Renewal/lua/weapons/arccw_ur_db.lua

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2024-02-29 22:16:56 -05:00
SWEP.Base = "arccw_base"
SWEP.Spawnable = true
SWEP.Category = "ArcCW - Urban Coalition"
SWEP.UC_CategoryPack = "2Urban Renewal"
SWEP.AdminOnly = false
SWEP.UseHands = true
-- Muzzle and shell effects --
SWEP.MuzzleEffect = "muzzleflash_shotgun"
SWEP.ShellEffect = "arccw_uc_shelleffect"
SWEP.ShellModel = "models/weapons/arccw/uc_shells/12g.mdl"
SWEP.ShellPitch = 100
SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable
SWEP.ShellScale = 1
SWEP.UC_ShellColor = Color(0.7*255, 0.2*255, 0.2*255)
SWEP.MuzzleEffectAttachment = 1
SWEP.CaseEffectAttachment = 6
SWEP.CamAttachment = 7
-- Fake name --
SWEP.PrintName = "Volga Super" -- it's marketed to Americans
-- True name --
SWEP.TrueName = "IZh-58"
-- Trivia --
SWEP.Trivia_Class = "Shotgun"
SWEP.Trivia_Desc = [[The design of the double-barrel shotgun is so ubiquitous that it is usually referred to by weapon class instead of model name. These traditional shotguns are very popular in both rural and urban communities around the world for their simplicity and reliability.
Both barrels can be fired back-to-back in quick, deadly succession, but they must be reloaded frequently. Switch to burst firemode to pull both triggers at once.]]
SWEP.Trivia_Manufacturer = "Sikov Machining Plant"
SWEP.Trivia_Calibre = "12 Gauge"
SWEP.Trivia_Mechanism = "Break Action"
SWEP.Trivia_Country = "Soviet Union"
SWEP.Trivia_Year = 1958
-- Weapon slot --
SWEP.Slot = 3
-- Weapon's manufacturer real name --
if GetConVar("arccw_truenames"):GetBool() then
SWEP.PrintName = SWEP.TrueName
SWEP.Trivia_Manufacturer = "Izhevsk Mechanical Plant"
end
-- Viewmodel / Worldmodel / FOV --
SWEP.ViewModel = "models/weapons/arccw/c_ur_dbs.mdl"
SWEP.WorldModel = "models/weapons/arccw/c_ur_dbs.mdl"
SWEP.ViewModelFOV = 60
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
SWEP.MirrorVMWM = true
SWEP.WorldModelOffset = {
pos = Vector(-3, 3, -5),
ang = Angle(-12, 0, 180),
bone = "ValveBiped.Bip01_R_Hand",
scale = 1
}
-- Damage parameters --
SWEP.Damage = 18 -- 6 pellets to kill
SWEP.DamageMin = 10 -- 10 pellets to kill
SWEP.Range = 40
SWEP.RangeMin = 6
SWEP.Num = 8
SWEP.Penetration = 2
SWEP.DamageType = DMG_BUCKSHOT
SWEP.ShootEntity = nil
SWEP.MuzzleVelocity = 365
SWEP.PhysBulletMuzzleVelocity = 365
SWEP.HullSize = 0.25
SWEP.BodyDamageMults = ArcCW.UC.BodyDamageMults_Shotgun
-- Mag size --
SWEP.ChamberSize = 0
SWEP.Primary.ClipSize = 2
SWEP.RejectMagSizeChange = true -- Signals to attachments that mag size shouldn't be changeable; needs to be implemented attachment-side with att.Compatible
-- Recoil --
SWEP.Recoil = 2.8
SWEP.RecoilSide = 2
SWEP.RecoilRise = 0.24
SWEP.VisualRecoilMult = 0
SWEP.MaxRecoilBlowback = 1
SWEP.MaxRecoilPunch = 1
SWEP.Sway = 0.5
-- Firerate / Firemodes --
SWEP.Delay = 60 / 350
SWEP.Firemodes = {
{
Mode = 1,
PrintName = "fcg.break",
},
{
Mode = 1,
PrintName = "ur.spas12.dbl",
Mult_AccuracyMOA = 1.15,
Mult_HipDispersion = 0.8,
Mult_Num = 2,
Override_AmmoPerShot = 2,
Mult_Damage = 2,
Mult_DamageMin = 2,
Mult_VisualRecoilMult = 2,
CustomBars = "--___",
},
{
PrintName = "fcg.safe2",
Mode = 0,
}
}
SWEP.UC_CanManualAction = true
SWEP.MalfunctionTakeRound = false
