mirror of
https://github.com/lifestorm/wnsrc.git
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634 lines
18 KiB
Lua
634 lines
18 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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SWEP.Base = "arccw_base"
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SWEP.Spawnable = true -- this obviously has to be set to true
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SWEP.Category = "Willard - Oldie Weaponry" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "AKS-74u"
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SWEP.Trivia_Class = "Carbine"
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SWEP.Trivia_Desc = "Reduced version of AKS-74 assault rifle, developed in the early 80s for combat vehicle crews and airborne troops, also became very popular with law enforcement and special forces for its compact size."
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SWEP.Trivia_Manufacturer = "Kalashnikov"
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SWEP.Trivia_Calibre = "5.45x39mm"
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SWEP.Trivia_Mechanism = "blowback-operated"
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SWEP.Trivia_Country = "Russia"
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SWEP.Trivia_Year = 1979
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SWEP.Slot = 2
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/arc_eft_aks74u/eft_aks74u/models/c_eft_aks74u.mdl"
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SWEP.WorldModel = "models/weapons/w_smg1.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 16
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SWEP.DamageMin = 16 -- damage done at maximum range
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SWEP.Range = 90 -- in METRES
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SWEP.Penetration = 3
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SWEP.DamageType = DMG_BULLET
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 735 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 30 -- DefaultClip is automatically set.
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SWEP.PhysBulletMuzzleVelocity = 735
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SWEP.Recoil = 0.6
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SWEP.RecoilSide = 0.24
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SWEP.RecoilRise = 0.35
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SWEP.RecoilPunch = 2
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SWEP.Delay = 60 / 650 -- 60 / RPM.
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SWEP.Num = 1 -- number of shots per trigger pull.
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SWEP.Firemodes = {
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{
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Mode = 2,
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},
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{
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Mode = 1,
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},
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{
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Mode = 0,
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}
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}
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SWEP.NPCWeaponType = "weapon_smg1"
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 14 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 300 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 200
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SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
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SWEP.MagID = "ak74" -- the magazine pool this gun draws from
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SWEP.ShootVol = 100 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.ShootSound = "weapons/arccw_eft_aks74u/ak74_raw_close.wav"
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SWEP.ShootSoundSilenced = "weapons/arccw_eft_aks74u/ak74_silenced_close.wav"
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SWEP.DistantShootSound = "weapons/arccw_eft_aks74u/ak74_raw_far1.wav"
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SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav"
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SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav"
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SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav"
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SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav"
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SWEP.MuzzleEffect = "muzzleflash_mp5"
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SWEP.ShellModel = "models/shells/shell_556.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellScale = 1
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SWEP.ShellRotateAngle = Angle(0, 180, 0)
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
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SWEP.CamAttachment = 3 -- if set, this attachment will control camera movement
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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[0] = "patron_in_weapon",
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[1] = "patron_001",
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[2] = "patron_002",
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[3] = "patron_003"
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}
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SWEP.SpeedMult = 0.9
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.25
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SWEP.IronSightStruct = {
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Pos = Vector(-3.65, 3, 1.39),
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Ang = Angle(0, 0.0, 0),
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Magnification = 1,
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SwitchToSound = "", -- sound that plays when switching to this sight
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CrosshairInSights = false
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}
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SWEP.HoldtypeHolstered = "passive"
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SWEP.HoldtypeActive = "ar2"
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SWEP.HoldtypeSights = "rpg"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.ActivePos = Vector(0, 4, 1)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-1, 3, 0.5)
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SWEP.CrouchAng = Angle(0, 0, -5)
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SWEP.HolsterPos = Vector(3, 3, 0)
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SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
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SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
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SWEP.BarrelOffsetHip = Vector(2, 0, -2)
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SWEP.CustomizePos = Vector(0, 4, 0)
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SWEP.CustomizeAng = Angle(0, 0, 0)
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SWEP.BarrelLength = 27
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SWEP.AttachmentElements = {
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["handguard"] = {
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VMBodygroups = {{ind = 5, bg = 1}},
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},
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["pgrip"] = {
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VMBodygroups = {{ind = 1, bg = 1}},
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},
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["magazine"] = {
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VMBodygroups = {{ind = 2, bg = 1}},
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},
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["Stock_Fold"] = {
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VMBodygroups = {{ind = 4, bg = 1}},
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},
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["Stock_Gone"] = {
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VMBodygroups = {{ind = 4, bg = 2}},
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},
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["Mount_scopes"] = {
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VMBodygroups = {{ind = 6, bg = 1}},
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},
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["No_Mount"] = {
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VMBodygroups = {{ind = 6, bg = 0}},
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},
