352 lines
8.9 KiB
Lua
352 lines
8.9 KiB
Lua
SWEP.Base = "tacrp_base"
|
||
SWEP.Spawnable = true
|
||
|
||
AddCSLuaFile()
|
||
|
||
// names and stuff
|
||
SWEP.PrintName = "Пистолет Макарова"
|
||
SWEP.AbbrevName = "PM"
|
||
SWEP.Category = "[FT] Оружие"
|
||
|
||
SWEP.SubCatTier = "5Value"
|
||
SWEP.SubCatType = "1Pistol"
|
||
|
||
SWEP.Description = "Mass production Soviet sidearm designed to be carried often and rarely shot. Lethality is poor beyond point blank."
|
||
SWEP.Description_Quote = "\"You're listening to Apocalypse Radio.\"" -- ROBLOX - Apocalypse Rising
|
||
|
||
SWEP.Trivia_Caliber = "9x18mm"
|
||
SWEP.Trivia_Manufacturer = "Izhevsk Mechanical Plant"
|
||
SWEP.Trivia_Year = "1948"
|
||
|
||
SWEP.Faction = TacRP.FACTION_MILITIA
|
||
SWEP.Credits = "Assets: TehSnake\nSound: Hk, Vunsunta\nAnimation: Tactical Intervention"
|
||
|
||
SWEP.ViewModel = "models/weapons/tacint/v_makarov.mdl"
|
||
SWEP.WorldModel = "models/weapons/tacint/w_makarov.mdl"
|
||
|
||
SWEP.Slot = 1
|
||
|
||
SWEP.BalanceStats = {
|
||
[TacRP.BALANCE_SBOX] = {
|
||
Damage_Max = 25,
|
||
Damage_Min = 11,
|
||
|
||
BodyDamageMultipliers = {
|
||
[HITGROUP_HEAD] = 3.5,
|
||
[HITGROUP_CHEST] = 1,
|
||
[HITGROUP_STOMACH] = 1.15,
|
||
[HITGROUP_LEFTARM] = 1,
|
||
[HITGROUP_RIGHTARM] = 1,
|
||
[HITGROUP_LEFTLEG] = 0.75,
|
||
[HITGROUP_RIGHTLEG] = 0.75,
|
||
[HITGROUP_GEAR] = 0.9
|
||
},
|
||
},
|
||
[TacRP.BALANCE_TTT] = {
|
||
Damage_Max = 18,
|
||
Damage_Min = 6,
|
||
Range_Min = 200,
|
||
Range_Max = 1200,
|
||
RPM = 400,
|
||
RPMMultSemi = 1,
|
||
|
||
RecoilResetInstant = true,
|
||
RecoilMaximum = 8,
|
||
RecoilResetTime = 0.22,
|
||
RecoilDissipationRate = 10,
|
||
RecoilSpreadPenalty = 0.003,
|
||
|
||
BodyDamageMultipliers = {
|
||
[HITGROUP_HEAD] = 2.5,
|
||
[HITGROUP_CHEST] = 1,
|
||
[HITGROUP_STOMACH] = 1,
|
||
[HITGROUP_LEFTARM] = 0.9,
|
||
[HITGROUP_RIGHTARM] = 0.9,
|
||
[HITGROUP_LEFTLEG] = 0.75,
|
||
[HITGROUP_RIGHTLEG] = 0.75,
|
||
[HITGROUP_GEAR] = 0.9
|
||
},
|
||
},
|
||
}
|
||
|
||
SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol
|
||
|
||
// "ballistics"
|
||
|
||
SWEP.Damage_Max = 20
|
||
SWEP.Damage_Min = 5
|
||
SWEP.Range_Min = 250
|
||
SWEP.Range_Max = 1200
|
||
SWEP.Penetration = 2
|
||
SWEP.ArmorPenetration = 0.55
|
||
SWEP.ArmorBonus = 0.5
|
||
|
||
SWEP.MuzzleVelocity = 11000
|
||
|
||
SWEP.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
|
||
}
|
||
|
||
// misc. shooting
|
||
|
||
SWEP.Firemode = 1
|
||
|
||
SWEP.RPM = 700
|
||
SWEP.RPMMultSemi = 0.7
|
||
|
||
SWEP.Spread = 0.008
|
||
|
||
SWEP.RecoilResetInstant = false
|
||
SWEP.RecoilPerShot = 1
|
||
SWEP.RecoilMaximum = 3
|
||
SWEP.RecoilResetTime = 0.03
|
||
SWEP.RecoilDissipationRate = 12
|
||
SWEP.RecoilFirstShotMult = 1
|
||
|
||
SWEP.RecoilVisualKick = 1
