) SWEP.SprintPos = Vector(4, 0, -4) SWEP.SightAng = Angle(1.075, 7.1, 0) SWEP.SightPos = Vector(-1.34, 0, -8.15) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_GEAR SWEP.HolsterPos = Vector(0, -2, -3) SWEP.HolsterAng = Angle(0, -90, -25) // melee SWEP.CanMeleeAttack = true // reload SWEP.ClipSize = 1 SWEP.Ammo = "smg1_grenade" // sounds local path = "TacRP/weapons/m320/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.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 = 1 // ditto for shell SWEP.QCA_Eject = 2 SWEP.MuzzleEffect = "muzzleflash_m79" // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["blind_idle"] = "idle", ["blind_fire"] = "fire", } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["3gl"] = { BGs_VM = { {2, 1} }, }, ["buck"] = { BGs_VM = { {2, 2} }, }, ["heat"] = { BGs_VM = { {2, 3} }, }, ["lvg"] = { BGs_VM = { {2, 4} }, }, ["smoke"] = { BGs_VM = { {2, 5} }, }, } SWEP.Attachments = { [1] = { PrintName = "Ammo", Category = "ammo_40mm", AttachSound = "TacRP/weapons/m320/shell_in-1.wav", DetachSound = "TacRP/weapons/m320/shell_out-1.wav", }, [2] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock2", "acc_holster"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [3] = { PrintName = "Perk", Category = {"perk", "perk_shooting", "perk_reload", "perk_melee"}, 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_m320.Tube_Open", path .. "tube_open-1.wav") addsound("TacInt_m320.Tube_close", path .. "tube_close-1.wav") addsound("TacInt_m320.shell_out", path .. "shell_out-1.wav") addsound("TacInt_m320.shell_in", path .. "shell_in-1.wav") addsound("TacInt_m320.buttstock_back", path .. "buttstock_back-1.wav") addsound("TacInt_m320.sight_flipup", path .. "sight_flipup-1.wav") SWEP.AutoSpawnable = false if engine.ActiveGamemode() == "terrortown" then SWEP.AutoSpawnable = false SWEP.Kind = WEAPON_EQUIP SWEP.Slot = 6 SWEP.CanBuy = { ROLE_TRAITOR } SWEP.EquipMenuData = { type = "Weapon", desc = "Low power grenade launcher. Variety of payload\noptions, but standard explosive grenades are weak.\nComes with 3 grenades.\n\nBEWARE: May be visible while holstered!", } function SWEP:TTTBought(buyer) buyer:GiveAmmo(2, "SMG1_Grenade") end end