SWEP.MalfunctionMean = math.huge -- Theoretically it will never malfunction
SWEP.ShootVol = 160
SWEP.ShootPitch = 100
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
SWEP.ReloadInSights = false
SWEP.RevolverReload = true
-- NPC --
SWEP.NPCWeaponType = "weapon_shotgun"
SWEP.NPCWeight = 210
-- Accuracy --
SWEP.AccuracyMOA = 25
SWEP.HipDispersion = 400
SWEP.MoveDispersion = 125
SWEP.JumpDispersion = 1000
SWEP.Primary.Ammo = "buckshot"
-- Speed multipliers --
SWEP.SpeedMult = 0.91
SWEP.SightedSpeedMult = 0.75
SWEP.SightTime = 0.25
SWEP.ShootSpeedMult = 0.75
-- Length --
SWEP.BarrelLength = 49
SWEP.ExtraSightDist = 2
-- Ironsights / Customization / Poses --
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.IronSightStruct = {
Pos = Vector(-1.5, 0, 2.5),
Ang = Angle(0, 0, 3),
Magnification = 1.05,
SwitchToSound = "",
}
SWEP.SprintPos = Vector(7, 0, 0)
SWEP.SprintAng = Angle(-10, 40, -10)
SWEP.HolsterPos = Vector(7, 0, 0)
SWEP.HolsterAng = Angle(-10, 40, -10)
SWEP.ActivePos = Vector(1, 1.5, 1.5)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.CrouchPos = Vector(-1, 2, 1)
SWEP.CrouchAng = Angle(0, 0, -20)
SWEP.CustomizePos = Vector(10, 1, 2)
SWEP.CustomizeAng = Angle(10, 40, 20)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(3, 0, -4.5)
-- Firing sounds --
local path = ")weapons/arccw_ur/dbs/"
local common = ")/arccw_uc/common/"
SWEP.ShootSoundSilenced = path .. "fire_supp.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"}
SWEP.DistantShootSoundSilenced = common .. "sup_tail.ogg"]]
SWEP.ShootDrySound = common .. "manual_trigger.ogg"
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"
}
local tail = ")/arccw_uc/common/12ga/"
SWEP.DistantShootSoundOutdoors = {
tail .. "fire-dist-12ga-pasg-ext-01.ogg",
tail .. "fire-dist-12ga-pasg-ext-02.ogg",
tail .. "fire-dist-12ga-pasg-ext-03.ogg",
tail .. "fire-dist-12ga-pasg-ext-04.ogg",
tail .. "fire-dist-12ga-pasg-ext-05.ogg",
tail .. "fire-dist-12ga-pasg-ext-06.ogg"
}
SWEP.DistantShootSoundIndoors = {
tail .. "fire-dist-12ga-pasg-int-01.ogg",
tail .. "fire-dist-12ga-pasg-int-02.ogg",
tail .. "fire-dist-12ga-pasg-int-03.ogg",
tail .. "fire-dist-12ga-pasg-int-04.ogg",
tail .. "fire-dist-12ga-pasg-int-05.ogg",
tail .. "fire-dist-12ga-pasg-int-06.ogg"
}
SWEP.DistantShootSoundOutdoorsSilenced = {
common .. "sup-tail-01.ogg",
common .. "sup-tail-02.ogg",
common .. "sup-tail-03.ogg",
common .. "sup-tail-04.ogg",
common .. "sup-tail-05.ogg",
common .. "sup-tail-06.ogg",
common .. "sup-tail-07.ogg",
common .. "sup-tail-08.ogg",
common .. "sup-tail-09.ogg",
common .. "sup-tail-10.ogg"
}
SWEP.DistantShootSoundIndoorsSilenced = {
common .. "fire-dist-int-pistol-light-01.ogg",
common .. "fire-dist-int-pistol-light-02.ogg",
common .. "fire-dist-int-pistol-light-03.ogg",
common .. "fire-dist-int-pistol-light-04.ogg",
common .. "fire-dist-int-pistol-light-05.ogg",
common .. "fire-dist-int-pistol-light-06.ogg"
}
SWEP.DistantShootSoundOutdoorsVolume = 1
SWEP.DistantShootSoundIndoorsVolume = 1
SWEP.Hook_AddShootSound = function(wep,data)
ArcCW.UC.InnyOuty(wep)
if wep:GetCurrentFiremode().Override_AmmoPerShot == 2 then
timer.Simple(0.05, function()
if IsValid(wep) then
wep:EmitSound(wep.ShootSound[math.random(1,#wep.ShootSound)], data.volume * .4, data.pitch, 1, CHAN_WEAPON - 1)
end
end)
end
