Decay/lua/weapons/arccw_ud_m79.lua

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2024-02-29 20:47:24 -05:00
SWEP.Base = "arccw_base"
SWEP.Spawnable = true
SWEP.Category = "ArcCW - Urban Coalition"
SWEP.UC_CategoryPack = "1Urban Decay"
SWEP.AdminOnly = false
SWEP.UseHands = true
-- Muzzle and shell effects --
SWEP.MuzzleEffect = "muzzleflash_m79"
SWEP.ShellEffect = "arccw_uc_shelleffect"
SWEP.ShellModel = "models/weapons/arccw/ud_shells/12.mdl"
SWEP.ShellPitch = 100
SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable
SWEP.ShellScale = 0
SWEP.MuzzleEffectAttachment = 1
SWEP.CaseEffectAttachment = 3
SWEP.CamAttachment = 2
-- Fake name --
SWEP.PrintName = "AMSGL"
-- (American) Squad Grenade Launcher or something. similar to M16's fake name
-- True name --
SWEP.TrueName = "M79"
-- Trivia --
SWEP.Trivia_Class = "Grenade Launcher"
SWEP.Trivia_Desc = "Single-shot 40mm grenade launcher intended to provide infantry with portable long-range explosive firepower. Accurate, flexible and reliable, it is well-respected among American soldiers."
SWEP.Trivia_Manufacturer = "Stoner's Legacy Ltd."
SWEP.Trivia_Calibre = "40x46mm"
SWEP.Trivia_Mechanism = "Break-action"
SWEP.Trivia_Country = "USA"
SWEP.Trivia_Year = 1961
-- Weapon slot --
SWEP.Slot = 4
-- Weapon's manufacturer real name --
if GetConVar("arccw_truenames"):GetBool() then
SWEP.PrintName = SWEP.TrueName
SWEP.Trivia_Manufacturer = "Springfield Armory"
end
-- Viewmodel / Worldmodel / FOV --
SWEP.ViewModel = "models/weapons/arccw/c_ud_m79.mdl"
SWEP.WorldModel = "models/weapons/arccw/c_ud_m79.mdl"
SWEP.ViewModelFOV = 60
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
SWEP.MirrorVMWM = true
SWEP.WorldModelOffset = {
pos = Vector(-8, 5.5, -4.5),
ang = Angle(-12, 0, 180),
bone = "ValveBiped.Bip01_R_Hand",
scale = 1 - ( 0.35 * 0.5 )
}
-- Damage parameters --
SWEP.Damage = 200
SWEP.DamageMin = 200
SWEP.Range = 40
SWEP.RangeMin = 0
SWEP.Num = 1
SWEP.Penetration = 0
SWEP.ShootEntity = "arccw_uc_40mm_he"
SWEP.MuzzleVelocity = 5000
-- Mag size --
SWEP.ChamberSize = 0
SWEP.Primary.ClipSize = 1
SWEP.ExtendedClipSize = 1
SWEP.ReducedClipSize = 1
-- Recoil --
SWEP.Recoil = 4
SWEP.RecoilSide = 2
SWEP.RecoilSide = 1
SWEP.RecoilRise = 0.24
SWEP.VisualRecoilMult = 1
SWEP.MaxRecoilBlowback = 1
SWEP.MaxRecoilPunch = 1
SWEP.Sway = 0.5
-- Firerate / Firemodes --
SWEP.Delay = 60 / 220
SWEP.Firemodes = {
{
Mode = 1,
PrintName = "fcg.break",
},
{
Mode = 0
}
}
SWEP.ShootVol = 160
SWEP.ShootPitch = 100
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
-- NPC --
SWEP.NPCWeaponType = "weapon_rpg"
SWEP.NPCWeight = 210
-- Accuracy --
SWEP.AccuracyMOA = 30
SWEP.HipDispersion = 500
SWEP.MoveDispersion = 200
SWEP.JumpDispersion = 1000
SWEP.Primary.Ammo = "smg1_grenade"
-- Speed multipliers --
SWEP.SpeedMult = 0.92
SWEP.SightedSpeedMult = 0.5
SWEP.SightTime = 0.4
SWEP.ShootSpeedMult = 0.75
-- Length --
SWEP.BarrelLength = 48
SWEP.ExtraSightDist = 2
-- Ironsights / Customization / Poses --
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.IronSightStruct = {
Pos = Vector(-3.51, -5, 2.2),
Ang = Angle(0, 0, 0),
Midpoint = {
Pos = Vector(0, 0, 0),
Ang = Angle(0, -1, 0),
},
Magnification = 1,
SwitchToSound = "",
CrosshairInSights = false,
}
SWEP.HolsterPos = Vector(-0.5, -4, -3)
SWEP.HolsterAng = Angle(3.5, 7, -20)
SWEP.ActivePos = Vector(0, 0, 0)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.CrouchPos = Vector(-4, -2, 0)
