mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
382 lines
8.9 KiB
Lua
382 lines
8.9 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 = "PPSH-41"
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SWEP.Trivia_Class = "Submachine Gun"
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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."
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SWEP.Trivia_Manufacturer = "Numerous"
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SWEP.Trivia_Calibre = " 7.62x25mm Tokarev"
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SWEP.Trivia_Mechanism = "Open Bolt"
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SWEP.Trivia_Country = "Russia"
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SWEP.Trivia_Year = 1941
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SWEP.Slot = 2
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/arc_eft_ppsh/c_eft_ppsh/models/c_eft_ppsh.mdl"
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SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 8
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SWEP.DamageMin = 8 -- damage done at maximum range
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SWEP.Range = 90 -- in METRES
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SWEP.Penetration = 1
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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 = 900 -- 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 = 35 -- DefaultClip is automatically set.
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SWEP.PhysBulletMuzzleVelocity = 400
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SWEP.Recoil = 0.34
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SWEP.RecoilSide = 0.25
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SWEP.RecoilRise = 0.1
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SWEP.RecoilPunch = 2.5
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SWEP.Delay = 60 / 900 -- 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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SWEP.NPCWeaponType = "weapon_smg1"
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 20 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 450 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 250
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SWEP.Primary.Ammo = "pistol" -- what ammo type the gun uses
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SWEP.MagID = "ppsh" -- 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/ppsh/tt_fire_indoor_close.wav"
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SWEP.ShootSoundSilenced = "arccw_go/mp5/mp5_01.wav"
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SWEP.DistantShootSound = "weapons/arccw_eft/ppsh/tt_fire_indoor_distant.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_9mm.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellScale = 1.25
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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.SpeedMult = 0.98
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.3
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SWEP.IronSightStruct = {
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Pos = Vector(-3.6425, 3, 1.32),
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Ang = Angle(0.75, 0.05, 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, 3, 0.6)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(0, 3, 0.6)
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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, 3, 0)
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SWEP.CustomizeAng = Angle(0, 0, 0)
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SWEP.BarrelLength = 30
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SWEP.AttachmentElements = {
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["magazine"] = {
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VMBodygroups = {{ind = 1, bg = 1}},
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WMBodygroups = {{ind = 1, bg = 1}},
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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.WorldModelOffset = {
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pos = Vector(-14, 6, -4),
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ang = Angle(-10, 0, 180)
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}
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SWEP.MirrorVMWM = true
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SWEP.WorldModelOffset = {
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pos = Vector(-6, 4, -7),
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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 = "Magazine",
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Slot = "eft_ppsh_magazine",
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DefaultAttName = "41-round PPSH magazine",
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Bone = "mod_magazine",
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Offset = {
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vpos = Vector(-0.0, -0, 0),
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vang = Angle(90, 0, -90),
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wpos = Vector(0, 0, 0),
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wang = Angle(-0, 0, 0),
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}
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},
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{
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PrintName = "Caliber",
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DefaultAttName = "7.62x25 - FMJ",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/9x19_Icon.png"),
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Slot = "ammo_eft_762x25"
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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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["idle_empty"] = {
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Source = "idle_empty"
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},
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["draw"] = {
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Source = "draw",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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},
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["holster"] = {
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Source = "Holster",
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LHIK = true,
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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",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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},
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["fire"] = {
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Source = "fire",
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Time = 0.05,
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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 = 0.05,
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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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Checkpoints = {16, 30},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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SoundTable = {
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{
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s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav",
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t = 0.8
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magout.wav",
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t = 0.9
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magin.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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Checkpoints = {16, 30, 55},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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SoundTable = {
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{
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s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav",
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t = 0.8
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magout.wav",
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t = 0.9
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magin.wav",
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t = 2.6
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_slider_jam.wav",
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t = 4.3
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}
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},
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},
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["reload_extended"] = {
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Source = "reload_extended",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {16, 30},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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SoundTable = {
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{
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s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav",
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t = 0.8
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magout.wav",
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t = 0.9
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magin.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_extended_empty"] = {
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Source = "reload_extended_empty",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {16, 30, 55},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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SoundTable = {
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{
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s = "weapons/arccw_eft/ppsh/kedr_magrelease_button.wav",
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t = 0.8
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magout.wav",
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t = 0.9
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_magin.wav",
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t = 2.6
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},
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{
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s = "weapons/arccw_eft/ppsh/kedr_slider_jam.wav",
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t = 4.3
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}
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},
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},
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["1_to_2"] = {
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Source = "firemode",
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LHIK = false,
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LHIKIn = 0.2,
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LHIKOut = 0.2,
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},
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["2_to_1"] = {
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Source = "firemode_alt",
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LHIK = false,
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LHIKIn = 0.2,
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LHIKOut = 0.2,
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},
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["enter_inspect"] = {
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Source = "inspect_begin",
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LHIK = true,
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LHIKIn = 1,
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LHIKOut = 0,
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},
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["idle_inspect"] = {
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Source = "inspect_idle",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0,
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},
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["exit_inspect"] = {
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Source = "inspect_end",
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.3,
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},
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}
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sound.Add({
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name = "ARCCW_GO_MP5.Draw",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_draw.wav"
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})
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sound.Add({
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name = "ARCCW_GO_MP5.Slideback",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_Slideback.wav"
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})
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sound.Add({
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name = "ARCCW_GO_MP5.Slideforward",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_Slideforward.wav"
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})
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sound.Add({
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name = "ARCCW_GO_MP5.Clipout",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_clipout.wav"
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})
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sound.Add({
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name = "ARCCW_GO_MP5.Clipin",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_clipin.wav"
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})
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sound.Add({
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name = "ARCCW_GO_MP5.Cliphit",
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channel = 16,
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volume = 1.0,
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sound = "arccw_go/mp5/mp5_cliphit.wav"
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}) |