521 lines
16 KiB
Lua
521 lines
16 KiB
Lua
SWEP.Base = "arccw_base"
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SWEP.Spawnable = true
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SWEP.Category = "ArcCW - Urban Coalition"
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SWEP.UC_CategoryPack = "2Urban Renewal"
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SWEP.AdminOnly = false
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SWEP.UseHands = true
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-- Muzzle and shell effects --
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SWEP.MuzzleEffect = "muzzleflash_shotgun"
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SWEP.ShellEffect = "arccw_uc_shelleffect"
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SWEP.ShellModel = "models/weapons/arccw/uc_shells/12g.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable
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SWEP.ShellScale = 1
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SWEP.UC_ShellColor = Color(0.7*255, 0.2*255, 0.2*255)
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SWEP.MuzzleEffectAttachment = 1
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SWEP.CaseEffectAttachment = 6
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SWEP.CamAttachment = 7
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-- Fake name --
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SWEP.PrintName = "Volga Super" -- it's marketed to Americans
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-- True name --
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SWEP.TrueName = "IZh-58"
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-- Trivia --
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SWEP.Trivia_Class = "Shotgun"
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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.
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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.]]
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SWEP.Trivia_Manufacturer = "Sikov Machining Plant"
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SWEP.Trivia_Calibre = "12 Gauge"
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SWEP.Trivia_Mechanism = "Break Action"
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SWEP.Trivia_Country = "Soviet Union"
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SWEP.Trivia_Year = 1958
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-- Weapon slot --
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SWEP.Slot = 3
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-- Weapon's manufacturer real name --
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if GetConVar("arccw_truenames"):GetBool() then
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SWEP.PrintName = SWEP.TrueName
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SWEP.Trivia_Manufacturer = "Izhevsk Mechanical Plant"
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end
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-- Viewmodel / Worldmodel / FOV --
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SWEP.ViewModel = "models/weapons/arccw/c_ur_dbs.mdl"
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SWEP.WorldModel = "models/weapons/arccw/c_ur_dbs.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
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SWEP.MirrorVMWM = true
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SWEP.WorldModelOffset = {
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pos = Vector(-3, 3, -5),
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ang = Angle(-12, 0, 180),
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bone = "ValveBiped.Bip01_R_Hand",
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scale = 1
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}
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-- Damage parameters --
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SWEP.Damage = 18 -- 6 pellets to kill
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SWEP.DamageMin = 10 -- 10 pellets to kill
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SWEP.Range = 40
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SWEP.RangeMin = 6
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SWEP.Num = 8
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SWEP.Penetration = 2
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SWEP.DamageType = DMG_BUCKSHOT
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SWEP.ShootEntity = nil
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SWEP.MuzzleVelocity = 365
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SWEP.PhysBulletMuzzleVelocity = 365
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SWEP.HullSize = 0.25
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SWEP.BodyDamageMults = ArcCW.UC.BodyDamageMults_Shotgun
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-- Mag size --
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SWEP.ChamberSize = 0
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SWEP.Primary.ClipSize = 2
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SWEP.RejectMagSizeChange = true -- Signals to attachments that mag size shouldn't be changeable; needs to be implemented attachment-side with att.Compatible
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-- Recoil --
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SWEP.Recoil = 2.8
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SWEP.RecoilSide = 2
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SWEP.RecoilRise = 0.24
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SWEP.VisualRecoilMult = 0
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SWEP.MaxRecoilBlowback = 1
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SWEP.MaxRecoilPunch = 1
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SWEP.Sway = 0.5
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-- Firerate / Firemodes --
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SWEP.Delay = 60 / 350
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SWEP.Firemodes = {
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{
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Mode = 1,
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PrintName = "fcg.break",
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},
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{
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Mode = 1,
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PrintName = "ur.spas12.dbl",
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Mult_AccuracyMOA = 1.15,
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Mult_HipDispersion = 0.8,
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Mult_Num = 2,
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Override_AmmoPerShot = 2,
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Mult_Damage = 2,
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Mult_DamageMin = 2,
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Mult_VisualRecoilMult = 2,