|
||
SWEP.RecoilKick = 3
|
||
SWEP.RecoilStability = 0.15
|
||
|
||
SWEP.RecoilSpreadPenalty = 0.003
|
||
SWEP.HipFireSpreadPenalty = 0.014
|
||
|
||
SWEP.CanBlindFire = true
|
||
|
||
// handling
|
||
|
||
SWEP.MoveSpeedMult = 1
|
||
SWEP.ShootingSpeedMult = 0.9
|
||
SWEP.SightedSpeedMult = 0.825
|
||
|
||
SWEP.ReloadSpeedMult = 0.85
|
||
|
||
SWEP.AimDownSightsTime = 0.21
|
||
SWEP.SprintToFireTime = 0.21
|
||
|
||
SWEP.Sway = 1
|
||
SWEP.ScopedSway = 0.5
|
||
|
||
SWEP.FreeAimMaxAngle = 3
|
||
|
||
// hold types
|
||
|
||
SWEP.HoldType = "revolver"
|
||
SWEP.HoldTypeSprint = "normal"
|
||
SWEP.HoldTypeBlindFire = false
|
||
|
||
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
|
||
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_PISTOL
|
||
|
||
SWEP.PassiveAng = Angle(0, 0, 0)
|
||
SWEP.PassivePos = Vector(0, -2, -5)
|
||
|
||
SWEP.BlindFireAng = Angle(0, 5, 0)
|
||
SWEP.BlindFirePos = Vector(0, -2, -5)
|
||
|
||
SWEP.BlindFireSuicideAng = Angle(-130, 0, 45)
|
||
SWEP.BlindFireSuicidePos = Vector(25, 15, -6)
|
||
|
||
SWEP.SprintAng = Angle(0, 30, 0)
|
||
SWEP.SprintPos = Vector(2, 0, -12)
|
||
|
||
SWEP.SightAng = Angle(-0.01, 0.3, 0)
|
||
SWEP.SightPos = Vector(-3.5, 0, -3.45)
|
||
|
||
SWEP.CorrectivePos = Vector(0, 0, 0)
|
||
SWEP.CorrectiveAng = Angle(0, 0, 0)
|
||
|
||
SWEP.HolsterVisible = true
|
||
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
|
||
SWEP.HolsterPos = Vector(0, 3, -4)
|
||
SWEP.HolsterAng = Angle(90, 0, 0)
|
||
|
||
// reload
|
||
|
||
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
|
||
SWEP.ClipSize = 8
|
||
SWEP.DefaultAmmo = 0
|
||
SWEP.Ammo = "pistol"
|
||
|
||
-- 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.Ammo_Expanded = "ti_pistol_light"
|
||
|
||
SWEP.ReloadUpInTime = 0.85
|
||
SWEP.DropMagazineTime = 0.2
|
||
|
||
SWEP.ReloadTimeMult = 1.2
|
||
|
||
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/makarov.mdl"
|
||
SWEP.DropMagazineImpact = "pistol"
|
||
|
||
// sounds
|
||
|
||
local path = "tacrp/weapons/p2000/p2000_"
|
||
local path1 = "tacint_extras/makarov/"
|
||
|
||
SWEP.Sound_Shoot = "^" .. path1 .. "makarov-1.wav"
|
||
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
|
||
|
||
SWEP.Vol_Shoot = 110
|
||
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
|
||
|
||
// effects
|
||
|
||
// the .qc attachment for the muzzle
|
||
SWEP.QCA_Muzzle = 4
|
||
|
||
SWEP.MuzzleEffect = "muzzleflash_pistol"
|
||
SWEP.EjectEffect = 1
|
||
|
||
// anims
|
||
|
||
SWEP.AnimationTranslationTable = {
|
||
["deploy"] = "draw",
|
||
["fire_iron"] = "shoot2",
|
||
["fire"] = {"shoot1", "shoot2", "shoot3"},
|
||
["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"},
|
||
["melee"] = {"melee1", "melee2"}
|
||
}
|
||
|
||
SWEP.ProceduralIronFire = {
|
