mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 21:53:46 +03:00
735 lines
20 KiB
Lua
735 lines
20 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 - Modern Weaponry" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "HK USP .45"
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SWEP.TrueName = "HK USP .45"
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SWEP.Trivia_Class = "Pistol"
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SWEP.Trivia_Desc = "The HK USP (Universelle Selbstladepistole - Universal Self-loading Pistol) pistol is a further replacement of the HK P7 series pistols. Internationally accepted as an accurate and ultra-reliable handgun. Using a modified Browning-type action with a special patented recoil reduction system, the USP recoil reduction system reduces recoil effects on pistol components and also lowers the recoil forces felt by the shooter. This particular variant is chambered in .45 ACP. Manufactured by Heckler & Koch."
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SWEP.Trivia_Manufacturer = "Heckler & Koch"
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SWEP.Trivia_Calibre = ".45 ACP"
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SWEP.Trivia_Mechanism = "Short Recoil"
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SWEP.Trivia_Country = "Germany"
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SWEP.Trivia_Year = 1989
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SWEP.Slot = 1
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/arc_eft_usp/c_eft_usp.mdl"
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SWEP.WorldModel = "models/weapons/arccw_go/v_pist_m9.mdl"
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SWEP.ViewModelFOV = 70
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 15
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SWEP.DamageMin = 15 -- 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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-- IN M/S
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 17 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 24
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SWEP.PhysBulletMuzzleVelocity = 200
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SWEP.TriggerDelay = false
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SWEP.ReloadInSights = true
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SWEP.ReloadInSights_FOVMult = 1
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SWEP.Recoil = 1.0
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SWEP.RecoilSide = 0.5
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SWEP.RecoilRise = 0.24
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SWEP.RecoilPunch = 2.5
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SWEP.VisualRecoilMult = 12
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SWEP.RecoilPunchBackMax = 15
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SWEP.RecoilPunchBackMaxSights = 15 -- may clip with scopes
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SWEP.Delay = 60 / 450 -- 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 = 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_pistol"
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SWEP.NPCWeight = 100
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SWEP.AccuracyMOA = 12 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 350 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 250
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SWEP.JumpDispersion = 1000
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SWEP.Primary.Ammo = "pistol" -- what ammo type the gun uses
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SWEP.MagID = "USP" -- the magazine pool this gun draws from
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SWEP.ShootVol = 100 -- volume of shoot sound
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SWEP.ShootPitch = 110 -- pitch of shoot sound
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SWEP.ShootSound = "arc_eft_usp/usp_fire_close_alt.wav"
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SWEP.ShootSoundSilenced = "arc_eft_usp/usp_fire_surpressed_alt.wav"
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SWEP.DistantShootSound = "arc_eft_usp/usp_fire_distant_alt.wav"
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SWEP.MuzzleEffect = "muzzleflash_pistol"
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SWEP.ShellModel = "models/shells/shell_9mm.mdl"
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SWEP.ShellPitch = 100
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SWEP.ShellScale = 1.75
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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.SpeedMult = 0.98
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.2
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SWEP.IronSightStruct = {
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Pos = Vector(-3.65, 5, 2.17),
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Ang = Angle(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.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.Jamming = false
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SWEP.HeatCapacity = 32
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SWEP.HeatDissipation = 1
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SWEP.HeatLockout = true -- overheating means you cannot fire until heat has been fully depleted
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SWEP.HeatFix = true -- when the "fix" animation is played, all heat is restored.
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SWEP.Malfunction = false
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SWEP.MalfunctionJam = false -- After a malfunction happens, the gun will dryfire until reload is pressed. If unset, instead plays animation right after.
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SWEP.MalfunctionTakeRound = false -- When malfunctioning, a bullet is consumed.
