332 lines
8.5 KiB
Lua
332 lines
8.5 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 = "Manurhin MR96"
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SWEP.AbbrevName = "MR96"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "2Magnum Pistol"
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SWEP.Description = "Magnum revolver with good handling and stopping power. Accurate, but hard to fire rapidly."
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SWEP.Description_Quote = "Legend has it a stainless steel version exists..." -- One of the thugs in Ghost in the Shell 2: Innocence (2004) uses a stainless steel MR96
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SWEP.Trivia_Caliber = ".357 Magnum"
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SWEP.Trivia_Manufacturer = "Chapuis Armes"
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SWEP.Trivia_Year = "1996"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_mr96.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_mr96.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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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 35,
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Damage_Min = 20,
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Range_Min = 600,
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Range_Max = 1600,
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RPM = 120,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4,
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[HITGROUP_CHEST] = 1.25,
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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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RecoilMaximum = 2,
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RecoilDissipationRate = 2.5,
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 55,
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Damage_Min = 24,
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RPM = 120,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilDissipationRate = 4
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.Magnum
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// "ballistics"
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SWEP.Damage_Max = 54 // damage at minimum range
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SWEP.Damage_Min = 28 // damage at maximum range
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SWEP.Range_Min = 300 // distance for which to maintain maximum damage
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SWEP.Range_Max = 2500 // distance at which we drop to minimum damage
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SWEP.Penetration = 6 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.9
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SWEP.MuzzleVelocity = 12500
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1.25,
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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] = 0.75
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}
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.FiremodeName = "Double-Action" // only used externally for firemode name distinction
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SWEP.RPM = 140
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SWEP.Spread = 0.001
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SWEP.ShootTimeMult = 1
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 2
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SWEP.RecoilResetTime = 0
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SWEP.RecoilDissipationRate = 9
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SWEP.RecoilFirstShotMult = 0.9
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SWEP.RecoilVisualKick = 5
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SWEP.RecoilKick = 9
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SWEP.RecoilStability = 0.5
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SWEP.RecoilSpreadPenalty = 0.018
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.9
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SWEP.ShootingSpeedMult = 0.75
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SWEP.SightedSpeedMult = 0.8
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SWEP.ReloadSpeedMult = 0.75
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SWEP.AimDownSightsTime = 0.22
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SWEP.SprintToFireTime = 0.3
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SWEP.FreeAimMaxAngle = 4.5
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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_REVOLVER
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_REVOLVER
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -4)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(3, -2, -5)
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SWEP.BlindFireSuicideAng = Angle(-125, 0, 45)
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SWEP.BlindFireSuicidePos = Vector(25, 12, -6)
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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(-0.15, 1, 0)
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SWEP.SightPos = Vector(-3.5, 0, -3.7)
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SWEP.CorrectivePos = Vector(0, 0, 0.1)
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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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SWEP.Sway = 1.5
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SWEP.ScopedSway = 0.6
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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 = 6
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "357"
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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.ReloadTimeMult = 1
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SWEP.ReloadUpInTime = 1.35
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SWEP.JamSkipFix = true
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// sounds
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local path = "TacRP/weapons/mr96/"
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SWEP.Sound_Shoot = {
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"^" .. path .. "mr96_fire-1.wav",
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"^" .. path .. "mr96_fire-2.wav",
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"^" .. path .. "mr96_fire-3.wav",
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}
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SWEP.Vol_Shoot = 130
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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 = 2
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SWEP.QCA_Eject = 0
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SWEP.EjectEffect = 0
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SWEP.MuzzleEffect = "muzzleflash_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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["fire_iron"] = "shoot1",
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["blind_fire"] = {"blind_shoot1", "blind_shoot2"},
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["melee"] = {"melee1", "melee2"},
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["jam"] = "draw"
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -3, -4.5),
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vm_ang = Angle(0, 15, 0),
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t = 0.5,
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tmax = 0.5,
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bones = {
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{
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bone = "ValveBiped.cylinder",
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ang = Angle(-60, 0, 0),
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t0 = 0,
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t1 = 0.25,
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},
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{
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bone = "ValveBiped.hammer",
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ang = Angle(35, 0, 0),
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t0 = 0.05,
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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 = 0.2,
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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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// attachments
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"optic_cqb", "optic_medium"},
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Bone = "ValveBiped.mr96_rootbone",
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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 = 0.8,
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WMScale = 1,
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Pos_VM = Vector(-3.9, -0.125, 6.5),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 1.5, -0.8),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped.mr96_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,
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WMScale = 1,
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Pos_VM = Vector(-2.25, -0.125, 9),
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Ang_VM = Angle(90, 0, 180),
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Pos_WM = Vector(0, 8, -2.25),
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Ang_WM = Angle(0, -90, 180),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_holster", "acc_brace", "acc_bipod"}, // yes, MR96 with bipod is a real thing!
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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 = "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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[4] = {
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PrintName = "Trigger",
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Category = {"trigger_revolver"},
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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 = "Ammo",
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Category = {"ammo_pistol", "ammo_roulette"},
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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_MR96.Release_Cylinder", path .. "mr96_release_cylinder.wav")
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addsound("TacInt_MR96.Eject_Shells", path .. "mr96_eject_shells.wav")
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addsound("TacInt_MR96.Insert_Bullets", path .. "mr96_insert_bullets.wav")
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addsound("TacInt_MR96.Shut_Cylinder", path .. "mr96_shut_cylinder.wav")
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addsound("TacInt_MR96.Insert_Bullets-Mid", path .. "mr96_insert_bullets-mid.wav")
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addsound("TacInt_MR96.Cock_Hammer", path .. "mr96_cockhammer.wav")
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addsound("TacInt_MR96.Deploy", path .. "mr96_deploy.wav")
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