361 lines
9.3 KiB
Lua
361 lines
9.3 KiB
Lua
SWEP.Base = "tacrp_base"
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SWEP.Spawnable = true
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AddCSLuaFile()
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// names and stuff
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SWEP.PrintName = "SIG P226" // Apparently this is specifically the XM25 model adopted by the Navy SEALs but i dont wanna specify it
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SWEP.AbbrevName = "P226"
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SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
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SWEP.SubCatTier = "3Security"
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SWEP.SubCatType = "1Pistol"
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SWEP.Description = "Handgun with superior range and precision but low capacity."
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SWEP.Description_Quote = "\"The correct term is 'babes,' sir.\""
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SWEP.Trivia_Caliber = ".40 S&W" // ... because the XM25 is 9mm only and doesn't come in 13 rounders
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SWEP.Trivia_Manufacturer = "SIG Sauer AG"
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SWEP.Trivia_Year = "1984"
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SWEP.Faction = TacRP.FACTION_NEUTRAL
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SWEP.Credits = [[
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Model: SoulSlayer
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Texture: Thanez
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Sound: Anders, DMG, FxDarkloki, & Thanez
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Animation: Tactical Intervention
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]]
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SWEP.ViewModel = "models/weapons/tacint_extras/v_p226.mdl"
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SWEP.WorldModel = "models/weapons/tacint_extras/w_p226.mdl"
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SWEP.Slot = 1
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 28,
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Damage_Min = 20,
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Range_Min = 1200,
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Range_Max = 3000,
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RPM = 450,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.75
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},
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 24,
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Damage_Min = 16,
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Range_Min = 750,
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Range_Max = 3000,
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ClipSize = 10,
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RPM = 180,
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RPMMultSemi = 1,
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RecoilMaximum = 4,
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RecoilResetTime = 0.2,
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RecoilDissipationRate = 5,
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RecoilFirstShotMult = 1,
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RecoilSpreadPenalty = 0.008,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.9,
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[HITGROUP_RIGHTARM] = 0.9,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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},
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},
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol
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// "ballistics"
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SWEP.Damage_Max = 25
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SWEP.Damage_Min = 15
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SWEP.Range_Min = 800
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SWEP.Range_Max = 2500
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SWEP.Penetration = 6 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.75
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SWEP.ArmorBonus = 1
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SWEP.MuzzleVelocity = 14000
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.75
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}
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.RPM = 380
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SWEP.RPMMultSemi = 0.75
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SWEP.Spread = 0.001
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 5
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 7
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SWEP.RecoilFirstShotMult = 1
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SWEP.RecoilVisualKick = 1.5
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SWEP.RecoilKick = 3.5
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SWEP.RecoilStability = 0.35
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SWEP.RecoilSpreadPenalty = 0.0025
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.975
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SWEP.ShootingSpeedMult = 0.9
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SWEP.SightedSpeedMult = 0.8
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SWEP.ReloadSpeedMult = 0.75
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SWEP.AimDownSightsTime = 0.25
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SWEP.SprintToFireTime = 0.25
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.5
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SWEP.FreeAimMaxAngle = 3
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// hold types
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SWEP.HoldType = "revolver"
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SWEP.HoldTypeSprint = "normal"
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SWEP.HoldTypeBlindFire = "pistol"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -5)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(0, -2, -5)
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SWEP.SprintAng = Angle(0, 30, 0)
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SWEP.SprintPos = Vector(2, 0, -12)
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SWEP.SightAng = Angle(0.02, 0.15, 0)
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SWEP.SightPos = Vector(-3.45, 0, -3.35)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
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SWEP.HolsterPos = Vector(0, 3, -4)
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SWEP.HolsterAng = Angle(90, 0, 0)
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 13
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "pistol"
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-- Принудительное обнуление при создании (Initialize)
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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-- Обнуляем патроны внутри самого оружия
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self:SetClip1(0)
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-- Обнуляем резервные патроны у игрока через мгновение после спавна
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if SERVER then
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) then
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self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
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end
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end)
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end
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end
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SWEP.Ammo_Expanded = "ti_pistol_heavy"
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SWEP.ReloadTimeMult = 1