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CustomBars = "--___",
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},
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{
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PrintName = "fcg.safe2",
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Mode = 0,
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}
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}
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SWEP.UC_CanManualAction = true
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SWEP.MalfunctionTakeRound = false
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SWEP.MalfunctionMean = math.huge -- Theoretically it will never malfunction
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SWEP.ShootVol = 160
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SWEP.ShootPitch = 100
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.ReloadInSights = false
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SWEP.RevolverReload = true
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-- NPC --
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SWEP.NPCWeaponType = "weapon_shotgun"
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SWEP.NPCWeight = 210
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-- Accuracy --
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SWEP.AccuracyMOA = 25
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SWEP.HipDispersion = 400
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SWEP.MoveDispersion = 125
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SWEP.JumpDispersion = 1000
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SWEP.Primary.Ammo = "buckshot"
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-- Speed multipliers --
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SWEP.SpeedMult = 0.91
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.25
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SWEP.ShootSpeedMult = 0.75
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-- Length --
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SWEP.BarrelLength = 49
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SWEP.ExtraSightDist = 2
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-- Ironsights / Customization / Poses --
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SWEP.HoldtypeHolstered = "passive"
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SWEP.HoldtypeActive = "ar2"
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SWEP.HoldtypeSights = "rpg"
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SWEP.IronSightStruct = {
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Pos = Vector(-1.5, 0, 2.5),
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Ang = Angle(0, 0, 3),
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Magnification = 1.05,
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SwitchToSound = "",
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}
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SWEP.SprintPos = Vector(7, 0, 0)
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SWEP.SprintAng = Angle(-10, 40, -10)
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SWEP.HolsterPos = Vector(7, 0, 0)
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SWEP.HolsterAng = Angle(-10, 40, -10)
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SWEP.ActivePos = Vector(1, 1.5, 1.5)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-1, 2, 1)
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SWEP.CrouchAng = Angle(0, 0, -20)
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SWEP.CustomizePos = Vector(10, 1, 2)
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SWEP.CustomizeAng = Angle(10, 40, 20)
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SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
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SWEP.BarrelOffsetHip = Vector(3, 0, -4.5)
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-- Firing sounds --
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local path = ")weapons/arccw_ur/dbs/"
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local common = ")/arccw_uc/common/"
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SWEP.ShootSoundSilenced = path .. "fire_supp.ogg"
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--[[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"}
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SWEP.DistantShootSoundSilenced = common .. "sup_tail.ogg"]]
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SWEP.ShootDrySound = common .. "manual_trigger.ogg"
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SWEP.ShootSound = {
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path .. "fire-01.ogg",
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path .. "fire-02.ogg",
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path .. "fire-03.ogg",
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path .. "fire-04.ogg",
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path .. "fire-05.ogg",
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path .. "fire-06.ogg"
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}
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local tail = ")/arccw_uc/common/12ga/"
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SWEP.DistantShootSoundOutdoors = {
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tail .. "fire-dist-12ga-pasg-ext-01.ogg",
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tail .. "fire-dist-12ga-pasg-ext-02.ogg",
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tail .. "fire-dist-12ga-pasg-ext-03.ogg",
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tail .. "fire-dist-12ga-pasg-ext-04.ogg",
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tail .. "fire-dist-12ga-pasg-ext-05.ogg",
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tail .. "fire-dist-12ga-pasg-ext-06.ogg"
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}
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SWEP.DistantShootSoundIndoors = {
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tail .. "fire-dist-12ga-pasg-int-01.ogg",
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tail .. "fire-dist-12ga-pasg-int-02.ogg",
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tail .. "fire-dist-12ga-pasg-int-03.ogg",
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tail .. "fire-dist-12ga-pasg-int-04.ogg",
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tail .. "fire-dist-12ga-pasg-int-05.ogg",
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tail .. "fire-dist-12ga-pasg-int-06.ogg"
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}
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SWEP.DistantShootSoundOutdoorsSilenced = {
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common .. "sup-tail-01.ogg",
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common .. "sup-tail-02.ogg",
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common .. "sup-tail-03.ogg",
