Files
VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_rpg7.lua
2026-03-31 10:27:04 +03:00

218 lines
4.9 KiB
Lua

SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "RPG-7"
SWEP.Category = "[FT] Специальное Оружие"
SWEP.NoAimAssist = true
SWEP.SubCatTier = "9Special"
SWEP.SubCatType = "6Launcher"
SWEP.Description = "Soviet rocket launcher with powerful explosion.\nSafety fuse prevents point blank detonations."
SWEP.Description_Quote = "If you hear someone screaming its name, duck for cover." // not a quote but is good life advice
SWEP.Trivia_Caliber = "40mm Rockets"
SWEP.Trivia_Manufacturer = "NPO Bazalt"
SWEP.Trivia_Year = "1961"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_rpg7.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_rpg7.mdl"
SWEP.NoRanger = true
SWEP.Slot = 2
SWEP.SlotAlt = 4
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
},
}
// "ballistics"
SWEP.Damage_Max = 200 // just to fool the ratings
SWEP.Damage_Min = 200
SWEP.Range_Max = 7000
SWEP.Range_Min = 4000
SWEP.ShootEnt = "tacrp_proj_rpg7"
SWEP.ShootEntForce = 6000
SWEP.Num = 1
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction
SWEP.RPM = 60
SWEP.Spread = 0.01
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
SWEP.RecoilResetTime = 0.2// time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 5
SWEP.RecoilVisualShake = 0.2
SWEP.RecoilKick = 0
SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.8
SWEP.ShootingSpeedMult = 0.25
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.2
SWEP.AimDownSightsTime = 0.6
SWEP.SprintToFireTime = 0.8 // multiplies how long it takes to recover from sprinting
// hold types
SWEP.HoldType = "rpg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "ar2"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, -2, -6)
SWEP.BlindFireAng = Angle(0, 0, 0)
SWEP.BlindFirePos = Vector(1, -3, 0)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireSuicideAng = Angle(0, 125, 0)
SWEP.BlindFireSuicidePos = Vector(-2, 25, -24)
SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(4, 0, -4)
SWEP.SightAng = Angle(0.03, -0.4, 0)
SWEP.SightPos = Vector(-3.57, -6.5, -5.1)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_SPECIAL
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// sway
SWEP.Sway = 3
SWEP.ScopedSway = 0.25
SWEP.FreeAimMaxAngle = 10
// melee
SWEP.CanMeleeAttack = false
// reload
SWEP.ClipSize = 1
SWEP.Ammo = "rpg_round"
SWEP.BulletBodygroups = {
[1] = {1, 1}
}
// sounds
local path = "TacRP/weapons/rpg7/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
// effects
// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
// ditto for shell
SWEP.QCA_Eject = 2
SWEP.MuzzleEffect = "muzzleflash_1"
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["blind_fire"] = "aimed_fire",
["blind_idle"] = "aimed_idle",
}
// attachments
SWEP.Attachments = {
[1] = {
PrintName = "Ammo",
Category = {"ammo_rpg"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[2] = {
PrintName = "Accessory",
Category = {"acc", "acc_duffle", "acc_sling"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[3] = {
PrintName = "Perk",
Category = {"perk", "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_rpg7.jingle", path .. "handling-1.wav")
addsound("TacInt_rpg7.insert_rocket", path .. "insert_rocket.wav")
addsound("TacInt_rpg7.flipup_sight", path .. "flipup_sight.wav")
if engine.ActiveGamemode() == "terrortown" then
SWEP.AutoSpawnable = false
SWEP.Kind = WEAPON_EQUIP
SWEP.Slot = 6
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.LimitedStock = true
SWEP.EquipMenuData = {
type = "Weapon",
desc = "Rocket launcher. Can't explode at point blank.\nComes with 2 rockets.\n\nBEWARE: May be visible while holstered!",
}
function SWEP:TTTBought(buyer)
buyer:GiveAmmo(1, "RPG_Round")
end
end