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["Remove_Receiver"] = {
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VMBodygroups = {{ind = 3, bg = 1}},
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},
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["Rear_Mount"] = {
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--VMBodygroups = {{ind = 3, bg = 1}},
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AttPosMods = {
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[1] = {
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vpos = Vector(0, -5, 0.2),
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vang = Angle(90, -90, -90),
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}
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},
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},
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["b11_handguard"] = {
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--VMBodygroups = {{ind = 3, bg = 1}},
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AttPosMods = {
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[5] = {
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vpos = Vector(0, 2.5, -1.3),
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vang = Angle(0, -90, 0),
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},
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[6] = {
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vpos = Vector(1, 3.65, -0.35),
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vang = Angle(90, -90, 0),
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},
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[7] = {
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vpos = Vector(-1, 3.65, -0.35),
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vang = Angle(-90, -90, 0),
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}
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},
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},
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}
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SWEP.ExtraSightDist = 10
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SWEP.GuaranteeLaser = true
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SWEP.MirrorVMWM = true
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SWEP.WorldModelOffset = {
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pos = Vector(-4.3, 4.2, -8),
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ang = Angle(0, 0, 180),
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bone = "ValveBiped.Bip01_R_Hand",
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scale = 1
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}
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SWEP.Attachments = {
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{
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PrintName = "Optic", -- print name
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DefaultAttName = "Iron Sights",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/ironsight.png"),
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Slot = {"eft_optic_large", "eft_optic_medium", "eft_optic_small"}, -- what kind of attachments can fit here, can be string or table
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Bone = "mod_topmount", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(-0.01, 0, 0.7),
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vang = Angle(90, -90, -90),
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},
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CorrectivePos = Vector(0, 0, 0),
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CorrectiveAng = Angle(0, 180, 180),
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ExcludeFlags = {"NoReceiver"},
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InstalledEles = {"Mount_scopes"},
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},
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{
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PrintName = "Dust Cover", -- print name
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DefaultAttName = "6P26 Dust Cover",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/receiver_std.png"),
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Slot = "eft_aks74u_receiever",
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Bone = "mod_reciever", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(-0.0, 0, 0),
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vang = Angle(0, 0, 0),
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},
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InstalledEles = {"Remove_Receiver"},
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},
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{
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PrintName = "Handguard",
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DefaultAttName = "6P26 Handguard",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/handguard_std.png"),
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InstalledEles = {"handguard"},
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Slot = "eftaks74u_handguard",
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Bone = "mod_handguard", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 0, 0),
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vang = Angle(0, -90, 0),
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},
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},
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{
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PrintName = "Muzzle Device",
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DefaultAttName = "No Muzzle",
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--DefaultAttIcon = Material("vgui/entities/eft_aks74u/handguard_std.png"),
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Slot = "eft_muzzle_ak545",
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Bone = "mod_handguard", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 5.8, -0.5),
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vang = Angle(0, -90, 0),
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},
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},
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{
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PrintName = "Underbarrel",
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Slot = "eft_foregrip",
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Bone = "mod_handguard",
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DefaultAttName = "No Underbarrel",
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Offset = {
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vpos = Vector(0, 2.5, -1.7),
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vang = Angle(0, -90, 0)
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},
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RequireFlags = {"lowerrail"},
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},
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{
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PrintName = "Gadget - Left",
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Slot = "eft_tactical",
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Bone = "mod_handguard",
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DefaultAttName = "No Gadget",
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Offset = {
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vpos = Vector(1.1, 3.5, -0.5),
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vang = Angle(90, -90, 0)
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},
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RequireFlags = {"leftrail"},
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},
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{
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PrintName = "Gadget - Right",
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Slot = "eft_tactical",
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Bone = "mod_handguard",
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DefaultAttName = "No Gadget",
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Offset = {
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vpos = Vector(-1.1, 3.5, -0.5),
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vang = Angle(-90, -90, 0)
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},
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RequireFlags = {"rightrail"},
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},
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{
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PrintName = "Magazine",
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Slot = "eft_mag_ak545",
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Bone = "mod_magazine",
