SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Desert Eagle" SWEP.AbbrevName = "Deagle" SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "2Magnum Pistol" SWEP.Description = "Imposing magnum pistol, as iconic as it gets.\nPowerful and high capacity, but recoil is hard to manage." SWEP.Description_Quote = "\"You hear that, Mr. Anderson?\"" SWEP.Trivia_Caliber = ".50 AE" SWEP.Trivia_Manufacturer = "Magnum Research" SWEP.Trivia_Year = "1983" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Model: Vashts1985 Texture: Racer445 Sounds:Vunsunta, XLongWayHome Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_extras/v_deagle.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_deagle.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 75, Damage_Min = 45, }, [TacRP.BALANCE_TTT] = { Damage_Max = 45, Damage_Min = 20, Range_Min = 100, Range_Max = 1500, RPM = 150, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [HITGROUP_CHEST] = 1.125, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 }, RecoilDissipationRate = 4.5, }, [TacRP.BALANCE_PVE] = { Damage_Max = 65, Damage_Min = 30, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilDissipationRate = 20 } } // "ballistics" SWEP.Damage_Max = 80 SWEP.Damage_Min = 50 SWEP.Range_Min = 150 SWEP.Range_Max = 1500 SWEP.Penetration = 10 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.85 SWEP.ArmorBonus = 5 SWEP.MuzzleVelocity = 10000 SWEP.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] = 0.75 } // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 150 SWEP.Spread = 0.009 SWEP.ShootTimeMult = 0.7 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 4 SWEP.RecoilResetTime = 0.3 SWEP.RecoilDissipationRate = 5 SWEP.RecoilFirstShotMult = 0.9 SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 15 SWEP.RecoilStability = 0.5 SWEP.RecoilAltMultiplier = 100 SWEP.RecoilSpreadPenalty = 0.02 SWEP.HipFireSpreadPenalty = 0.02 SWEP.PeekPenaltyFraction = 0.125 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.8 SWEP.ReloadSpeedMult = 0.75 SWEP.AimDownSightsTime = 0.32 SWEP.SprintToFireTime = 0.27 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.6 SWEP.FreeAimMaxAngle = 4.5 // hold types SWEP.HoldType = "revolver" SWEP.HoldTypeSprint = "normal" SWEP.HoldTypeBlindFire = "pistol" 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.SprintAng = Angle(0, 30, 0) SWEP.SprintPos = Vector(2, 0, -12) SWEP.SightAng = Angle(-0.05, -0.1, 0) SWEP.SightPos = Vector(-3.28, 0, -4) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.CorrectivePos = Vector(0, 0, 0.1) 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 = 7 SWEP.DefaultAmmo = 0 SWEP.Ammo = "357" -- 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/deagle.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 0.95 SWEP.DropMagazineTime = 0.25 // sounds local path = "tacint_extras/degala/" local path1 = "tacrp/weapons/gsr1911/" SWEP.Sound_Shoot = path .. "deagle-1.wav" SWEP.Vol_Shoot = 110 SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot // effects SWEP.EjectEffect = 1 // the .qc attachment for the muzzle SWEP.QCA_Muzzle = 4 SWEP.MuzzleEffect = "muzzleflash_pistol_deagle" // anims // VM: // idle // fire // fire1, fire2... // dryfire // melee // reload // midreload // prime_grenade // throw_grenade // throw_grenade_underhand // deploy // blind_idle // blind_fire // blind_fire1, blind_fire2... // blind_dryfire // WM: // attack1 SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire"] = {"shoot1", "shoot2", "shoot3"}, ["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"}, ["melee"] = {"melee1", "melee2"} } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -2, -1.75), vm_ang = Angle(0, 8, 0), t = 0.4, tmax = 0.5, bones = { { bone = "ValveBiped.slide", pos = Vector(0, 0, -3), t0 = 0, t1 = 0.35, }, { bone = "ValveBiped.hammer", ang = Angle(-15, 0, 0), t0 = 0, t1 = 0.1, }, { 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.TTTReplace = TacRP.TTTReplacePreset.Magnum SWEP.LastShot = true // attachments SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.GSR1911_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1, WMScale = 1, Pos_VM = Vector(-3.8, 0, 5.55), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, -1, -0.85), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = {"barrel"}, Bone = "ValveBiped.GSR1911_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", VMScale = 0.4, WMScale = 0.5, Pos_VM = Vector(-0.76, 0.7, 7.35), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 9.25, -1.5), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.GSR1911_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", VMScale = 1.1, WMScale = 1.3, Pos_VM = Vector(-1.7, 0, 7), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(0, 5, -3), Ang_WM = Angle(0, -90, 180), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_pistol2", "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_semi"}, 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_degala.clip_in", path .. "clip_in.wav") addsound("tacint_degala.clip_in-mid", path1 .. "gsr1911_clip_in-mid.wav") addsound("tacint_degala.clip_out", path .. "clip_out.wav") addsound("tacint_degala.slide_action", path1 .. "gsr1911_slide_action.wav") addsound("tacint_degala.slide_shut", path .. "sliderelease.wav") addsound("tacint_degala.cock_hammer", path1 .. "gsr1911_cockhammer.wav")