SWEP.CrouchAng = Angle(0, 0, -30)
SWEP.BarrelOffsetSighted = Vector(0, 0, -4)
SWEP.BarrelOffsetHip = Vector(6, 0, -8)
-- Firing sounds --
local common = ")/arccw_uc/common/"
local path = ")/arccw_uc/common/40mm/"
local rottle = {common .. "cloth_1.ogg", common .. "cloth_2.ogg", common .. "cloth_3.ogg", common .. "cloth_4.ogg", common .. "cloth_5.ogg", common .. "cloth_6.ogg", common .. "rattle.ogg"}
local casing = {"arccw_uc/common/40mm/casing-40mm-01.ogg", "arccw_uc/common/40mm/casing-40mm-02.ogg", "arccw_uc/common/40mm/casing-40mm-03.ogg", "arccw_uc/common/40mm/casing-40mm-04.ogg", "arccw_uc/common/40mm/casing-40mm-05.ogg", "arccw_uc/common/40mm/casing-40mm-06.ogg"}
--SWEP.Hook_AddShootSound = ArcCW.UC.InnyOuty
SWEP.ShootSound = {
path .. "fire-01.ogg",
path .. "fire-02.ogg",
path .. "fire-03.ogg",
path .. "fire-04.ogg",
path .. "fire-05.ogg",
path .. "fire-06.ogg"
}
SWEP.DistantShootSound = {
path .. "fire-dist-01.ogg",
path .. "fire-dist-02.ogg",
path .. "fire-dist-03.ogg",
path .. "fire-dist-04.ogg",
path .. "fire-dist-05.ogg",
path .. "fire-dist-06.ogg"
}
--[[SWEP.DistantShootSoundOutdoors = {
path .. "fire-dist-01.ogg",
path .. "fire-dist-02.ogg",
path .. "fire-dist-03.ogg",
path .. "fire-dist-04.ogg",
path .. "fire-dist-05.ogg",
path .. "fire-dist-06.ogg"
}
SWEP.DistantShootSoundIndoors = {
common .. "fire-dist-int-shotgun-01.ogg",
common .. "fire-dist-int-shotgun-02.ogg",
common .. "fire-dist-int-shotgun-03.ogg",
common .. "fire-dist-int-shotgun-04.ogg",
common .. "fire-dist-int-shotgun-05.ogg",
common .. "fire-dist-int-shotgun-06.ogg"
}]]
-- Animations --
SWEP.Hook_Think = ArcCW.UC.ADSReload
SWEP.Animations = {
["idle"] = {
Source = "idle",
},
["draw"] = {
Source = "draw",
SoundTable = ArcCW.UC.DrawSounds,
},
["holster"] = {
Source = "holster",
SoundTable = ArcCW.UC.HolsterSounds,
},
["fire"] = {
Source = "fire",
Time = 20 / 30,
SoundTable = {{ s = {path .. "mech-01.ogg", path .. "mech-02.ogg", path .. "mech-03.ogg", path .. "mech-04.ogg", path .. "mech-05.ogg", path .. "mech-06.ogg"}, t = 0, v = 0.25 }},
},
["fire_iron"] = {
Source = "fire",
Time = 20 / 30,
SoundTable = {
{ s = common .. "common_mech_heavy.ogg", t = 0 },
{ s = {path .. "mech-01.ogg", path .. "mech-02.ogg", path .. "mech-03.ogg", path .. "mech-04.ogg", path .. "mech-05.ogg", path .. "mech-06.ogg"}, t = 0 }
},
},
["reload"] = {
Source = "reload",
Time = 101 / 30,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
LHIK = true,
LHIKIn = 0.6,
LHIKEaseIn = 0.2,
LHIKEaseOut = 0.2,
LHIKOut = 0.5,
LastClip1OutTime = 1.5,
MinProgress = 2.2,
SoundTable = {
{s = rottle, t = 0},
{s = common .. "breaker_open.ogg", t = 0.2},
{s = common .. "gl_remove.ogg", t = 0.9},
{s = rottle, t = 1.0},
{s = common .. "magpouch.ogg", t = 1.4},
{s = casing, t = 1.45, v = 0.25},
{s = common .. "gl_insert.ogg", t = 1.5},
{s = rottle, t = 2.25},
{s = common .. "breaker_close.ogg", t = 2.2},
-- {
-- t = 0.6,
-- e = "RagdollImpact", -- Please add some kind of smoke particle after opening the chamber
-- att = 1,
-- mag = 100,
-- }
},
},["reload_shotgun"] = {
Source = "reload",
Time = 101 / 30,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
LHIK = true,
LHIKIn = 0.6,
LHIKEaseIn = 0.2,
LHIKEaseOut = 0.2,
LHIKOut = 0.5,
LastClip1OutTime = 1.5,
SoundTable = {
{s = rottle, t = 0},
{s = common .. "breaker_open.ogg", t = 0.3},
