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

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Lua
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "Remington M700 SPS"
SWEP.AbbrevName = "R700 SPS"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "7Sniper Rifle"
SWEP.Description = "Medium range hunting rifle with a fast cycle speed.\nEquipped with a 6x scope by default."
SWEP.Description_Quote = "SPS stands for \"Special Purpose Synthetic.\""
SWEP.Trivia_Caliber = ".308 Winchester"
SWEP.Trivia_Manufacturer = "Remington Arms"
SWEP.Trivia_Year = "1962"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_spr.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_spr.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 50,
Damage_Min = 70,
Range_Min = 500,
Range_Max = 1500,
},
[TacRP.BALANCE_TTT] = {
Description = "Well rounded hunting rifle with good damage up close.\nEquipped with a 6x scope by default.",
Damage_Max = 30,
Damage_Min = 50,
Range_Min = 300,
Range_Max = 1500,
RPM = 45,
ShootTimeMult = 0.9,
HipFireSpreadPenalty = 0.025,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 22,
Damage_Min = 50,
Range_Min = 500,
Range_Max = 1750,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
[TacRP.BALANCE_OLDSCHOOL] = {
HipFireSpreadPenalty = 0.018
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
// "ballistics"
SWEP.Damage_Max = 75
SWEP.Damage_Min = 60
SWEP.Range_Min = 2000
SWEP.Range_Max = 6000
SWEP.Penetration = 17 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.825
SWEP.ArmorBonus = 2.5
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
}
SWEP.MuzzleVelocity = 35000
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction
SWEP.RPM = 54
SWEP.Spread = 0
SWEP.HipFireSpreadPenalty = 0.04
SWEP.PeekPenaltyFraction = 0.25
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
SWEP.RecoilResetTime = 0.2
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 5
SWEP.RecoilKick = 3
SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ReloadSpeedMult = 0.1
SWEP.ReloadSpeedMultTime = 1
SWEP.ReloadSpeedMult = 0.3
SWEP.AimDownSightsTime = 0.75
SWEP.SprintToFireTime = 0.90
SWEP.Sway = 3
SWEP.ScopedSway = 0.75
SWEP.FreeAimMaxAngle = 9
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "shotgun"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, -2, -6)
SWEP.BlindFireAng = Angle(0, 15, -45)
SWEP.BlindFirePos = Vector(1, -2, -3)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireRightAng = Angle(-75, 0, 0)
SWEP.BlindFireRightPos = Vector(-10, 10, -5)
SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
SWEP.BlindFireSuicidePos = Vector(-2, 45, -35)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.03, 0.4, 0)
SWEP.SightPos = Vector(-2.715, -6.5, -4.62)
SWEP.CorrectivePos = Vector(0.05, 0, 0.2)
SWEP.CorrectiveAng = Angle(-0.36, -0.3, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 4, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// scope
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/l96.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 6
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 5
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.AmmoTTT = "357"
SWEP.Ammo_Expanded = "ti_rifle"
SWEP.ReloadTimeMult = 1
SWEP.ShootTimeMult = 0.75
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl" // why doesn't it have its own mag model?
SWEP.ReloadUpInTime = 2.1
SWEP.DropMagazineTime = 1.4
// sounds
local path = "TacRP/weapons/spr/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_fire_silenced-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"
SWEP.EjectEffect = 2
SWEP.EjectDelay = 0.85
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["fire"] = {"shoot1", "shoot2"},
["blind_fire"] = "shoot1"
}
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["irons"] = {
BGs_VM = {
{2, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"},
WMBone = "Bone02",
Bone = "SPR_root",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
InstalledElements = {"optic"},
Pos_VM = Vector(-3.95, 0.1, 9),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(-3, 1.25, -5.6),
Ang_WM = Angle(0, 0, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
WMBone = "Bone02",
Bone = "SPR_root",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-2.85, 0.125, 42),
Pos_WM = Vector(22.5, 1.2, -4.9),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
WMBone = "Bone02",
Bone = "SPR_root",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-2, -0.8, 20),
Pos_WM = Vector(8, 2, -4),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, 0, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Bolt",
Category = {"bolt_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Trigger",
Category = {"trigger_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_sniper", "ammo_R700"},
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_spr.Clip_Out", path .. "clip_out-1.wav")
addsound("TacInt_spr.Clip_In", path .. "clip_in-1.wav")
addsound("TacInt_spr.Bolt_Back", path .. "bolt_back-1.wav")
addsound("TacInt_spr.bolt_forward", path .. "bolt_forward-1.wav")
addsound("TacInt_spr.safety", path .. "safety-1.wav")