--[[ | 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 - Junk Weapons" -- edit this if you like SWEP.AdminOnly = false SWEP.PrintName = "Duplet" SWEP.Trivia_Class = "Shotgun" SWEP.Trivia_Desc = "The 12-gauge shotgun is one of the best close combat weapons ever. A blast from both of its barrels can kill almost any mutant on the spot." SWEP.Trivia_Manufacturer = "Unknown" SWEP.Trivia_Calibre = "12 Gauge" SWEP.Trivia_Mechanism = "Break-Action" SWEP.Slot = 3 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_duplet.mdl" SWEP.WorldModel = "models/weapons/c_duplet.mdl" SWEP.ViewModelFOV = 60 SWEP.Damage = 7 SWEP.DamageMin = 7 -- damage done at maximum range SWEP.Range = 50 -- in METRES SWEP.Penetration = 1 SWEP.DamageType = DMG_BUCKSHOT SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 1100 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 2 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 2 SWEP.ReducedClipSize = 1 SWEP.Recoil = 2.5 SWEP.RecoilSide = 1 SWEP.MaxRecoilBlowback = 2 SWEP.AccuracyMOA = 45 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 600 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 150 SWEP.Delay = 60 / 600 -- 60 / RPM. SWEP.Num = 8 -- number of shots per trigger pull. SWEP.Firemodes = { { PrintName = "SNGL", Mode = 1, }, { PrintName = "BOTH", Mode = -2, RunawayBurst = true, Override_ShotRecoilTable = { [1] = 0.25 } }, { Mode = 0 } } SWEP.NPCWeaponType = {"weapon_annabelle", "weapon_shotgun"} SWEP.NPCWeight = 100 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.FirstShootSound = "Duplet/Shoot.wav" SWEP.ShootSound = "Duplet/Shoot1.wav" SWEP.DistantShootSound = "Duplet/Shoot.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 = 0.94 SWEP.SightedSpeedMult = 0.5 SWEP.SightTime = 0.30 SWEP.ProceduralRegularFire = false SWEP.ProceduralIronFire = false SWEP.CaseBones = {} SWEP.RevolverReload = true SWEP.BulletBones = { [1] = "Buckshot1", [2] = "Buckshot2" } SWEP.CaseBones = { [1] = "Buckshot1", [2] = "Buckshot2" } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "shotgun" SWEP.HoldtypeSights = "ar2" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN SWEP.ActivePos = Vector(1, 12, -2) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CrouchPos = Vector(-3, 3, 0) SWEP.CrouchAng = Angle(0, 0, -10) SWEP.HolsterPos = Vector(3.5, 2, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.WorldModelOffset = { pos = Vector(-5, 7.5, -4), ang = Angle(-15, 0, -180) } SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.AttachmentElements = { ["lastlightd"] = { VMSkin = 1, WMSkin = 1, }, } SWEP.ShootVol = 130 -- volume of shoot sound SWEP.SpeedMult = 0.97 SWEP.SightedSpeedMult = 0.80 SWEP.SightTime = 0.225 SWEP.BarrelLength = 24 SWEP.IronSightStruct = { Pos = Vector(-7.591, -4.824, 2), Ang = Angle(-0.704, -3, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "shotgun" SWEP.HoldtypeSights = "ar2" SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Iron Sights", Slot = {"optic_lp", "optic"}, -- what kind of attachments can fit here, can be string or table Bone = "Optic", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0, 0.2, 2), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), wpos = Vector(13.762, 0.5, -6.102), wang = Angle(-15, 0, 180) }, }, { PrintName = "Choke", DefaultAttName = "Standard Choke", Slot = "choke", }, { PrintName = "Underbarrel", Slot = {"foregrip", "style_pistol"}, Bone = "Optic", Offset = { vpos = Vector(0, 3.635, 3.635), vang = Angle(90, 0, -90), wpos = Vector(14.329, 0.8, -4.453), wang = Angle(-15, 0, 180) }, }, { PrintName = "Tactical", Slot = "tac", Bone = "Optic", Offset = { vpos = Vector(-1.5, 0.8, 3.6), -- offset that the attachment will be relative to the bone vang = Angle(92, 0, 180), wpos = Vector(20, -0.6, -7.5), wang = Angle(-15, -3, 90) }, }, { PrintName = "Grip", Slot = "grip", DefaultAttName = "Standard Grip" }, { PrintName = "Ammo Type", Slot = "ammo_shotgun" }, { PrintName = "Perk", Slot = "perk", DefaultAttName = "None" }, { PrintName = "Skin", Slot = {"metro_skind"}, DefaultAttName = "Metro 2033", FreeSlot = true }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "Optic", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0.42, 2.3, 7.8), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), wpos = Vector(18, 1.3, -5.7), wang = Angle(-15, 0, 180) }, }, } SWEP.Animations = { ["idle"] = { Source = "idle", Time = 1 }, ["draw"] = { Source = "draw", Time = 0.5, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, SoundTable = {{s = "weapons/arccw/nova/nova_draw.wav", t = 0}}, }, ["ready"] = { Source = "ready", Time = 3, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, SoundTable = {{s = "weapons/arccw/nova/nova_draw.wav", t = 0}}, }, ["fire"] = { Source = "shoot", Time = 0.4, }, ["fire_iron"] = { Source = "shoot_iron", Time = 0.4, }, ["reload"] = { Source = "reload_part", Time = 2.15, TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, Checkpoints = {28, 64, 102}, FrameRate = 30, LHIK = true, LHIKIn = 0.3, LHIKOut = 0.3, LastClip1OutTime = 0.4, }, ["reload_empty"] = { Source = "reload", Time = 2.6, TPAnim = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, Checkpoints = {28, 64, 102}, FrameRate = 30, LHIK = true, LHIKIn = 0.3, LHIKOut = 0.3, LastClip1OutTime = 0.4, }, } sound.Add({ name = "Weapon_Duplet.Lever", channel = 16, volume = 1.0, sound = "Duplet/Lever.wav" }) sound.Add({ name = "Weapon_Duplet.Load", channel = 16, volume = 1.0, sound = "Duplet/Load.wav" }) sound.Add({ name = "Weapon_Duplet.In", channel = 16, volume = 1.0, sound = "Duplet/In.wav" }) sound.Add({ name = "Weapon_Duplet.Out", channel = 16, volume = 1.0, sound = "Duplet/Out.wav" })