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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_bekas.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 = "Molot Bekas-16M"
SWEP.AbbrevName = "Bekas-16M"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "5Shotgun"
SWEP.Description = "Accurate hunting shotgun with low damage."
SWEP.Description_Quote = "\"If you can hear them but can't shoot them, you can probably grenade them.\"" --Hardcore Henry (2016) (It's not a Bekas in that exact scene, but one is used later on in the complex so uuuuhhhhh explode)
SWEP.Trivia_Caliber = "16 Gauge"
SWEP.Trivia_Manufacturer = "Molot"
SWEP.Trivia_Year = "1999"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_bekas.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_bekas.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 24,
Damage_Min = 10,
Range_Min = 1200,
ClipSize = 6,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 14,
Damage_Min = 6,
Range_Min = 400,
Range_Max = 2500,
Num = 6,
ClipSize = 6,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2.5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 8,
Damage_Min = 4,
Range_Min = 500,
Range_Max = 2500,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 1.5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilDissipationRate = 5,
RecoilMaximum = 12,
RecoilSpreadPenalty = 0.01,
HipFireSpreadPenalty = 0.015,
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.Shotgun
// "ballistics"
SWEP.Damage_Max = 18
SWEP.Damage_Min = 5
SWEP.Range_Min = 200 // distance for which to maintain maximum damage
SWEP.Range_Max = 2000 // distance at which we drop to minimum damage
SWEP.Penetration = 1 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.47
SWEP.ArmorBonus = 0.25
SWEP.Num = 6
SWEP.MuzzleVelocity = 11000
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Pump-Action" // only used externally for firemode name distinction
SWEP.RPM = 60
SWEP.ShootTimeMult = 0.85
SWEP.Spread = 0.015
SWEP.ShotgunPelletSpread = 0.0075
SWEP.HipFireSpreadPenalty = 0.025
SWEP.MidAirSpreadPenalty = 0
SWEP.ScopedSpreadPenalty = 0
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 3
SWEP.RecoilResetTime = 0.25 // time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1.1
SWEP.RecoilVisualKick = 2
SWEP.RecoilKick = 15
SWEP.RecoilStability = 0.4
SWEP.RecoilSpreadPenalty = 0.02
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.7
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.36
SWEP.SprintToFireTime = 0.4
SWEP.Sway = 1
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 5
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "shotgun"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -2, -4)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(4, -2, -4)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(-0.57, -0.6, 2)
SWEP.SightPos = Vector(-3.45, -5, -2.7)
SWEP.CorrectivePos = Vector(0.275, 0, -0.2)
SWEP.CorrectiveAng = Angle(1.21, 0.1, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 5
SWEP.DefaultAmmo = 0
SWEP.Ammo = "buckshot"
-- 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.ShotgunReload = true
SWEP.ReloadTimeMult = 1
// sounds
local path = "TacRP/weapons/bekas/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = "TacRP/weapons/sg551/sg551_fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 0 // amount to vary pitch by each shot
// effects
// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
SWEP.QCA_Eject = 2
SWEP.MuzzleEffect = "muzzleflash_shotgun"
SWEP.EjectEffect = 3
SWEP.EjectDelay = 0.5
// anims
SWEP.AnimationTranslationTable = {
["fire"] = {"shoot1", "shoot2"},
["blind_fire"] = {"blind_shoot1"},
["melee"] = {"melee1", "melee2"},
["reload"] = {"reload", "reload2"},
["jam"] = "reload_finish"
}
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{5, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium"},
Bone = "ValveBiped.bekas_rootbone",
WMBone = "ValveBiped.Bip01_R_Hand",
InstalledElements = {"optic"},
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 0.75,
Pos_VM = Vector(-3.2, 0, 8),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(11, 0.85, -7),
Ang_WM = Angle(-25, 3.5, 180),
},
[2] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom"},
Bone = "ValveBiped.bekas_rootbone",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
VMScale = 1.25,
Pos_VM = Vector(-1, -0.3, 24),
Ang_VM = Angle(90, 0, -90),
Pos_WM = Vector(25, 0, -12),
Ang_WM = Angle(-25, 3.5, 90),
},
[3] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_shotgun_tube"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[4] = {
PrintName = "Bolt",
Category = {"bolt_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Trigger",
Category = {"trigger_manual", "trigger_pump2"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Ammo",
Category = {"ammo_shotgun"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
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_Bekas.Insertshell", path .. "insertshell-1.wav")
addsound("TacInt_Bekas.Movement", path .. "movement-1.wav")
addsound("TacInt_Bekas.PumpBack", path .. "pump_backward-1.wav")
addsound("TacInt_Bekas.PumpForward", path .. "pump_forward-1.wav")