--[[ | 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, }, }