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SWEP.MalfunctionWait = 0 -- The amount of time to wait before playing malfunction animation (or can reload)
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SWEP.MalfunctionMean = 64 -- The mean number of shots between malfunctions, will be autocalculated if nil
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SWEP.MalfunctionVariance = 0.2 -- The fraction of mean for variance. e.g. 0.2 means 20% variance
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SWEP.MalfunctionSound = "weapons/arccw/malfunction.wav"
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SWEP.HoldtypeHolstered = "normal"
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SWEP.HoldtypeActive = "pistol"
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SWEP.HoldtypeSights = "revolver"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
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SWEP.ActivePos = Vector(0, 2, 1.5)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-1, -1, 1.4)
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SWEP.CrouchAng = Angle(0, 0, 0)
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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.BarrelOffsetCrouch = Vector(0, 0, -2)
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SWEP.CustomizePos = Vector(0, 2, 0.5)
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SWEP.CustomizeAng = Angle(0, 0, 0)
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SWEP.BarrelLength = 18
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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[1] = {"shellport", "patron_in_weapon"},
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[2] = "patron_001",
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[3] = "patron_002",
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[4] = "patron_003",
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[5] = "patron_004",
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[6] = "patron_005",
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[7] = "patron_006",
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[8] = "patron_007",
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[9] = "patron_008",
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[10] = "patron_009",
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[11] = "patron_010",
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[12] = "patron_011",
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[13] = "patron_012",
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}
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SWEP.AttachmentElements = {
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["hidereceiver"] = {
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VMBodygroups = {{ind = 1, bg = 1}},
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},
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["showmount"] = {
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VMBodygroups = {{ind = 9, bg = 1}},
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},
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["hidemount"] = {
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VMBodygroups = {{ind = 9, bg = 0}},
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},
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["hidesights"] = {
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VMBodygroups = {{ind = 6, bg = 1}},
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},
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["sightmount"] = {
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VMBodygroups = {{ind = 6, bg = 2}},
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},
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["hidebarrel"] = {
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VMBodygroups = {{ind = 2, bg = 1}},
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},
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["45_AP"] = {
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VMBodygroups = {{ind = 8, bg = 1}},
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},
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["45_RIP"] = {
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VMBodygroups = {{ind = 8, bg = 2}},
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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(-12.6, 5.5, -7),
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ang = Angle(-0, 0, 180)
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}
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SWEP.MirrorVMWM = true
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SWEP.Attachments = {
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{
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PrintName = "Optic", -- print name
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DefaultAttName = "None",
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//DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_sights_standard.png"),
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Slot = "eft_optic_small", -- what kind of attachments can fit here, can be string or table
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Bone = "mod_reciever", -- relevant bone any attachments will be mostly referring to
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CorrectiveAng = Angle(0, 180, 0),
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InstalledEles = {"sightmount"},
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GivesFlags = {"opticattached"},
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Offset = {
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vpos = Vector(0, -2, 0.9),
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vang = Angle(0, -90, 0),
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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 = "Iron Sights", -- print name
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DefaultAttName = "Iron Sights",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_sights_standard.png"),
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Slot = "eft_usp_sights", -- what kind of attachments can fit here, can be string or table
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Bone = "mod_reciever", -- relevant bone any attachments will be mostly referring to
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CorrectiveAng = Angle(0, 180, 0),
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InstalledEles = {"hidesights"},
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ExcludeFlags = {"opticattached"},
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Offset = {
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vpos = Vector(0, -2.4, 0.75),
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vang = Angle(0, -90, 0),
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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 = "Slide", -- print name
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DefaultAttName = "Standard Slide",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_slide_default.png"),
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Slot = "eft_usp_slide", -- what kind of attachments can fit here, can be string or table
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Bone = "mod_reciever", -- relevant bone any attachments will be mostly referring to
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InstalledEles = {"hidereceiver"},
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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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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 = "Compensator", -- print name
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DefaultAttName = "No Compensator",
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//DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_barrel_match.png"),
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Slot = "eft_usp_compensator", -- what kind of attachments can fit here, can be string or table
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GivesFlags = {"Compensator"},
