--[[ | 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 - Oldie Weaponry" -- edit this if you like SWEP.AdminOnly = false SWEP.PrintName = "PPSH-41" SWEP.Trivia_Class = "Submachine Gun" SWEP.Trivia_Desc = "The PPSh-41 (pistolet-pulemyot Shpagina; Russian: Пистолет-пулемёт Шпагина; Shpagin machine pistol ) is a Soviet submachine gun designed by Georgy Shpagin as a cheap, reliable, and simplified alternative to the PPD-40." SWEP.Trivia_Manufacturer = "Numerous" SWEP.Trivia_Calibre = " 7.62x25mm Tokarev" SWEP.Trivia_Mechanism = "Open Bolt" SWEP.Trivia_Country = "Russia" SWEP.Trivia_Year = 1941 SWEP.Slot = 2 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/arc_eft_ppsh/c_eft_ppsh/models/c_eft_ppsh.mdl" SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl" SWEP.ViewModelFOV = 60 SWEP.DefaultBodygroups = "000000000000" SWEP.Damage = 9 SWEP.DamageMin = 9 -- damage done at maximum range SWEP.Range = 90 -- in METRES SWEP.Penetration = 5 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 900 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 35 -- DefaultClip is automatically set. SWEP.PhysBulletMuzzleVelocity = 400 SWEP.Recoil = 0.34 SWEP.RecoilSide = 0.25 SWEP.RecoilRise = 0.1 SWEP.RecoilPunch = 2.5 SWEP.Delay = 60 / 900 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2, }, { Mode = 1, } } SWEP.NPCWeaponType = "weapon_smg1" SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 20 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 450 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 250 SWEP.Primary.Ammo = "pistol" -- what ammo type the gun uses SWEP.MagID = "ppsh" -- the magazine pool this gun draws from SWEP.ShootVol = 100 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "weapons/arccw_eft/ppsh/tt_fire_indoor_close.wav" SWEP.ShootSoundSilenced = "arccw_go/mp5/mp5_01.wav" SWEP.DistantShootSound = "weapons/arccw_eft/ppsh/tt_fire_indoor_distant.wav" SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav" SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav" SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav" SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav" SWEP.MuzzleEffect = "muzzleflash_mp5" SWEP.ShellModel = "models/shells/shell_9mm.mdl" SWEP.ShellPitch = 100 SWEP.ShellScale = 1.25 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.SpeedMult = 0.98 SWEP.SightedSpeedMult = 0.75 SWEP.SightTime = 0.3 SWEP.IronSightStruct = { Pos = Vector(-3.6425, 3, 1.32), Ang = Angle(0.75, 0.05, 0), Magnification = 1, SwitchToSound = "", -- sound that plays when switching to this sight CrosshairInSights = false } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(0, 3, 0.6) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CrouchPos = Vector(0, 3, 0.6) SWEP.CrouchAng = Angle(0, 0, 5) SWEP.HolsterPos = Vector(3, 3, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.CustomizePos = Vector(0, 3, 0) SWEP.CustomizeAng = Angle(0, 0, 0) SWEP.BarrelLength = 30 SWEP.AttachmentElements = { ["magazine"] = { VMBodygroups = {{ind = 1, bg = 1}}, WMBodygroups = {{ind = 1, bg = 1}}, }, } SWEP.ExtraSightDist = 10 SWEP.GuaranteeLaser = true SWEP.WorldModelOffset = { pos = Vector(-14, 6, -4), ang = Angle(-10, 0, 180) } SWEP.MirrorVMWM = true SWEP.WorldModelOffset = { pos = Vector(-6, 4, -7), ang = Angle(0, 0, 180), bone = "ValveBiped.Bip01_R_Hand", scale = 1 } SWEP.Attachments = { { PrintName = "Magazine", Slot = "eft_ppsh_magazine", DefaultAttName = "41-round PPSH magazine", Bone = "mod_magazine", Offset = { vpos = Vector(-0.0, -0, 0), vang = Angle(90, 0, -90), wpos = Vector(0, 0, 0), wang = Angle(-0, 0, 0), } }, { PrintName = "Caliber", DefaultAttName = "7.62x25 - FMJ", DefaultAttIcon = Material("vgui/entities/eft_attachments/9x19_Icon.png"), Slot = "ammo_eft_762x25" } } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["idle_empty"] = { Source = "idle_empty" }, ["draw"] = { Source = "draw", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["holster"] = { Source = "Holster", LHIK = true, LHIKIn = 0.5, LHIKOut = 0, }, ["ready"] = { Source = "ready", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["fire"] = { Source = "fire", Time = 0.05, ShellEjectAt = 0, }, ["fire_iron"] = { Source = "fire", Time = 0.05, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav", t = 0.8 }, { s = "weapons/arccw_eft/ppsh/kedr_magout.wav", t = 0.9 }, { s = "weapons/arccw_eft/ppsh/kedr_magin.wav", t = 2.6 } }, }, ["reload_empty"] = { Source = "reload_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30, 55}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav", t = 0.8 }, { s = "weapons/arccw_eft/ppsh/kedr_magout.wav", t = 0.9 }, { s = "weapons/arccw_eft/ppsh/kedr_magin.wav", t = 2.6 }, { s = "weapons/arccw_eft/ppsh/kedr_slider_jam.wav", t = 4.3 } }, }, ["reload_extended"] = { Source = "reload_extended", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav", t = 0.8 }, { s = "weapons/arccw_eft/ppsh/kedr_magout.wav", t = 0.9 }, { s = "weapons/arccw_eft/ppsh/kedr_magin.wav", t = 2.6 } }, }, ["reload_extended_empty"] = { Source = "reload_extended_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30, 55}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav", t = 0.8 }, { s = "weapons/arccw_eft/ppsh/kedr_magout.wav", t = 0.9 }, { s = "weapons/arccw_eft/ppsh/kedr_magin.wav", t = 2.6 }, { s = "weapons/arccw_eft/ppsh/kedr_slider_jam.wav", t = 4.3 } }, }, ["1_to_2"] = { Source = "firemode", LHIK = false, LHIKIn = 0.2, LHIKOut = 0.2, }, ["2_to_1"] = { Source = "firemode_alt", LHIK = false, LHIKIn = 0.2, LHIKOut = 0.2, }, ["enter_inspect"] = { Source = "inspect_begin", LHIK = true, LHIKIn = 1, LHIKOut = 0, }, ["idle_inspect"] = { Source = "inspect_idle", LHIK = true, LHIKIn = 0, LHIKOut = 0, }, ["exit_inspect"] = { Source = "inspect_end", LHIK = true, LHIKIn = 0, LHIKOut = 0.3, }, } sound.Add({ name = "ARCCW_GO_MP5.Draw", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_draw.wav" }) sound.Add({ name = "ARCCW_GO_MP5.Slideback", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_Slideback.wav" }) sound.Add({ name = "ARCCW_GO_MP5.Slideforward", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_Slideforward.wav" }) sound.Add({ name = "ARCCW_GO_MP5.Clipout", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_clipout.wav" }) sound.Add({ name = "ARCCW_GO_MP5.Clipin", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_clipin.wav" }) sound.Add({ name = "ARCCW_GO_MP5.Cliphit", channel = 16, volume = 1.0, sound = "arccw_go/mp5/mp5_cliphit.wav" })