{s = common .. "gl_remove.ogg", t = 0.9},
{s = rottle, t = 1.0},
{s = common .. "40mm_casing_1.ogg", t = 1.6},
{s = common .. "gl_insert.ogg", t = 2.0},
{s = rottle, t = 2.25},
{s = common .. "breaker_close.ogg", t = 2.5},
{
t = 1, ind = 1, bg = 2, -- Empty shell bodygroup
},
{
t = 1.5, ind = 1, bg = 1,
}
},
},
["reload_caseless"] = {
Source = "reload_caseless",
Time = 101 / 30,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
LHIK = true,
LHIKIn = 0.74,
LHIKEaseIn = 0.2,
LHIKEaseOut = 0.2,
LHIKOut = 0.6,
SoundTable = {
{s = rottle, t = 0},
{s = common .. "breaker_open.ogg", t = 0.3},
{s = rottle, t = 0.75},
{s = common .. "gl_insert.ogg", t = 1.5},
{s = rottle, t = 2.0},
{s = common .. "breaker_close.ogg", t = 2.25},
-- {
-- t = 0.6,
-- e = "muzzleflash_m79", -- Please add some kind of smoke particle after opening the chamber
-- att = nil,
-- mag = 100,
-- }
},
},
}
SWEP.BulletBones = {
[1] = "m79_grenade",
}
-- Bodygroups --
SWEP.AttachmentElements = {
["m79_pirategun"] = {
VMBodygroups = {{ind = 0, bg = 1}},
},
["m79_nostock"] = {
VMBodygroups = {{ind = 2, bg = 1}},
},
["m79_rail"] = {
VMBodygroups = {{ind = 3, bg = 1}},
},
["40mm_buckshot"] = {
VMBodygroups = {{ind = 1, bg = 1}},
},
["40mm_buckshot_empty"] = {
VMBodygroups = {{ind = 1, bg = 2}},
},
["40mm_caseless"] = {
VMBodygroups = {{ind = 1, bg = 3}},
},
["40mm_hornetnest"] = {
VMBodygroups = {{ind = 1, bg = 4}},
},
["40mm_incendiary"] = {
VMBodygroups = {{ind = 1, bg = 5}},
},
["40mm_napalm"] = {
VMBodygroups = {{ind = 1, bg = 5}},
},
}
SWEP.Attachments = {
{
PrintName = "Optic",
DefaultAttName = "Iron Sights",
Slot = {"optic_lp", "optic", "optic_sniper"},
Bone = "m79_front",
Offset = {
vpos = Vector(0, -3.6, 1),
vang = Angle(90, 2, -90),
},
InstalledEles = {"m79_rail"},
ExcludeFlags = {"m79_pirategun"},
},
{
PrintName = "Tube",
DefaultAttName = "Standard Tube",
DefaultAttIcon = Material("entities/att/acwatt_ud_m79_barrel.png", "smooth mips"),
Slot = "ud_m79_barrel",
Bone = "m79_front",
Offset = {
vpos = Vector(3.45, -5.3, -22),
vang = Angle(90, 2, -90),
},
},
{
PrintName = "Underbarrel",
Slot = {"foregrip"},
Bone = "m79_front",
Offset = {
vpos = Vector(0, 0.4, 1.25),
vang = Angle(90, 0, -90),
},
InstalledEles = {"m79_rail"},
ExcludeFlags = {"m79_pirategun"},
MergeSlots = {10},
},
{
PrintName = "Tactical",
Slot = {"tac_pistol"},
Bone = "m79_front",
Offset = {
vpos = Vector(0.25, 0, 5),
vang = Angle(90, 0, -90),
},
ExcludeFlags = {"m79_pirategun"},
},
{
PrintName = "Stock",
Slot = {"ud_m79_stock"},
DefaultAttName = "Wooden Stock",
DefaultAttIcon = Material("entities/att/acwatt_ud_m79_stock.png", "smooth mips"),
},
{
PrintName = "Grenade Type",
DefaultAttName = "High Explosive",
DefaultAttIcon = Material("entities/att/arccw_uc_40mm_generic.png", "smooth mips"),
Slot = "uc_40mm",
},
{
PrintName = "Training Package",
Slot = "uc_tp",
DefaultAttName = "Basic Training"
},
{
PrintName = "Internals",
Slot = "uc_fg_singleshot", -- Fire group
DefaultAttName = "Standard Internals",
},
{
PrintName = "Charm",
Slot = {"charm", "fml_charm"},
FreeSlot = true,
Bone = "m79_front",
Offset = {
vpos = Vector(0.8, -1, 0),
vang = Angle(90, 0, -90),
},
},
{
PrintName = "M203 slot",
Slot = "uc_ubgl",
Bone = "m79_front",
Offset = {
vpos = Vector(0, -1.1, 0.9),
vang = Angle(90, 0, -90),
},
InstalledEles = {"m79_rail"},
ExcludeFlags = {"m79_pirategun"},
Hidden = true,
}
}