--[[ | 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 = "M1911" SWEP.TrueName = "M1911" SWEP.Trivia_Class = "Pistol" SWEP.Trivia_Desc = "Commonly known simply as Colt, the M1911 is one of the most famous handguns on the planet. It went through both World War's as a standard-issue US Army pistol, and despite that it was replaced in 1986, its further variations are still a sidearm of choice in different US Special Forces. M1911A1 is the further generation of a M1911 pistol, after World War I, the military's Model 1911 went through various changes including shorter trigger with frame cuts, improved sights, an arched mainspring housing and a redesigned grip safety." SWEP.Trivia_Manufacturer = "Colt" SWEP.Trivia_Calibre = ".45 ACP" SWEP.Trivia_Mechanism = "Short Recoil" SWEP.Trivia_Country = "Italy" SWEP.Trivia_Year = 1911 SWEP.Slot = 1 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/arc_eft_1911/c_eft_1911/models/c_eft_1911.mdl" SWEP.WorldModel = "models/weapons/w_pist_usp.mdl" SWEP.ViewModelFOV = 70 SWEP.DefaultBodygroups = "000000000000" SWEP.Damage = 13 SWEP.DamageMin = 13 -- damage done at maximum range SWEP.Range = 100 -- in METRES SWEP.Penetration = 1 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 = 12 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 17 SWEP.PhysBulletMuzzleVelocity = 200 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.Recoil = 1.0 SWEP.RecoilSide = 0.3 SWEP.RecoilRise = 0.3 SWEP.RecoilPunch = -2 SWEP.Delay = 60 / 350 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_pistol" SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 12 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 350 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 250 SWEP.Primary.Ammo = "pistol" -- what ammo type the gun uses SWEP.MagID = "1911" -- the magazine pool this gun draws from SWEP.ShootVol = 110 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.FirstShootSound = "weapons/m1911/m1911_fp.wav" SWEP.ShootSound = "weapons/m1911/m1911_fp.wav" SWEP.ShootSoundSilenced = "weapons/m1911/m1911_silenced_fp.wav" SWEP.DistantShootSound = "weapons/m1911/m1911_dist.wav" SWEP.MuzzleEffect = "muzzleflash_pistol" SWEP.ShellModel = "models/shells/shell_9mm.mdl" SWEP.ShellPitch = 100 SWEP.ShellScale = 1.75 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 = 0.99 SWEP.SightedSpeedMult = 0.85 SWEP.SightTime = 0.2 SWEP.IronSightStruct = { Pos = Vector(-3.725, 2.5, 2.025), Ang = Angle(1, 0, 0), Magnification = 1, SwitchToSound = "", -- sound that plays when switching to this sight CrosshairInSights = false } SWEP.HoldtypeHolstered = "normal" SWEP.HoldtypeActive = "pistol" SWEP.HoldtypeSights = "revolver" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL SWEP.ActivePos = Vector(0, 2, 1.5) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CrouchPos = Vector(-4, 0, -1) SWEP.CrouchAng = Angle(0, 0, -10) 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.BarrelOffsetCrouch = Vector(0, 0, -2) SWEP.CustomizePos = Vector(0, 2, 0.5) SWEP.CustomizeAng = Angle(0, 0, 0) SWEP.BarrelLength = 26 SWEP.BulletBones = { -- the bone that represents bullets in gun/mag [1] = "patron_001", [2] = "patron_002" } SWEP.AttachmentElements = { ["default_barrel"] = { VMBodygroups = {{ind = 3, bg = 1}}, }, ["optic_mount"] = { VMBodygroups = {{ind = 10, bg = 1}}, }, ["trigger_mount"] = { VMBodygroups = {{ind = 9, bg = 1}}, }, ["default_mag"] = { VMBodygroups = {{ind = 1, bg = 1}}, }, ["default_hammer"] = { VMBodygroups = {{ind = 7, bg = 1}}, }, ["default_trigger"] = { VMBodygroups = {{ind = 8, bg = 1}}, }, ["default_grip"] = { VMBodygroups = {{ind = 4, bg = 1}}, }, ["default_catch"] = { VMBodygroups = {{ind = 5, bg = 1}}, }, } SWEP.ExtraSightDist = 20 SWEP.GuaranteeLaser = true SWEP.WorldModelOffset = { pos = Vector(-12.5, 4, -2.5), ang = Angle(-10, 0, 180) } SWEP.MirrorVMWM = true SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Iron Sights", Slot = "eft_optic_small", -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0.075, 21, 1.5), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, SlideAmount = { -- how far this attachment can slide in both directions. -- overrides Offset vmin = Vector(-0.075, 20, 1.5), vmax = Vector(-0.075, 22, 1.5), wmin = Vector(5.5, 0.5, -5.8), wmax = Vector(6.5, 0.5, -5.9), }, CorrectivePos = Vector(0, 0, 0), CorrectiveAng = Angle(0, 180, 0), InstalledEles = {"optic_mount"}, ExcludeFlags = {"triggermountattached"}, GivesFlags = {"opticmountattached"}, }, { PrintName = "Barrel", -- print name DefaultAttName = "Standard Barrel", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_barrel_icon.png"), Slot = "eft_barrel_1911", -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0.0734, 20.82208, -0.1864), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"default_barrel"}, }, { PrintName = "Muzzle Device", -- print name DefaultAttName = "No Muzzle Device", Slot = "eft_muzzle_1911", -- what kind of attachments can fit here, can be string or table Bone = "mod_muzzle", -- relevant bone any attachments will be mostly referring to RequireFlags = {"barrelthread"}, Offset = { vpos = Vector(0, 0, 0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, }, { PrintName = "Catch", -- print name DefaultAttName = "Standard Catch", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_catch_icon.png"), Slot = "eft_catch_1911", -- what kind of attachments can fit here, can be string or table Bone = "mod_catch", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0, 0, -0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"default_catch"}, }, { PrintName = "Hammer", -- print name DefaultAttName = "Standard Hammer", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_hammer_icon.png"), Slot = "eft_hammer_1911", -- what kind of attachments can fit here, can be string or table Bone = "mod_hammer", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0, 0, -0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"default_hammer"}, }, { PrintName = "Trigger", -- print name DefaultAttName = "Standard Trigger", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_trigger_icon.png"), Slot = "eft_trigger_1911", -- what kind of attachments can fit here, can be string or table Bone = "mod_trigger", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0, 0, -0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"default_trigger"}, }, { PrintName = "Grip", -- print name DefaultAttName = "Standard Grip", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_grip_icon.png"), Slot = "eft_grip_1911", -- what kind of attachments can fit here, can be string or table Bone = "mod_pistol_grip", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-0, 0, -0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"default_grip"}, }, { PrintName = "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 Offset = { vpos = Vector(0, 23.3, -0.5), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, InstalledEles = {"trigger_mount"}, ExcludeFlags = {"opticmountattached"}, GivesFlags = {"triggermountattached"}, }, { PrintName = "Magazine", DefaultAttName = "7-round Mag", DefaultAttIcon = Material("vgui/entities/eft_attachments/1911_mag_icon.png"), InstalledEles = {"default_mag"}, Bone = "mod_magazine", Offset = { vpos = Vector(0, 0, -0), vang = Angle(0, -90, 0), wpos = Vector(0, 0, 0), wang = Angle(-5, 0, 0), }, Slot = "eft1911_mag" }, { PrintName = "Caliber", DefaultAttName = ".45 ACP FMJ", DefaultAttIcon = Material("vgui/entities/eft_attachments/9x19_Icon.png"), Slot = "ammo_eft_45" }, } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["idle_empty"] = { Source = "idle_empty" }, ["draw"] = { Source = "draw", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { { s = "eft_shared/weap_in.wav", t = 0 } }, }, ["draw_empty"] = { Source = "draw_empty", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { { s = "eft_shared/weap_in.wav", t = 0 } }, }, ["holster"] = { Source = "holster", LHIK = true, Time = 0.5, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { { s = "eft_shared/weap_out.wav", t = 0 } }, }, ["holster_empty"] = { Source = "holster_Empty", LHIK = true, Time = 0.5, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { { s = "eft_shared/weap_out.wav", t = 0 } }, }, ["ready"] = { Source = "draw_first", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, SoundTable = { { s = "weapons/eft_shared/grach_catch_slider.wav", t = 0.65 }, { s = "weapons/eft_shared/grach_catch_slider.wav", t = 0.8 } }, }, ["fire"] = { Source = "shoot", Time = 0.2, ShellEjectAt = 0, }, ["fire_iron"] = { Source = "shoot", Time = 0.2, ShellEjectAt = 0, }, ["fire_empty"] = { Source = "shoot_dry", Time = 0.1, ShellEjectAt = 0, }, ["fire_iron_empty"] = { Source = "shoot_dry", Time = 0.1, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/eft_shared/grach_mag_button.wav", t = 0.35 }, { s = "weapons/eft_shared/grach_mag_out.wav", t = 0.37 }, { s = "weapons/eft_shared/grach_mag_pullout.wav", t = 0.4 }, { s = "weapons/eft_shared/grach_mag_pullin.wav", t = 1.9 }, { s = "weapons/eft_shared/grach_mag_in.wav", t = 2 } }, }, ["reload_empty"] = { Source = "reload_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL, LastClip1OutTime = 1, -- when should the belt visually replenish on a belt fed Time = 3.7, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/eft_shared/grach_mag_button.wav", t = 0.35 }, { s = "weapons/eft_shared/grach_mag_out.wav", t = 0.37 }, { s = "weapons/eft_shared/grach_mag_pullout.wav", t = 0.4 }, { s = "weapons/eft_shared/grach_mag_pullin.wav", t = 2.1 }, { s = "weapons/eft_shared/grach_mag_in.wav", t = 2.2 }, { s = "weapons/eft_shared/grach_catch_button.wav", t = 2.9 }, { s = "weapons/eft_shared/grach_catch_slider.wav", t = 3 } }, }, ["reload_long"] = { Source = "reload_extended", TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL, Time = 3, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/eft_shared/grach_mag_button.wav", t = 0.35 }, { s = "weapons/eft_shared/grach_mag_out.wav", t = 0.37 }, { s = "weapons/eft_shared/grach_mag_pullout.wav", t = 0.4 }, { s = "weapons/eft_shared/grach_mag_pullin.wav", t = 2 }, { s = "weapons/eft_shared/grach_mag_in.wav", t = 2.1 } }, }, ["reload_long_empty"] = { Source = "reload_empty_extended", TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL, Time = 3.7, LHIK = true, LHIKIn = 0.4, LHIKOut = 0.4, SoundTable = { { s = "weapons/eft_shared/grach_mag_button.wav", t = 0.35 }, { s = "weapons/eft_shared/grach_mag_out.wav", t = 0.37 }, { s = "weapons/eft_shared/grach_mag_pullout.wav", t = 0.4 }, { s = "weapons/eft_shared/grach_mag_pullin.wav", t = 2.1 }, { s = "weapons/eft_shared/grach_mag_in.wav", t = 2.2 }, { s = "weapons/eft_shared/grach_catch_button.wav", t = 2.9 }, { s = "weapons/eft_shared/grach_catch_slider.wav", t = 3 } }, }, ["enter_inspect"] = { Source = "customise_begin", LHIK = true, LHIKIn = 0.5, LHIKOut = 0, }, ["enter_inspect_empty"] = { Source = "customise_begin_empty", LHIK = true, LHIKIn = 0.5, LHIKOut = 0, }, ["idle_inspect"] = { Source = "customise_idle", LHIK = true, LHIKIn = 0, LHIKOut = 0, }, ["idle_inspect_empty"] = { Source = "customise_idle_empty", LHIK = true, LHIKIn = 0, LHIKOut = 0, }, ["exit_inspect"] = { Source = "customise_end", LHIK = true, LHIKIn = 0, LHIKOut = 0.3, }, ["exit_inspect_empty"] = { Source = "customise_end_empty", LHIK = true, LHIKIn = 0, LHIKOut = 0.3, }, }