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common .. "sup-tail-04.ogg",
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common .. "sup-tail-05.ogg",
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common .. "sup-tail-06.ogg",
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common .. "sup-tail-07.ogg",
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common .. "sup-tail-08.ogg",
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common .. "sup-tail-09.ogg",
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common .. "sup-tail-10.ogg"
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}
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SWEP.DistantShootSoundIndoorsSilenced = {
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common .. "fire-dist-int-pistol-light-01.ogg",
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common .. "fire-dist-int-pistol-light-02.ogg",
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common .. "fire-dist-int-pistol-light-03.ogg",
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common .. "fire-dist-int-pistol-light-04.ogg",
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common .. "fire-dist-int-pistol-light-05.ogg",
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common .. "fire-dist-int-pistol-light-06.ogg"
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}
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SWEP.DistantShootSoundOutdoorsVolume = 1
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SWEP.DistantShootSoundIndoorsVolume = 1
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SWEP.Hook_AddShootSound = function(wep,data)
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ArcCW.UC.InnyOuty(wep)
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if wep:GetCurrentFiremode().Override_AmmoPerShot == 2 then
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timer.Simple(0.05, function()
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if IsValid(wep) then
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wep:EmitSound(wep.ShootSound[math.random(1,#wep.ShootSound)], data.volume * .4, data.pitch, 1, CHAN_WEAPON - 1)
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end
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end)
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end
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end
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-- Animations --
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local ratel = {common .. "rattle1.ogg", common .. "rattle2.ogg", common .. "rattle3.ogg"}
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local rottle = {common .. "cloth_2.ogg", common .. "cloth_3.ogg", common .. "cloth_4.ogg", common .. "cloth_6.ogg", common .. "rattle.ogg"}
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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"}
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local shellfall = {path .. "shell-fall-01.ogg", path .. "shell-fall-02.ogg", path .. "shell-fall-03.ogg", path .. "shell-fall-04.ogg"}
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SWEP.Animations = {
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["idle"] = {
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Source = "idle",
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},
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["draw"] = {
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Source = "draw",
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--Time = 20 / 30,
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SoundTable = {
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{s = rottle, t = 0},
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{s = path .. "grab.ogg", t = 0.2},
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{s = path .. "shoulder.ogg", t = 0.5},
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},
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},
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["ready"] = {
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Source = "deploy",
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Time = 26 / 30,
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SoundTable = {
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{s = path .. "close.ogg", t = 0.1},
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{s = common .. "shoulder.ogg", t = 0.2},
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{s = path .. "shoulder.ogg", t = 0.455},
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},
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},
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["holster"] = {
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Source = "holster",
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Time = 20 / 30,
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SoundTable = ArcCW.UC.HolsterSounds,
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},
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["fire"] = { -- first barrel
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Source = "fire",
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-- Time = 23 / 25,--30,
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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 }},
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},
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["fire_iron"] = {
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Source = "fire",
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-- Time = 23 / 25,--30,
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SoundTable = {
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{s = common .. "common_mech_heavy.ogg", t = 0},
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{ 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 }
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},
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},
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["fire_empty"] = { -- second barrel
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Source = "fire_empty", -- fire_empty
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-- Time = 23 / 25,--30,
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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 }},
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},
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["fire_iron_empty"] = {
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Source = "fire_empty", -- fire_empty
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-- Time = 23 / 25,--30,
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SoundTable = {
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{s = common .. "common_mech_heavy.ogg", t = 0},
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{ 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 }
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},
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},
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["fire_2bst"] = { -- both
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Source = "fireboth",