end
-- Animations --
local ratel = {common .. "rattle1.ogg", common .. "rattle2.ogg", common .. "rattle3.ogg"}
local rottle = {common .. "cloth_2.ogg", common .. "cloth_3.ogg", common .. "cloth_4.ogg", common .. "cloth_6.ogg", common .. "rattle.ogg"}
local shellin = {common .. "dbs-shell-insert-01.ogg", common .. "dbs-shell-insert-02.ogg", common .. "dbs-shell-insert-03.ogg", common .. "dbs-shell-insert-04.ogg", common .. "dbs-shell-insert-05.ogg", common .. "dbs-shell-insert-06.ogg", common .. "dbs-shell-insert-07.ogg", common .. "dbs-shell-insert-08.ogg", common .. "dbs-shell-insert-09.ogg", common .. "dbs-shell-insert-10.ogg", common .. "dbs-shell-insert-11.ogg", common .. "dbs-shell-insert-12.ogg"}
local shellfall = {path .. "shell-fall-01.ogg", path .. "shell-fall-02.ogg", path .. "shell-fall-03.ogg", path .. "shell-fall-04.ogg"}
SWEP.Animations = {
["idle"] = {
Source = "idle",
},
["draw"] = {
Source = "draw",
--Time = 20 / 30,
SoundTable = {
{s = rottle, t = 0},
{s = path .. "grab.ogg", t = 0.2},
{s = path .. "shoulder.ogg", t = 0.5},
},
},
["ready"] = {
Source = "deploy",
Time = 26 / 30,
SoundTable = {
{s = path .. "close.ogg", t = 0.1},
{s = common .. "shoulder.ogg", t = 0.2},
{s = path .. "shoulder.ogg", t = 0.455},
},
},
["holster"] = {
Source = "holster",
Time = 20 / 30,
SoundTable = ArcCW.UC.HolsterSounds,
},
["fire"] = { -- first barrel
Source = "fire",
-- Time = 23 / 25,--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 = 23 / 25,--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 }
},
},
["fire_empty"] = { -- second barrel
Source = "fire_empty", -- fire_empty
-- Time = 23 / 25,--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_empty"] = {
Source = "fire_empty", -- fire_empty
-- Time = 23 / 25,--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 }
},
},
["fire_2bst"] = { -- both
Source = "fireboth",
-- Time = 35 / 25,--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 }},
MinProgress = 0.3
},
["reload"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
ShellEjectAt = 0.91,
SoundTable = {
{s = common .. "cloth_4.ogg", t = 0},
{s = path .. "open.ogg", t = 0.2},
{s = path .. "eject.ogg", t = 0.8},
{s = common .. "magpouch_pull_small.ogg", t = 1.0},
{s = shellfall, t = 1.0},
{s = common .. "cloth_2.ogg", t = 1.1},
{s = path .. "struggle.ogg", t = 1.5, v = 0.5},
{s = shellin, t = 1.8},
{s = path .. "grab.ogg", t = 2.15, v = 0.5},
{s = path .. "close.ogg", t = 2.3},
{s = common .. "shoulder.ogg", t = 2.4},
{s = path .. "shoulder.ogg", t = 2.675},
},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
MinProgress = 2.05,
},
["reload_empty"] = {
Source = "reload_empty",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
ShellEjectAt = 1.0,
SoundTable = {
{s = common .. "cloth_4.ogg", t = 0},
{s = path .. "open.ogg", t = 0.3},
{s = path .. "eject.ogg", t = 0.8},
{s = shellfall, t = 0.9},
{s = shellfall, t = 0.95},
{s = common .. "cloth_2.ogg", t = 1.1},
{s = common .. "magpouch_pull_small.ogg", t = 1.2},
{s = path .. "struggle.ogg", t = 1.7, v = 0.5},
{s = shellin, t = 1.85},
{s = shellin, t = 1.9},
{s = path .. "grab.ogg", t = 2.17, v = 0.5},
{s = path .. "close.ogg", t = 2.3},
{s = common .. "shoulder.ogg", t = 2.44},
{s = path .. "shoulder.ogg", t = 2.6},