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DefaultAttName = "6L20 30-round magazine",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/mag_std.png"),
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Offset = {
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vpos = Vector(0, 0, -0),
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vang = Angle(0, -90, 0)
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},
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InstalledEles = {"magazine"},
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},
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{
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PrintName = "Pistol Grip",
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Slot = {"eft_ak_pgrip"},
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Bone = "mod_pistol_grip",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/pgrip_std.png"),
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DefaultAttName = "6P4 Texolite Grip",
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--DefaultAttIcon = Material("vgui/entities/eft_aks74u/stock_unfolded.png"),
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Offset = {
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vpos = Vector(0, 0, 0),
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vang = Angle(0, -90, 0)
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},
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InstalledEles = {"pgrip"},
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},
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{
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PrintName = "Stock",
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Slot = {"eft_aks74u_stock", "eftaks_stock"},
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Bone = "mod_stock",
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DefaultAttName = "Unfolded Stock",
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DefaultAttIcon = Material("vgui/entities/eft_aks74u/stock_unfolded.png"),
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Offset = {
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vpos = Vector(0, 0, 0),
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vang = Angle(0, 0, 0)
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},
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InstalledEles = {"Stock_Gone"},
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},
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{
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PrintName = "Caliber",
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Slot = {"eft_ammo_545x39"},
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Bone = "mod_stock",
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DefaultAttName = "5.45x39mm BP ammo",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/762x51_icon.png"),
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Offset = {
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vpos = Vector(0, 0, 0),
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vang = Angle(0, 0, 0)
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},
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}
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}
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SWEP.Animations = {
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["idle"] = {
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Source = "idle"
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},
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["draw"] = {
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Source = "draw",
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LHIK = false,
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LHIKIn = 0.25,
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LHIKOut = 0.25,
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},
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["holster"] = {
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Source = "holster",
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LHIK = false,
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LHIKIn = 0.5,
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LHIKOut = 0,
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},
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["ready"] = {
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Source = {"ready_1", "ready_2", "ready_3"},
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.8,
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SoundTable = {
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{
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s = "weapons/arccw_eft_aks74u/ak74_slider_up.wav",
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t = 0.6
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_slider_down.wav",
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t = 0.9
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}
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},
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},
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["fire"] = {
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Source = "fire",
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Time = 0.1,
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FrameRate = 300,
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ShellEjectAt = 0,
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},
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["fire_iron"] = {
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Source = "fire",
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Time = 0.1,
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FrameRate = 300,
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ShellEjectAt = 0,
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},
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["reload"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
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LHIKOut = 0.4, -- (not actually inverse kinematics)
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LHIKEaseIn = 0.4, -- how long LHIK eases in.
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LHIKEaseOut = 0.4, -- if no value is specified then ease = lhikin
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Checkpoints = { 0.8, 1.9 },
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SoundTable = {
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{
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s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
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t = 0.55
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
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t = 0.65
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
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t = 2.6
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}
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},
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},
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["reload_empty"] = {
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Source = "reload_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
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LHIKOut = 1.7, -- (not actually inverse kinematics)
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LHIKEaseIn = 0.4, -- how long LHIK eases in.
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LHIKEaseOut = 0.2, -- if no value is specified then ease = lhikin
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Checkpoints = { 0.8, 1.9 },
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SoundTable = {
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{
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s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
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t = 0.55
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
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t = 0.65
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
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t = 2.6
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_slider_up.wav",
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t = 4
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_slider_down.wav",
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t = 4.4
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}
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},
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},
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["reload_saiga"] = {
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Source = "reload_saiga",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
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LHIKOut = 0.4, -- (not actually inverse kinematics)
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LHIKEaseIn = 0.4, -- how long LHIK eases in.