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-- Time = 35 / 25,--30,
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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 }},
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MinProgress = 0.3
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},
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["reload"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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ShellEjectAt = 0.91,
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SoundTable = {
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{s = common .. "cloth_4.ogg", t = 0},
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{s = path .. "open.ogg", t = 0.2},
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{s = path .. "eject.ogg", t = 0.8},
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{s = common .. "magpouch_pull_small.ogg", t = 1.0},
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{s = shellfall, t = 1.0},
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{s = common .. "cloth_2.ogg", t = 1.1},
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{s = path .. "struggle.ogg", t = 1.5, v = 0.5},
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{s = shellin, t = 1.8},
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{s = path .. "grab.ogg", t = 2.15, v = 0.5},
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{s = path .. "close.ogg", t = 2.3},
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{s = common .. "shoulder.ogg", t = 2.4},
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{s = path .. "shoulder.ogg", t = 2.675},
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},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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MinProgress = 2.05,
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},
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["reload_empty"] = {
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Source = "reload_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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ShellEjectAt = 1.0,
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SoundTable = {
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{s = common .. "cloth_4.ogg", t = 0},
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{s = path .. "open.ogg", t = 0.3},
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{s = path .. "eject.ogg", t = 0.8},
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{s = shellfall, t = 0.9},
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{s = shellfall, t = 0.95},
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{s = common .. "cloth_2.ogg", t = 1.1},
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{s = common .. "magpouch_pull_small.ogg", t = 1.2},
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{s = path .. "struggle.ogg", t = 1.7, v = 0.5},
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{s = shellin, t = 1.85},
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{s = shellin, t = 1.9},
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{s = path .. "grab.ogg", t = 2.17, v = 0.5},
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{s = path .. "close.ogg", t = 2.3},
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{s = common .. "shoulder.ogg", t = 2.44},
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{s = path .. "shoulder.ogg", t = 2.6},
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},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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MinProgress = 2.05,
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},
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["reload_extractor"] = {
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Source = "reload2",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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ShellEjectAt = 0.4,
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SoundTable = {
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{s = common .. "cloth_4.ogg", t = 0},
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{s = path .. "open.ogg", t = 0.2},
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{s = common .. "magpouch_pull_small.ogg", t = 0.5},
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{s = shellfall, t = 0.4},
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{s = common .. "cloth_2.ogg", t = 0.6},
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{s = path .. "struggle.ogg", t = 1.0, v = 0.5},
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{s = shellin, t = 1.2},
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{s = path .. "grab.ogg", t = 1.5, v = 0.5},
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{s = path .. "close.ogg", t = 1.7},
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{s = common .. "shoulder.ogg", t = 1.8},
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{s = path .. "shoulder.ogg", t = 2.2},
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},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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MinProgress = 1.3,
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},
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["reload_empty_extractor"] = {
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Source = "reload2_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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ShellEjectAt = 0.4,
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SoundTable = {
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{s = common .. "cloth_4.ogg", t = 0},
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{s = path .. "open.ogg", t = 0.2},
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{s = common .. "magpouch_pull_small.ogg", t = 0.5},
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{s = shellfall, t = 0.4},
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{s = shellfall, t = 0.45},
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{s = common .. "cloth_2.ogg", t = 0.6},
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{s = path .. "struggle.ogg", t = 1.0, v = 0.5},
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{s = shellin, t = 1.2},
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{s = shellin, t = 1.25},
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{s = path .. "grab.ogg", t = 1.5, v = 0.5},
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{s = path .. "close.ogg", t = 1.7},
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{s = common .. "shoulder.ogg", t = 1.8},
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{s = path .. "shoulder.ogg", t = 2.2},
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},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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MinProgress = 1.3,
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},
|
|
}
|
|
|
|
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),
|
|
},
|
|
},
|
|
} |