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SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/p226.mdl"
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SWEP.DropMagazineImpact = "pistol"
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SWEP.ReloadUpInTime = 0.85
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SWEP.DropMagazineTime = 0.2
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// sounds
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local path = "tacint_extras/p226/"
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local path1 = "tacrp/weapons/p250/p250_"
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SWEP.Sound_Shoot = "^" .. path .. "p228-1.wav"
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SWEP.Sound_Shoot_Silenced = path1 .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 110
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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// the .qc attachment for the muzzle
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SWEP.QCA_Muzzle = 4
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SWEP.MuzzleEffect = "muzzleflash_pistol"
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SWEP.EjectEffect = 1
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "draw",
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["fire"] = {"shoot1", "shoot2", "shoot3"},
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["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"},
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["melee"] = {"melee1", "melee2"}
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.5, -0.6),
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vm_ang = Angle(0, 2, 0),
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t = 0.2,
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tmax = 0.2,
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bones = {
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{
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bone = "ValveBiped.slide",
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pos = Vector(0, 0, -3),
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t0 = 0,
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t1 = 0.2,
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},
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{
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bone = "ValveBiped.hammer",
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ang = Angle(-15, 0, 0),
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t0 = 0,
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t1 = 0.15,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger1",
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ang = Angle(0, -15, 0),
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t0 = 0,
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t1 = 0.1,
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},
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{
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bone = "ValveBiped.Bip01_R_Finger11",
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ang = Angle(-35, 0, 0),
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t0 = 0,
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t1 = 0.15,
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},
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},
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}
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SWEP.LastShot = true
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// attachments
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = "optic_pistol",
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Bone = "ValveBiped.slide",
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WMBone = "Box01",
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AttachSound = "TacRP/weapons/optic_on.wav",
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DetachSound = "TacRP/weapons/optic_off.wav",
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VMScale = 1,
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WMScale = 1.2,
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Pos_VM = Vector(0.01, -0.3, -0.1),
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Ang_VM = Angle(0, 90, 180),
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Pos_WM = Vector(0.04, -1.4, -1),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = "silencer",
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Bone = "ValveBiped.barrel_assembly",
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WMBone = "Box01",
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AttachSound = "TacRP/weapons/silencer_on.wav",
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DetachSound = "TacRP/weapons/silencer_off.wav",
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VMScale = 0.5,
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WMScale = 0.5,
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Pos_VM = Vector(-0.6, 0.43, 6.4),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 8.2, -1.5),
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Ang_WM = Angle(0, -90, 0),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped.p250_rootbone",
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WMBone = "Box01",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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VMScale = 1.1,
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WMScale = 1,
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Pos_VM = Vector(-2, 0, 5.25),
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Ang_VM = Angle(90, 0, 180),
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Pos_WM = Vector(0, 4.5, -2.9),
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Ang_WM = Angle(0, -90, 180),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_extmag_pistol", "acc_holster", "acc_brace"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[5] = {
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PrintName = "Bolt",
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Category = {"bolt_automatic"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[6] = {
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PrintName = "Trigger",
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Category = {"trigger_semi"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[7] = {
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PrintName = "Ammo",
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Category = {"ammo_pistol"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[8] = {
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PrintName = "Perk",
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Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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}
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local function addsound(name, spath)
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sound.Add({
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name = name,
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channel = 16,
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volume = 1.0,
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sound = spath
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})
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end
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addsound("tacint_p226.clip_in", path .. "magshove.wav")
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addsound("tacint_p226.clip_in-mid", path .. "magshove.wav")
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addsound("tacint_p226.clip_out", path .. "magout.wav")
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addsound("tacint_p226.slide_action", path1 .. "slide_action.wav")
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addsound("tacint_p226.slide_shut", path .. "sliderelease.wav")
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addsound("tacint_p226.cock_hammer", path .. "cockhammer.wav")
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