},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
MinProgress = 2.05,
},
["reload_extractor"] = {
Source = "reload2",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
ShellEjectAt = 0.4,
SoundTable = {
{s = common .. "cloth_4.ogg", t = 0},
{s = path .. "open.ogg", t = 0.2},
{s = common .. "magpouch_pull_small.ogg", t = 0.5},
{s = shellfall, t = 0.4},
{s = common .. "cloth_2.ogg", t = 0.6},
{s = path .. "struggle.ogg", t = 1.0, v = 0.5},
{s = shellin, t = 1.2},
{s = path .. "grab.ogg", t = 1.5, v = 0.5},
{s = path .. "close.ogg", t = 1.7},
{s = common .. "shoulder.ogg", t = 1.8},
{s = path .. "shoulder.ogg", t = 2.2},
},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
MinProgress = 1.3,
},
["reload_empty_extractor"] = {
Source = "reload2_empty",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
ShellEjectAt = 0.4,
SoundTable = {
{s = common .. "cloth_4.ogg", t = 0},
{s = path .. "open.ogg", t = 0.2},
{s = common .. "magpouch_pull_small.ogg", t = 0.5},
{s = shellfall, t = 0.4},
{s = shellfall, t = 0.45},
{s = common .. "cloth_2.ogg", t = 0.6},
{s = path .. "struggle.ogg", t = 1.0, v = 0.5},
{s = shellin, t = 1.2},
{s = shellin, t = 1.25},
{s = path .. "grab.ogg", t = 1.5, v = 0.5},
{s = path .. "close.ogg", t = 1.7},
{s = common .. "shoulder.ogg", t = 1.8},
{s = path .. "shoulder.ogg", t = 2.2},
},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
MinProgress = 1.3,
},
}
SWEP.BulletBones = {
--[1] = "1014_shell1",
}
-- Bodygroups --
SWEP.AttachmentElements = {
["barrel_mid"] = { VMBodygroups = { {ind = 1, bg = 1} } },
["barrel_compact"] = { VMBodygroups = { {ind = 1, bg = 4} } },
["barrel_sw"] = { VMBodygroups = { {ind = 1, bg = 2} } },
["barrel_swplus"] = { VMBodygroups = { {ind = 1, bg = 3}, {ind = 3, bg = 1} } },
["stock_sw"] = { VMBodygroups = { {ind = 2, bg = 1} } },
}
SWEP.DefaultBodygroups = "00000000"
SWEP.Attachments = {
-- {
-- PrintName = "Optic",
-- DefaultAttName = "Iron Sights",
-- Slot = {"optic_lp","optic"},
-- Bone = "barrels",
-- Offset = {
-- vpos = Vector(0.5, -1.75, 1.5),
-- vang = Angle(0, 90, 0),
-- },
-- VMScale = Vector(1,1,1),
-- CorrectivePos = Vector(0, 0, -0.0),
-- CorrectiveAng = Angle(0, 180, 0),
-- },
{
PrintName = "Barrel",
DefaultAttName = "26\" Factory Barrel",
DefaultAttIcon = Material("entities/att/ur_dbs/blong.png", "smooth mips"),
Slot = "ur_db_barrel",
Bone = "body",
Offset = {
vpos = Vector(-0.4, -5, -6),
vang = Angle(0, 90, 0),
},
},
{
PrintName = "Muzzle",
Slot = "choke",
},
{
PrintName = "Stock",
Slot = {"ur_db_stock"},
DefaultAttName = "Wooden Stock",
DefaultAttIcon = Material("entities/att/ur_dbs/s.png", "smooth mips"),
},
{
PrintName = "Ammo Type",
DefaultAttName = "\"BUCK\" #00 Buckshot",
DefaultAttIcon = Material("entities/att/arccw_uc_ammo_shotgun_generic.png", "mips smooth"),
Slot = {"ud_ammo_shotgun"},
},
{
PrintName = "Powder Load",
Slot = "uc_powder",
DefaultAttName = "Standard Load"
},
{
PrintName = "Training Package",
Slot = "uc_tp",
DefaultAttName = "Basic Training"
},
{
PrintName = "Internals",
Slot = {"uc_fg_singleshot", "uc_db_fg"}, -- Fire group
DefaultAttName = "Standard Internals"
},
{
PrintName = "Charm",
Slot = {"charm", "fml_charm", "uc_db_tp"},
FreeSlot = true,
Bone = "body",
Offset = {
vpos = Vector(-0.55, 1, -0.5),
vang = Angle(0, 90, 0),
},
},
}