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LHIKEaseOut = 0.4, -- if no value is specified then ease = lhikin
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Checkpoints = { 0.8, 1.9 },
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SoundTable = {
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{
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s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
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t = 0.55
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
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t = 0.65
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},
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{
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s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
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t = 2.6
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}
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},
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},
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["reload_saiga_empty"] = {
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Source = "reload_saiga_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
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LHIKOut = 1.7, -- (not actually inverse kinematics)
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LHIKEaseIn = 0.4, -- how long LHIK eases in.
|
|
LHIKEaseOut = 0.2, -- if no value is specified then ease = lhikin
|
|
Checkpoints = { 0.8, 1.9 },
|
|
SoundTable = {
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
|
|
t = 0.55
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
|
|
t = 0.65
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
|
|
t = 2.6
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_up.wav",
|
|
t = 4
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_down.wav",
|
|
t = 4.4
|
|
}
|
|
},
|
|
},
|
|
["reload_6l31"] = {
|
|
Source = "reload_6l31",
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
|
|
FrameRate = 30,
|
|
LHIK = true,
|
|
LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
|
|
LHIKOut = 0.4, -- (not actually inverse kinematics)
|
|
LHIKEaseIn = 0.4, -- how long LHIK eases in.
|
|
LHIKEaseOut = 0.4, -- if no value is specified then ease = lhikin
|
|
Checkpoints = { 0.8, 1.9 },
|
|
SoundTable = {
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
|
|
t = 0.55
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
|
|
t = 0.65
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
|
|
t = 2.6
|
|
}
|
|
},
|
|
},
|
|
["reload_6l31_empty"] = {
|
|
Source = "reload_6l31_empty",
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
|
|
FrameRate = 30,
|
|
LHIK = true,
|
|
LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
|
|
LHIKOut = 1.7, -- (not actually inverse kinematics)
|
|
LHIKEaseIn = 0.4, -- how long LHIK eases in.
|
|
LHIKEaseOut = 0.2, -- if no value is specified then ease = lhikin
|
|
Checkpoints = { 0.8, 1.9 },
|
|
SoundTable = {
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
|
|
t = 0.55
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
|
|
t = 0.65
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
|
|
t = 2.6
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_up.wav",
|
|
t = 4
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_down.wav",
|
|
t = 4.4
|
|
}
|
|
},
|
|
},
|
|
["reload_drum"] = {
|
|
Source = "reload_drum",
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
|
|
FrameRate = 30,
|
|
LHIK = true,
|
|
LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
|
|
LHIKOut = 0.4, -- (not actually inverse kinematics)
|
|
LHIKEaseIn = 0.4, -- how long LHIK eases in.
|
|
LHIKEaseOut = 0.4, -- if no value is specified then ease = lhikin
|
|
Checkpoints = { 0.8, 1.9 },
|
|
SoundTable = {
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
|
|
t = 0.55
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
|
|
t = 0.65
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
|
|
t = 2.6
|
|
}
|
|
},
|
|
},
|
|
["reload_drum_empty"] = {
|
|
Source = "reload_drum_empty",
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
|
|
FrameRate = 30,
|
|
LHIK = true,
|
|
LHIKIn = 0.4, -- In/Out controls how long it takes to switch to regular animation.
|
|
LHIKOut = 1.7, -- (not actually inverse kinematics)
|
|
LHIKEaseIn = 0.4, -- how long LHIK eases in.
|
|
LHIKEaseOut = 0.2, -- if no value is specified then ease = lhikin
|
|
Checkpoints = { 0.8, 1.9 },
|
|
SoundTable = {
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magrelease_button.wav",
|
|
t = 0.55
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magout_plastic.wav",
|
|
t = 0.65
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_magin_plastic.wav",
|
|
t = 2.6
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_up.wav",
|
|
t = 4
|
|
},
|
|
{
|
|
s = "weapons/arccw_eft_aks74u/ak74_slider_down.wav",
|
|
t = 4.4
|
|
}
|
|
},
|
|
},
|
|
["enter_inspect"] = {
|
|
Source = "customize_begin",
|
|
LHIK = true,
|
|
LHIKIn = 0.4,
|
|
LHIKOut = 0,
|
|
},
|
|
["idle_inspect"] = {
|
|
Source = "customize_idle",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0,
|
|
},
|
|
["exit_inspect"] = {
|
|
Source = "customize_end",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0.3,
|
|
},
|
|
} |