This commit is contained in:
lifestorm
2024-08-04 22:55:00 +03:00
parent 8064ba84d8
commit 73479cff9e
7338 changed files with 1718883 additions and 14 deletions

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
SWEP.Base = "arccw_base"
SWEP.Spawnable = true -- this obviously has to be set to true
SWEP.Category = "New Frontiers" -- edit this if you like
SWEP.AdminOnly = false
SWEP.PrintName = "SPAS-12"
SWEP.TrueName = "SPAS-12"
SWEP.Trivia_Class = "Shotgun"
SWEP.Trivia_Desc = "12 gauge pistol grip pump shotgun."
SWEP.Trivia_Manufacturer = "Franchi"
SWEP.Trivia_Calibre = "12 Gauge"
SWEP.Trivia_Mechanism = "Pump-Action"
SWEP.Trivia_Country = "Italy"
SWEP.Trivia_Year = 1979
SWEP.Slot = 2
if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/fml/c_fleshy_spas.mdl"
SWEP.WorldModel = "models/weapons/tnmmod/w_shotgun.mdl"
SWEP.ViewModelFOV = 55
SWEP.Damage = 16
SWEP.DamageMin = 8 -- damage done at maximum range
SWEP.Range = 25 -- in METRES
SWEP.Penetration = 10
SWEP.DamageType = DMG_BUCKSHOT
SWEP.ShootEntity = nil -- entity to fire, if any
SWEP.MuzzleVelocity = 150 -- projectile or phys bullet muzzle velocity
-- IN M/S
SWEP.TracerNum = 1 -- tracer every X
SWEP.TracerCol = Color(255, 25, 25)
SWEP.TracerWidth = 3
SWEP.ChamberSize = 1 -- how many rounds can be chambered.
SWEP.Primary.ClipSize = 6 -- DefaultClip is automatically set.
SWEP.ExtendedClipSize = 8
SWEP.ReducedClipSize = 4
SWEP.Recoil = 6
SWEP.RecoilSide = 1
SWEP.MaxRecoilBlowback = 2
SWEP.ShotgunReload = true
SWEP.ManualAction = true
SWEP.Delay = 60 / 80 -- 60 / RPM.
SWEP.Num = 8 -- number of shots per trigger pull.
SWEP.RunawayBurst = false
SWEP.Firemodes = {
{
PrintName = "PUMP",
Mode = 1,
},
}
SWEP.NPCWeaponType = "weapon_shotgun"
SWEP.NPCWeight = 200
SWEP.AccuracyMOA = 80 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
SWEP.HipDispersion = 200 -- inaccuracy added by hip firing.
SWEP.MoveDispersion = 150
SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses
SWEP.ShootVol = 120 -- volume of shoot sound
SWEP.ShootPitch = 100 -- pitch of shoot sound
SWEP.ShootSound = "weapons/tnweapons/shotgun/shotgun_dbl_fire.wav"
SWEP.DistantShootSound = "weapons/tnweapons/shotgun/shotgun_fire.wav"
SWEP.MuzzleEffect = "muzzleflash_shotgun"
SWEP.ShellModel = "models/shells/shell_12gauge.mdl"
SWEP.ShellPitch = 100
SWEP.ShellSounds = ArcCW.ShotgunShellSoundsTable
SWEP.ShellScale = 1.5
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
SWEP.SpeedMult = 0.95
SWEP.SightedSpeedMult = 0.75
SWEP.SightTime = 0.27
SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
-- [0] = "bulletchamber",
-- [1] = "bullet1"
}
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
SWEP.CaseBones = {}
SWEP.IronSightStruct = {
Pos = Vector(-2.431, 2, 0.8),
Ang = Angle(0.202, 0.017, 0),
Magnification = 1.1,
SwitchToSound = "", -- sound that plays when switching to this sight
}
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "shotgun"
SWEP.HoldtypeSights = "ar2"
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
SWEP.ActivePos = Vector(1, 5, 0)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.HolsterPos = Vector(0.532, -6, 0)
SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.ExtraSightDist = 5
SWEP.Attachments = {
{
PrintName = "Tactical",
Slot = "tac",
Bone = "v_weapon.M3_PARENT",
Offset = {
vpos = Vector(0.954, -4.086, -5.138), -- offset that the attachment will be relative to the bone
vang = Angle(-90, 0, 180),
wpos = Vector(28.148, 1, -5),
wang = Angle(-6, 0, -180)
},
},
}
-- draw
-- holster
-- reload
-- fire
-- cycle (for bolt actions)
-- append _empty for empty variation
SWEP.Animations = {
["draw"] = {
Source = "draw",
Time = 0.4,
},
["fire"] = {
Source = "shoot1",
Time = 0.4,
},
["slam"] = {
Source = "slam",
Time = 0.75,
ShellEjectAt = 0.3,
},
["cycle"] = {
Source = {"pump_1", "pump_2"},
Time = 0.75,
ShellEjectAt = 0.3,
SoundTable = {
{s = "weapons/tnweapons/shotgun/shotgun_cock_back.wav", t = 0},
{s = "weapons/tnweapons/shotgun/shotgun_cock_forward.wav", t = 0.3},
},
},
["cycle_iron"] = {
Source = "pump_iron",
Time = 1,
ShellEjectAt = 0.3,
SoundTable = {
{s = "weapons/tnweapons/shotgun/shotgun_cock_back.wav", t = 0},
{s = "weapons/tnweapons/shotgun/shotgun_cock_forward.wav", t = 0.3},
},
},
["sgreload_start"] = {
Source = "reload_start",
Time = 1,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
LHIK = true,
LHIKIn = 1.5,
LHIKOut = 0,
SoundTable = {
{s = "weapons/tfa_ins2/m590/m590_shell.wav", t = 0.35},
},
},
["sgreload_start_empty"] = {
Source = "reload_start_dry",
Time = 2,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0,
SoundTable = {
{s = "weapons/tfa_ins2/m590/m590_shell.wav", t = 0.35},
{s = "weapons/tfa_ins2/m590/m590_boltback.wav", t = 1.3},
{s = "weapons/tfa_ins2/m590/m590_boltrelease.wav", t = 1.5},
},
},
["sgreload_insert"] = {
Source = "reload",
Time = 0.75,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN,
TPAnimStartTime = 0.3,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0,
SoundTable = {
{s = "weapons/tfa_ins2/m590/m590_shell.wav", t = 0.35},
},
},
["sgreload_finish"] = {
Source = "reload_finish",
Time = 0.7,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.4,
},
["sgreload_finish_empty"] = {
Source = "reload_finish",
Time = 0.7,
LHIK = true,
LHIKIn = 0,
LHIKOut = 1,
},
}