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Bone = "weapon", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 23.7, -0.45),
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vang = Angle(0, -90, 0),
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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 = "Barrel", -- print name
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DefaultAttName = "Standard Barrel",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_barrel_match.png"),
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Slot = "eft_usp_barrel", -- what kind of attachments can fit here, can be string or table
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Bone = "mod_barrel", -- relevant bone any attachments will be mostly referring to
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InstalledEles = {"hidebarrel"},
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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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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 = "Muzzle", -- print name
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DefaultAttName = "No Muzzle Device",
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//DefaultAttIcon = Material("vgui/entities/eft_attachments/usp_barrel_match.png"),
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Slot = "eft_muzzle_1911", -- what kind of attachments can fit here, can be string or table
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ExcludeFlags = {"Compensator"},
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RequireFlags = {"threadedbarrel"},
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Bone = "mod_barrel", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, 3.7, 0.45),
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vang = Angle(0, -90, 0),
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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 = "Tactical", -- print name
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DefaultAttName = "No Tactical",
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//ExcludeFlags = {"Compensator"},
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Slot = {"eft_tactical", "eft_usp_mount"}, -- what kind of attachments can fit here, can be string or table
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Bone = "weapon", -- relevant bone any attachments will be mostly referring to
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InstalledEles = {"showmount"},
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Offset = {
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vpos = Vector(0, 23.7, -0.45),
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vang = Angle(0, -90, 0),
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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 = ".45 ACP FMJ",
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DefaultAttIcon = Material("vgui/entities/eft_attachments/9x19_Icon.png"),
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Slot = "ammo_eft_45"
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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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Time = 1.2,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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SoundTable = {
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{
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s = "eft_shared/weap_in.wav",
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t = 0
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}
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},
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},
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["draw_empty"] = {
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Source = "draw_empty",
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Time = 1.2,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.5,
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SoundTable = {
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{
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s = "eft_shared/weap_in.wav",
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t = 0
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}
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},
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},
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["holster"] = {
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Source = "holster",
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Time = 1.2,
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0,
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SoundTable = {
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{
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s = "eft_shared/weap_out.wav",
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t = 0
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}
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},
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},
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["holster_empty"] = {
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Source = "holster_empty",
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0,
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SoundTable = {
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{
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s = "eft_shared/weap_out.wav",
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t = 0
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}
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},
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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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SoundTable = {
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{
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s = "eft_shared/weap_pistol_use.wav",
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t = 0.45
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},
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{
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s = "arc_eft_usp/usp_slider_in.wav",
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t = 0.8
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}
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},
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},
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["trigger"] = {
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Source = "trigger",
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Time = 0.1,
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},
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["fire"] = {
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Source = "fire_new",
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Time = 0.2,
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ShellEjectAt = 0,
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SoundTable = {
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{
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s = "eft_shared/weap_trigger_hammer.wav",
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t = 0.05
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}
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},
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},
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["fire_iron"] = {
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Source = "fire_new",
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Time = 0.2,
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ShellEjectAt = 0.05,
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SoundTable = {
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{
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s = "eft_shared/weap_trigger_hammer.wav",
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t = 0
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}
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},
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},
