SWEP.Base = "tacrp_base_knife" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Нож" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "9Special" SWEP.SubCatType = "8Bladed Melee" SWEP.Description = "Military standard-issue knife that can be mounted on a weapon as a bayonet. Nothing stopping you from using it like a normal knife, however." SWEP.Credits = "Assets: BrainBread 2" SWEP.ViewModel = "models/weapons/tacint_melee/v_bayonet.mdl" SWEP.WorldModel = "models/weapons/tacint_melee/w_bayonet.mdl" SWEP.Slot = 0 SWEP.MeleeDamage = 35 SWEP.MeleeAttackTime = 0.4 SWEP.MeleeAttackMissTime = 0.5 SWEP.MeleeDamageType = DMG_SLASH SWEP.MeleeThrowForce = 1200 SWEP.MeleePerkStr = 0.45 SWEP.MeleePerkAgi = 0.5 SWEP.MeleePerkInt = 0.55 // hold types SWEP.HoldType = "knife" SWEP.HoldTypeSprint = "knife" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL SWEP.GestureBash = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE SWEP.GestureBash2 = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE SWEP.MidAirSpreadPenalty = 0 SWEP.PassiveAng = Angle(-2.5, 0, 0) SWEP.PassivePos = Vector(1, 0, -5) SWEP.SprintAng = Angle(0, 0, 0) SWEP.SprintPos = Vector(2, 0, -5) SWEP.CustomizeAng = Angle(0, 25, 0) SWEP.CustomizePos = Vector(2, 0, -12) SWEP.SprintMidPoint = { Pos = Vector(2, 0, -5), Ang = Angle(0, 0, 0) } SWEP.HolsterVisible = false SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_GEAR SWEP.HolsterPos = Vector(2, 0, 0) SWEP.HolsterAng = Angle(-90, -90, 15) // sounds local path = "tacrp/weapons/knife/" SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["melee"] = {"slash_left1", "slash_left2", "slash_right1", "slash_right2"}, ["melee2"] = {"slash_forward1", "slash_forward2"}, ["meleethrow"] = {"knifethrow"}, } SWEP.Sound_MeleeHit = { path .. "/scrape_metal-1.wav", path .. "/scrape_metal-2.wav", path .. "/scrape_metal-3.wav", } SWEP.Sound_MeleeHitBody = { path .. "/flesh_hit-1.wav", path .. "/flesh_hit-2.wav", path .. "/flesh_hit-3.wav", path .. "/flesh_hit-4.wav", path .. "/flesh_hit-5.wav", } SWEP.Sound_MeleeSwing = { path .. "swing-1.wav", path .. "swing-2.wav", path .. "swing-3.wav", path .. "swing-4.wav", path .. "swing-5.wav", path .. "swing-6.wav", } // attachments SWEP.Attachments = { [1] = { PrintName = "Technique", Category = "melee_tech", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [2] = { PrintName = "Special", Category = "melee_spec", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, } SWEP.FreeAim = false SWEP.DrawCrosshair = true SWEP.DrawCrosshairInSprint = true SWEP.CrosshairStatic = true local function addsound(name, spath) sound.Add({ name = name, channel = 16, volume = 1.0, sound = spath }) end addsound("tacint_knife2.deploy", "tacrp/magtap.ogg") function SWEP:PrimaryAttack() local stop = self:RunHook("Hook_PreShoot") if stop then return end self:Melee() return end function SWEP:ThinkSprint() end function SWEP:ThinkSights() end SWEP.AutoSpawnable = false