--[[ | 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 = "Willard - Modern Weaponry" -- edit this if you like SWEP.AdminOnly = false SWEP.PrintName = "MP-153" SWEP.TrueName = "MP-153" SWEP.Trivia_Class = "Semi-automatic shotgun" SWEP.Trivia_Desc = "Smoothbore multi-shot. MP-153 shotgun, produced by Izhmekh. Reliable and practical hunting and self-defence weapon." SWEP.Trivia_Manufacturer = "Izhmekh" SWEP.Trivia_Calibre = "12 Gauge" SWEP.Trivia_Mechanism = "Gas-operated Rotating bolt" SWEP.Trivia_Country = "Russia" SWEP.Trivia_Year = 2000 SWEP.Slot = 4 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/arccw/darsu_eft/c_mp153.mdl" SWEP.WorldModel = "models/weapons/arccw/darsu_eft/c_mp153.mdl" SWEP.ViewModelFOV = 70 SWEP.DefaultBodygroups = "000000000000" SWEP.Num = 8 -- number of shots per trigger pull. SWEP.Damage = 9 SWEP.DamageMin = 9 -- damage done at maximum range SWEP.RangeMin = 20 -- in METRES SWEP.Range = 70 -- in METRES SWEP.Penetration = 3 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any -- IN M/S SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 4 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 8 SWEP.PhysBulletMuzzleVelocity = 415 SWEP.TriggerDelay = false SWEP.ReloadInSights = true SWEP.ReloadInSights_FOVMult = 1 SWEP.Recoil = 2.5 SWEP.RecoilSide = 2 SWEP.RecoilRise = 0.3 SWEP.RecoilPunch = 2.5 SWEP.VisualRecoilMult = 10 SWEP.RecoilPunchBackMax = 18 SWEP.RecoilPunchBackMaxSights = 19 -- may clip with scopes SWEP.Delay = 60 / 120 -- 60 / RPM. SWEP.Firemodes = { { Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_shotgun" SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 60 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 350 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 300 SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses SWEP.MagID = "MP153" -- the magazine pool this gun draws from SWEP.ShootVol = 100 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = {"weapons/darsu_eft/mp153/mr153_fire_close1.wav", "weapons/darsu_eft/mp153/mr153_fire_close2.wav"} SWEP.ShootSoundSilenced = "weapons/darsu_eft/mp153/mr133_fire_silenced_close.wav" SWEP.DistantShootSound = {"weapons/darsu_eft/mp153/mr153_fire_distant1.wav", "weapons/darsu_eft/mp153/mr153_fire_distant2.wav"} SWEP.MuzzleEffect = "muzzleflash_shotgun" SWEP.ShellModel = "models/weapons/arccw/eft_shells/patron_12x70_shell.mdl" SWEP.ShellPitch = 100 SWEP.ShellScale = 1.5 SWEP.ShellRotateAngle = Angle(0, 180, 0) SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.CamAttachment = 3 -- if set, this attachment will control camera movement SWEP.SpeedMult = 0.95 SWEP.SightedSpeedMult = 0.8 SWEP.SightTime = 0.5*0.93 SWEP.IronSightStruct = { Pos = Vector(-4.281, -2, 0.681), Ang = Angle(0.25, 0.004, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight CrosshairInSights = false } SWEP.ProceduralRegularFire = false SWEP.ProceduralIronFire = false SWEP.Jamming = false SWEP.HeatCapacity = 9 SWEP.HeatDissipation = 0.3 SWEP.HeatLockout = true -- overheating means you cannot fire until heat has been fully depleted SWEP.HeatFix = true -- when the "fix" animation is played, all heat is restored. SWEP.Malfunction = false SWEP.MalfunctionJam = false -- After a malfunction happens, the gun will dryfire until reload is pressed. If unset, instead plays animation right after. SWEP.MalfunctionTakeRound = false -- When malfunctioning, a bullet is consumed. SWEP.MalfunctionWait = 0 -- The amount of time to wait before playing malfunction animation (or can reload) SWEP.MalfunctionMean = 48 -- The mean number of shots between malfunctions, will be autocalculated if nil SWEP.MalfunctionVariance = 0.2 -- The fraction of mean for variance. e.g. 0.2 means 20% variance SWEP.MalfunctionSound = "weapons/arccw/malfunction.wav" SWEP.HoldtypeHolstered = "normal" SWEP.HoldtypeActive = "shotgun" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL SWEP.ActivePos = Vector(0.2, -3.5, 0.7) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CrouchPos = Vector(-1.2, -4.5, 0.2) SWEP.CrouchAng = Angle(0, 0, -6) SWEP.HolsterPos = Vector(0.2, -3.5, 0.7) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.BarrelOffsetCrouch = Vector(0, 0, -2) SWEP.CustomizePos = Vector(0.2, -3.5, 0.7) SWEP.CustomizeAng = Angle(0, 0, 0) SWEP.BarrelLength = 18 SWEP.BulletBones = { -- the bone that represents bullets in gun/mag [1] = {"shellport", "patron_in_weapon"}, } SWEP.AttachmentElements = { ["sightmount"] = {VMBodygroups = {{ind = 4, bg = 1}},}, ["bottommount"] = {VMBodygroups = {{ind = 5, bg = 1}},}, ["b660"] = { VMBodygroups = {{ind = 1, bg = 1}}, AttPosMods = { [3] = { vpos = Vector(0, 46, 1.8), vang = Angle(0, -90, 0), }, }, }, ["b710"] = { VMBodygroups = {{ind = 1, bg = 2}}, AttPosMods = { [3] = { vpos = Vector(0, 47.8, 1.8), vang = Angle(0, -90, 0), }, }, }, ["b750"] = { VMBodygroups = {{ind = 1, bg = 3}}, AttPosMods = { [3] = { vpos = Vector(0, 49.4, 1.8), vang = Angle(0, -90, 0), }, }, }, ["m5"] = {VMBodygroups = {{ind = 3, bg = 1}},}, ["m6"] = {VMBodygroups = {{ind = 3, bg = 2}},}, ["m7"] = {VMBodygroups = {{ind = 3, bg = 3}},}, ["m8"] = {VMBodygroups = {{ind = 3, bg = 4}},}, ["swooden"] = {VMBodygroups = {{ind = 6, bg = 1}},}, ["spistol"] = {VMBodygroups = {{ind = 6, bg = 2}},}, ["12rip"] = {VMBodygroups = {{ind = 10, bg = 1}},}, ["12fl"] = {VMBodygroups = {{ind = 10, bg = 2}},}, ["12dss"] = {VMBodygroups = {{ind = 10, bg = 3}},}, ["12bmg"] = {VMBodygroups = {{ind = 10, bg = 4}},}, ["12ap20"] = {VMBodygroups = {{ind = 10, bg = 5}},}, ["12ftx"] = {VMBodygroups = {{ind = 10, bg = 6}},}, ["12g40"] = {VMBodygroups = {{ind = 10, bg = 7}},}, ["12cop"] = {VMBodygroups = {{ind = 10, bg = 8}},}, ["12p3"] = {VMBodygroups = {{ind = 10, bg = 9}},}, ["12p6u"] = {VMBodygroups = {{ind = 10, bg = 10}},}, ["12sfp"] = {VMBodygroups = {{ind = 10, bg = 11}},}, ["12lead"] = {VMBodygroups = {{ind = 10, bg = 10}},}, } SWEP.ExtraSightDist = 6 SWEP.GuaranteeLaser = true SWEP.WorldModelOffset = { pos = Vector(-10, 5.5, -2), ang = Angle(-10, 0, 180) } SWEP.MirrorVMWM = true SWEP.ShotgunReload = true SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "None", //DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_sights_standard.png"), Slot = {"eft_optic_small", "eft_optic_medium", "eft_optic_large"}, -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to CorrectiveAng = Angle(0, 180, 0), InstalledEles = {"sightmount"}, Offset = { vpos = Vector(0, 17, 2.7), vang = Angle(0, -90, 0), }, }, { PrintName = "Barrel", -- print name DefaultAttName = "610mm barrel", DefaultAttIcon = Material("vgui/entities/eft_attachments/mp153_b610.png"), Slot = "eft_mp153_barrel", -- what kind of attachments can fit here, can be string or table }, { PrintName = "Muzzle Device", Slot = "eft_muzzle_12g", Bone = "weapon", DefaultAttName = "None", -- DefaultAttIcon = Material("vgui/entities/eft_attachments/att_scarl_muzzle_std.png"), Offset = { vpos = Vector(0, 44, 1.8), vang = Angle(90, -90, -90), }, }, { PrintName = "Magazine", -- print name DefaultAttName = "4-shell", DefaultAttIcon = Material("vgui/entities/eft_attachments/mp153_m4.png"), Slot = "eft_mp153_mag", -- what kind of attachments can fit here, can be string or table }, { PrintName = "Stock", -- print name DefaultAttName = "Plastic stock", DefaultAttIcon = Material("vgui/entities/eft_attachments/mp153_stock_std.png"), Slot = "eft_mp153_stock", -- what kind of attachments can fit here, can be string or table }, { PrintName = "Left Tactical", -- print name DefaultAttName = "No Tactical", Slot = {"eft_tactical"}, -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to InstalledEles = {"bottommount"}, Offset = { vpos = Vector(1.3, 33.5, 1.35), vang = Angle(0, -90, 120), }, }, { PrintName = "Bottom Tactical", -- print name DefaultAttName = "No Tactical", Slot = {"eft_tactical"}, -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to InstalledEles = {"bottommount"}, Offset = { vpos = Vector(0, 33.5, -.9), vang = Angle(0, -90, 0), }, }, { PrintName = "Right Tactical", -- print name DefaultAttName = "No Tactical", Slot = {"eft_tactical"}, -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to InstalledEles = {"bottommount"}, Offset = { vpos = Vector(-1.3, 33.5, 1.35), vang = Angle(0, -90, 240), }, }, { PrintName = "Ammo", DefaultAttName = "12/70 7mm buckshot", DefaultAttIcon = Material("vgui/entities/eft_attachments/ammo/12g_def.png"), Slot = "ammo_eft_12" }, } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["draw"] = { Source = "draw", Time = 1.2, LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { {s = "weapons/darsu_eft/mp153/mr133_draw.wav", t = 0}, }, }, ["holster"] = { Source = "holster", Time = 1.2, LHIK = true, LHIKIn = 0.5, LHIKOut = 0, SoundTable = { {s = "weapons/darsu_eft/mp153/mr133_holster.wav", t = 0}, }, }, ["ready"] = { Source = {"ready0", "ready1", "ready2"}, LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { {s = "weapons/darsu_eft/mp153/mr133_draw.wav", t = 0}, {s = "weapons/darsu_eft/mp153/mr153_slider_up.wav", t = 0.4}, {s = "weapons/darsu_eft/mp153/mr153_slider_down.wav", t = 0.8}, }, }, ["fire"] = { Source = "fire", Time = 0.15, ShellEjectAt = 0.05, SoundTable = { {s = "eft_shared/weap_trigger_hammer.wav", t = 0.05} }, }, ["sgreload_start"] = { Source = "reload_start", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, LHIK = true, LHIKIn = 0.5, LHIKOut = 0, SoundTable = { {s = "eft_shared/weap_handoff.wav", t = 0}, }, }, ["sgreload_start_empty"] = { Source = "reload_start_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, LHIK = true, LHIKIn = 0.5, LHIKOut = 0, SoundTable = { {s = "eft_shared/weap_handoff.wav", t = 0}, {s = "weapons/darsu_eft/mp153/mr133_shell_pickup.wav", t = 0.15}, {s = "weapons/darsu_eft/mp153/mr133_shell_in_port.wav", t = 0.85}, {s = "weapons/darsu_eft/mp153/mr153_slider_down.wav", t = 1.2}, }, }, ["sgreload_insert"] = { Source = "reload_loop", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, LHIK = true, LHIKIn = 0, LHIKOut = 0, SoundTable = { {s = "weapons/darsu_eft/mp153/mr133_shell_pickup.wav", t = 0}, {s = "weapons/darsu_eft/mp153/mr133_shell_in_mag2.wav", t = 0.3}, }, }, ["sgreload_finish"] = { Source = "reload_end", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { {s = "eft_shared/weap_handon.wav", t = 0.1}, }, }, ["enter_inspect"] = { Source = "enter_inspect", SoundTable = { {s = "eft_shared/weap_handoff.wav", t = 0}, }, }, ["idle_inspect"] = { Source = "idle_inspect", }, ["exit_inspect"] = { Source = "exit_inspect", SoundTable = { {s = "weapons/darsu_eft/mp153/mr133_draw.wav", t = 0.2}, {s = "weapons/darsu_eft/mp153/mr153_slider_up.wav", t = 1.2}, {s = "weapons/darsu_eft/mp153/mr153_slider_down.wav", t = 1.8}, }, }, ["unjam"] = { Source = {"jam0","jam1","jam2"}, TPAnim = ACT_HL2MP_GESTURE_RELOAD_REVOLVER, SoundTable = { {s = "eft_shared/weap_handoff.wav", t = 0}, {s = "weapons/darsu_eft/mp153/mr153_slider_up.wav", t = 0.8}, {s = "weapons/darsu_eft/mp153/mr133_shell_out_mag.wav", t = 1.2}, {s = "weapons/darsu_eft/mp153/mr153_slider_down.wav", t = 1.52}, }, }, ["fix"] = { Source = {"misfire0","misfire1","misfire2"}, TPAnim = ACT_HL2MP_GESTURE_RELOAD_REVOLVER, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.2, -- ShellEjectAt = 0.8, SoundTable = { {s = "eft_shared/weap_handoff.wav", t = 0}, {s = "weapons/darsu_eft/mp153/mr153_slider_up.wav", t = 0.7}, {s = "weapons/darsu_eft/mp153/mr133_shell_out_mag.wav", t = 0.75}, {s = "weapons/darsu_eft/mp153/mr153_slider_down.wav", t = 0.9}, }, }, }