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["fire_iron_empty"] = {
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Source = "fire_dry",
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Time = 0.0,
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ShellEjectAt = 0,
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},
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["fire_empty"] = {
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Source = "fire_dry",
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Time = 0.0,
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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_PISTOL,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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LastClip1OutTime = 2, -- when should the belt visually replenish on a belt fed
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SoundTable = {
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{
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s = "eft_shared/weapon_generic_pistol_spin1.wav",
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t = 0.1
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},
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{
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s = "eft_shared/weap_magrelease_button.wav",
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t = 0.6
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},
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{
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s = "arc_eft_usp/usp_mag_out.wav",
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t = 0.7
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},
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{
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s = "arc_eft_usp/usp_mag_pullout.wav",
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t = 0.75
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},
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{
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s = "eft_shared/weap_magin_rig.wav",
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t = 1.3
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},
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{
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s = "eft_shared/weap_mag_pullout.wav",
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t = 1.9
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},
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{
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s = "arc_eft_usp/usp_mag_pullin.wav",
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t = 3
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},
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{
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s = "arc_eft_usp/usp_mag_in.wav",
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t = 3.1
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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_PISTOL,
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LHIK = true,
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LHIKIn = 0.4,
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LHIKOut = 0.4,
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LastClip1OutTime = 2, -- when should the belt visually replenish on a belt fed
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SoundTable = {
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{
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s = "eft_shared/weapon_generic_pistol_spin1.wav",
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t = 0.1
|
|
},
|
|
{
|
|
s = "eft_shared/weap_magrelease_button.wav",
|
|
t = 0.6
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_out.wav",
|
|
t = 0.7
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullout.wav",
|
|
t = 0.75
|
|
},
|
|
{
|
|
s = "eft_shared/weap_magin_rig.wav",
|
|
t = 1.3
|
|
},
|
|
{
|
|
s = "eft_shared/weap_mag_pullout.wav",
|
|
t = 1.9
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullin.wav",
|
|
t = 3
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_in.wav",
|
|
t = 3.1
|
|
},
|
|
{
|
|
s = "eft_shared/weap_bolt_catch_button.wav",
|
|
t = 4.1
|
|
},
|
|
{
|
|
s = "eft_shared/weap_pistol_use.wav",
|
|
t = 4.125
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_slider_in.wav",
|
|
t = 4.3
|
|
}
|
|
},
|
|
},
|
|
["enter_inspect"] = {
|
|
Source = "inventory_start",
|
|
LHIK = true,
|
|
LHIKIn = 0.5,
|
|
LHIKOut = 0,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weap_handoff.wav",
|
|
t = 0
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin1.wav",
|
|
t = 0.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin3.wav",
|
|
t = 0.5
|
|
}
|
|
},
|
|
},
|
|
["enter_inspect_empty"] = {
|
|
Source = "inventory_start_empty",
|
|
LHIK = true,
|
|
LHIKIn = 0.5,
|
|
LHIKOut = 0,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weap_handoff.wav",
|
|
t = 0
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin1.wav",
|
|
t = 0.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin3.wav",
|
|
t = 0.5
|
|
}
|
|
},
|
|
},
|
|
["idle_inspect"] = {
|
|
Source = "inventory",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0,
|
|
},
|
|
["idle_inspect_empty"] = {
|
|
Source = "inventory_empty",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0,
|
|
},
|
|
["exit_inspect"] = {
|
|
Source = "inventory_end_alt",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0.3,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin1.wav",
|
|
t = 0.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin3.wav",
|
|
t = 0.5
|
|
},
|
|
{
|
|
s = "eft_shared/weap_magrelease_button.wav",
|
|
t = 1
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_out.wav",
|
|
t = 1.2
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullout.wav",
|
|
t = 1.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin2.wav",
|
|
t = 2
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 2.4
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullin.wav",
|
|
t = 3.45
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_in.wav",
|
|
t = 3.55
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 3.9
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 4.2
|
|
},
|
|
{
|
|
s = "eft_shared/weap_pistol_use.wav",
|
|
t = 5.1
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_slider_in.wav",
|
|
t = 6
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin2.wav",
|
|
t = 6.2
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 6.3
|
|
}
|
|
},
|
|
},
|
|
["exit_inspect_empty"] = {
|
|
Source = "inventory_end_new_empty",
|
|
LHIK = true,
|
|
LHIKIn = 0,
|
|
LHIKOut = 0.3,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin1.wav",
|
|
t = 0.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin3.wav",
|
|
t = 0.5
|
|
},
|
|
{
|
|
s = "eft_shared/weap_magrelease_button.wav",
|
|
t = 1
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_out.wav",
|
|
t = 1.2
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullout.wav",
|
|
t = 1.1
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin2.wav",
|
|
t = 2
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 2.4
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_pullin.wav",
|
|
t = 3.45
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_mag_in.wav",
|
|
t = 3.55
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 3.9
|
|
},
|
|
{
|
|
s = "eft_shared/weapon_generic_pistol_spin4.wav",
|
|
t = 4.2
|
|
}
|
|
},
|
|
},
|
|
["fix"] = {
|
|
Source = {"jam_soft"},
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL,
|
|
LHIK = true,
|
|
LHIKIn = 0.3,
|
|
LHIKOut = 0.3,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weap_pistol_use.wav",
|
|
t = 0.75
|
|
},
|
|
{
|
|
s = "eft_shared/weap_round_out.wav",
|
|
t = 0.9
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_slider_in.wav",
|
|
t = 1.2
|
|
}
|
|
},
|
|
},
|
|
["unjam"] = {
|
|
Source = {"jam_feed", "jam_shell"},
|
|
TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL,
|
|
LHIK = true,
|
|
LHIKIn = 0.3,
|
|
LHIKOut = 0.3,
|
|
SoundTable = {
|
|
{
|
|
s = "eft_shared/weap_round_out.wav",
|
|
t = 2.3
|
|
},
|
|
{
|
|
s = "arc_eft_usp/usp_slider_in.wav",
|
|
t = 2.6
|
|
}
|
|
},
|
|
},
|
|
} |