||
vm_pos = Vector(0, -0.5, -0.6),
|
||
vm_ang = Angle(0, 2, 0),
|
||
t = 0.2,
|
||
tmax = 0.2,
|
||
bones = {
|
||
{
|
||
bone = "ValveBiped.slide",
|
||
pos = Vector(0, 0, -3),
|
||
t0 = 0,
|
||
t1 = 0.1,
|
||
},
|
||
{
|
||
bone = "ValveBiped.hammer",
|
||
ang = Angle(-15, 0, 0),
|
||
t0 = 0,
|
||
t1 = 0.15,
|
||
},
|
||
{
|
||
bone = "ValveBiped.Bip01_R_Finger1",
|
||
ang = Angle(0, -15, 0),
|
||
t0 = 0,
|
||
t1 = 0.2,
|
||
},
|
||
{
|
||
bone = "ValveBiped.Bip01_R_Finger11",
|
||
ang = Angle(-35, 0, 0),
|
||
t0 = 0,
|
||
t1 = 0.15,
|
||
},
|
||
},
|
||
}
|
||
|
||
SWEP.NoIdle = true
|
||
|
||
SWEP.ShootTimeMult = 0.5
|
||
|
||
SWEP.LastShot = true
|
||
|
||
// attachments
|
||
|
||
SWEP.NoTactical = true
|
||
SWEP.NoOptic = true
|
||
|
||
SWEP.Attachments = {
|
||
[1] = {
|
||
PrintName = "Muzzle",
|
||
Category = {"silencer"},
|
||
Bone = "ValveBiped.p2000_rootbone",
|
||
WMBone = "Box01",
|
||
AttachSound = "tacrp/weapons/silencer_on.wav",
|
||
DetachSound = "tacrp/weapons/silencer_off.wav",
|
||
VMScale = 0.6,
|
||
WMScale = 0.5,
|
||
Pos_VM = Vector(-3.2, 0, 9.22),
|
||
Ang_VM = Angle(90, 0, 0),
|
||
Pos_WM = Vector(0.2, 6.9, -1.8),
|
||
Ang_WM = Angle(0, -90, 0),
|
||
},
|
||
[2] = {
|
||
PrintName = "Tactical",
|
||
Category = {"tactical_ebullet"},
|
||
Bone = "ValveBiped.p2000_rootbone",
|
||
WMBone = "Box01",
|
||
AttachSound = "tacrp/weapons/flashlight_on.wav",
|
||
DetachSound = "tacrp/weapons/flashlight_off.wav",
|
||
VMScale = 1.1,
|
||
WMScale = 1.3,
|
||
Pos_VM = Vector(-2, 0, 6),
|
||
Ang_VM = Angle(90, 0, 180),
|
||
Pos_WM = Vector(0, 5, -2.75),
|
||
Ang_WM = Angle(0, -90, 180),
|
||
},
|
||
[3] = {
|
||
PrintName = "Accessory",
|
||
Category = {"acc", "acc_extmag_pistol2", "acc_holster", "acc_brace"},
|
||
AttachSound = "tacrp/weapons/flashlight_on.wav",
|
||
DetachSound = "tacrp/weapons/flashlight_off.wav",
|
||
},
|
||
[4] = {
|
||
PrintName = "Bolt",
|
||
Category = {"bolt_automatic"},
|
||
AttachSound = "TacRP/weapons/flashlight_on.wav",
|
||
DetachSound = "TacRP/weapons/flashlight_off.wav",
|
||
},
|
||
[5] = {
|
||
PrintName = "Trigger",
|
||
Category = {"trigger_semi"},
|
||
AttachSound = "TacRP/weapons/flashlight_on.wav",
|
||
DetachSound = "TacRP/weapons/flashlight_off.wav",
|
||
},
|
||
[6] = {
|
||
PrintName = "Ammo",
|
||
Category = {"ammo_pistol"},
|
||
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_makarov.clip_in", path1 .. "MagInTap.wav")
|
||
addsound("tacint_makarov.clip_in-mid", path1 .. "MagInScratch.wav")
|
||
addsound("tacint_makarov.clip_out", path1 .. "MagOut.wav")
|
||
addsound("tacint_makarov.slide_action", path1 .. "SlideBack.wav")
|
||
addsound("tacint_makarov.slide_shut", path1 .. "Sliderelease.wav")
|
||
addsound("tacint_makarov.cock_hammer", path .. "cockhammer.wav")
|