SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "SIG P226" // Apparently this is specifically the XM25 model adopted by the Navy SEALs but i dont wanna specify it SWEP.AbbrevName = "P226" SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "1Pistol" SWEP.Description = "Handgun with superior range and precision but low capacity." SWEP.Description_Quote = "\"The correct term is 'babes,' sir.\"" SWEP.Trivia_Caliber = ".40 S&W" // ... because the XM25 is 9mm only and doesn't come in 13 rounders SWEP.Trivia_Manufacturer = "SIG Sauer AG" SWEP.Trivia_Year = "1984" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Model: SoulSlayer Texture: Thanez Sound: Anders, DMG, FxDarkloki, & Thanez Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_extras/v_p226.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_p226.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 28, Damage_Min = 20, Range_Min = 1200, Range_Max = 3000, RPM = 450, BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 }, }, [TacRP.BALANCE_TTT] = { Damage_Max = 24, Damage_Min = 16, Range_Min = 750, Range_Max = 3000, ClipSize = 10, RPM = 180, RPMMultSemi = 1, RecoilMaximum = 4, RecoilResetTime = 0.2, RecoilDissipationRate = 5, RecoilFirstShotMult = 1, RecoilSpreadPenalty = 0.008, 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 = 25 SWEP.Damage_Min = 15 SWEP.Range_Min = 800 SWEP.Range_Max = 2500 SWEP.Penetration = 6 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.75 SWEP.ArmorBonus = 1 SWEP.MuzzleVelocity = 14000 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 } // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 380 SWEP.RPMMultSemi = 0.75 SWEP.Spread = 0.001 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 5 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 7 SWEP.RecoilFirstShotMult = 1 SWEP.RecoilVisualKick = 1.5 SWEP.RecoilKick = 3.5 SWEP.RecoilStability = 0.35 SWEP.RecoilSpreadPenalty = 0.0025 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.975 SWEP.ShootingSpeedMult = 0.9 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 = "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(0.02, 0.15, 0) SWEP.SightPos = Vector(-3.45, 0, -3.35) 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 = 13 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_heavy" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/p226.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 0.85 SWEP.DropMagazineTime = 0.2 // sounds local path = "tacint_extras/p226/" local path1 = "tacrp/weapons/p250/p250_" SWEP.Sound_Shoot = "^" .. path .. "p228-1.wav" SWEP.Sound_Shoot_Silenced = path1 .. "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"] = {"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.LastShot = true // attachments SWEP.Attachments = { [1] = { PrintName = "Optic", Category = "optic_pistol", Bone = "ValveBiped.slide", WMBone = "Box01", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1, WMScale = 1.2, Pos_VM = Vector(0.01, -0.3, -0.1), Ang_VM = Angle(0, 90, 180), Pos_WM = Vector(0.04, -1.4, -1), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.barrel_assembly", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", VMScale = 0.5, WMScale = 0.5, Pos_VM = Vector(-0.6, 0.43, 6.4), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 8.2, -1.5), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.p250_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", VMScale = 1.1, WMScale = 1, Pos_VM = Vector(-2, 0, 5.25), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(0, 4.5, -2.9), Ang_WM = Angle(0, -90, 180), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_pistol", "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_p226.clip_in", path .. "magshove.wav") addsound("tacint_p226.clip_in-mid", path .. "magshove.wav") addsound("tacint_p226.clip_out", path .. "magout.wav") addsound("tacint_p226.slide_action", path1 .. "slide_action.wav") addsound("tacint_p226.slide_shut", path .. "sliderelease.wav") addsound("tacint_p226.cock_hammer", path .. "cockhammer.wav")