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- AddCSLuaFile()
- AddCSLuaFile("sh_sounds.lua")
- include("sh_sounds.lua")
- SWEP.magType = "srMag"
- if CLIENT then
- SWEP.DrawCrosshair = false
- SWEP.PrintName = "Orsis T-5000"
- SWEP.CSMuzzleFlashes = true
- SWEP.IconLetter = "w"
- killicon.Add( "khr_t5000", "icons/killicons/khr_t5000", Color(255, 80, 0, 150))
- SWEP.SelectIcon = surface.GetTextureID("icons/killicons/khr_t5000")
- SWEP.MuzzleEffect = "muzzleflash_g3"
- SWEP.PosBasedMuz = true
- SWEP.NoDistance = true
- SWEP.BipodFireAnim = false
- SWEP.CrosshairEnabled = false
- SWEP.ShellScale = 0.65
- SWEP.ShellDelay = .55
- SWEP.ShellOffsetMul = 1
- SWEP.ShellPosOffset = {x = -2, y = -2, z = 0}
- SWEP.SightWithRail = false
- SWEP.DisableSprintViewSimulation = false
- SWEP.SnapToIdlePostReload = true
- SWEP.ReticleInactivityPostFire = 1.3
- SWEP.IronsightPos = Vector(-3.151, -2, 0.529)
- SWEP.IronsightAng = Vector(0.95, 0.02, 0)
- SWEP.SprintPos = Vector(1.929, -1.407, -1.04)
- SWEP.SprintAng = Vector(-14.775, 25.326, -8.443)
- SWEP.MicroT1Pos = Vector(-3.14, -3, 0.66)
- SWEP.MicroT1Ang = Vector(0, 0, 0)
- SWEP.EoTech553Pos = Vector(-3.145, -3, 0.405)
- SWEP.EoTech553Ang = Vector(0, 0, 0)
- SWEP.KR_CMOREPos = Vector(-3.13, -3, 0.48)
- SWEP.KR_CMOREAng = Vector(0, 0, 0)
- SWEP.FAS2AimpointPos = Vector(-3.135, -3, 0.735)
- SWEP.FAS2AimpointAng = Vector(0, 0, 0)
- SWEP.CSGOACOGPos = Vector(-3.13, -2, 0.507)
- SWEP.CSGOACOGAng = Vector(0, 0, 0)
- SWEP.NXSPos = Vector(-3.1456, -2, 0.5592)
- SWEP.NXSAng = Vector(0, 0, 0)
- SWEP.ShortDotPos = Vector(-3.14, -2, 0.5733)
- SWEP.ShortDotAng = Vector(0, 0, 0)
- SWEP.CustomizePos = Vector(3.72, 0, -0.801)
- SWEP.CustomizeAng = Vector(13.366, 22.513, 14.069)
- SWEP.AlternativePos = Vector(-.2, 0, -0.2)
- SWEP.AlternativeAng = Vector(0, 0, 0)
- SWEP.CustomizationMenuScale = 0.03
- SWEP.ViewModelMovementScale = 1
- SWEP.AttachmentModelsVM = {
- ["md_uecw_csgo_acog"] = { type = "Model", model = "models/gmod4phun/csgo/eq_optic_acog.mdl", bone = "base", rel = "", pos = Vector(0.045, -3, -0.357), angle = Angle(0, -90, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["md_nxs"] = { type = "Model", model = "models/cw2/attachments/l96_scope.mdl", bone = "base", rel = "", pos = Vector(-0.11, 4.675, 4.32), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["md_fas2_aimpoint"] = { type = "Model", model = "models/c_fas2_aimpoint.mdl", bone = "base", rel = "", pos = Vector(0, 5.3, 2.569), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["odec3d_cmore_kry"] = { type = "Model", model = "models/weapons/krycek/sights/odec3d_cmore_reddot.mdl", bone = "base", rel = "", pos = Vector(-0.08, 3.299, 3.349), angle = Angle(0, -90, 0), size = Vector(0.27, 0.27, 0.27), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["md_microt1kh"] = { type = "Model", model = "models/cw2/attachments/microt1.mdl", bone = "base", rel = "", pos = Vector(0, 2.599, 3.4), angle = Angle(0, 180, 0), size = Vector(0.379, 0.379, 0.379), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["md_shortdot"] = { type = "Model", model = "models/cw2/attachments/schmidt.mdl", bone = "base", rel = "", pos = Vector(-0.341, -1.8, -1.88), angle = Angle(0, -90, 0), size = Vector(0.899, 0.899, 0.899), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["md_fas2_eotech"] = { type = "Model", model = "models/c_fas2_eotech.mdl", bone = "base", rel = "", pos = Vector(0, 5.9, 2.799), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 0), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["rearsight"] = { type = "Model", model = "models/bunneh/rearsight.mdl", bone = "base", rel = "", pos = Vector(-2.271, -4.566, 4.375), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["frontsight"] = { type = "Model", model = "models/bunneh/frontsight.mdl", bone = "base", rel = "", pos = Vector(2.2, 32.338, 3.9), angle = Angle(0, 90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
- }
- SWEP.ACOGAxisAlign = {right = 0, up = 0, forward = 0}
- SWEP.NXSAlign = {right = 0, up = 0, forward = 0}
- SWEP.SchmidtShortDotAxisAlign = {right = 0, up = 0, forward = 0}
- function SWEP:RenderTargetFunc()
- if self.AimPos != self.IronsightPos then -- if we have a sight/scope equiped, hide the front and rar sights
- self.AttachmentModelsVM.frontsight.active = false
- self.AttachmentModelsVM.rearsight.active = false
- else
- self.AttachmentModelsVM.frontsight.active = true
- self.AttachmentModelsVM.rearsight.active = true
- end
- end
- end
- SWEP.MuzzleVelocity = 920 -- in meter/s
- SWEP.LuaViewmodelRecoil = true
- SWEP.FullAimViewmodelRecoil = false
- SWEP.LuaViewmodelRecoilOverride = true
- SWEP.CanRestOnObjects = true
- SWEP.BipodFireAnim = true
- SWEP.Chamberable = false
- SWEP.ADSFireAnim = true
- SWEP.BipodBGs = {main = 1, on = 1, off = 0}
- SWEP.Attachments = {[2] = {header = "Optic", offset = {400, -400}, atts = {"md_microt1kh","odec3d_cmore_kry","md_fas2_eotech","md_fas2_aimpoint","md_shortdot","md_uecw_csgo_acog","md_nxs"}},
- [1] = {header = "Bipod", offset = {-600, -200}, atts = {"bg_bipod"}},
- ["+reload"] = {header = "Ammo", offset = {-250, 250}, atts = {"am_magnum","am_matchgrade"}}}
- SWEP.Animations = {fire = {"fire"},
- reload = "reload",
- idle = "idle",
- draw = "draw"}
- SWEP.Sounds = { fire = {[1] = {time = .4, sound = "T50.BOLTUP"},
- [2] = {time = .5, sound = "T50.BOLTB"},
- [3] = {time = .72, sound = "T50.BOLTF"},
- [4] = {time = .82, sound = "T50.BOLTDOWN"}},
- draw = {[1] = {time = 0, sound = "T50.DRAW"}},
- reload = {[1] = {time = .05, sound = "T50.BOLTUP"},
- [2] = {time = .2, sound = "T50.BOLTB"},
- [3] = {time = .95, sound = "T50.MAGOUT"},
- [4] = {time = 2.15, sound = "T50.MAGIN"},
- [5] = {time = 2.9, sound = "T50.BOLTF"},
- [6] = {time = 3.05, sound = "T50.BOLTDOWN"}}}
- SWEP.LuaVMRecoilAxisMod = {vert = 1.5, hor = 3.5, roll = .25, forward = .5, pitch = 1.5}
- SWEP.SpeedDec = 40
- SWEP.Slot = 4
- SWEP.SlotPos = 0
- SWEP.OverallMouseSens = .8
- SWEP.NormalHoldType = "ar2"
- SWEP.RunHoldType = "passive"
- SWEP.FireModes = {"bolt"}
- SWEP.Base = "cw_base"
- SWEP.Category = "CW 2.0 - Khris"
- SWEP.Author = "Khris"
- SWEP.Contact = ""
- SWEP.Purpose = ""
- SWEP.Instructions = ""
- SWEP.ViewModelFOV = 75
- SWEP.AimViewModelFOV = 65
- SWEP.ViewModelFlip = false
- SWEP.ViewModel = "models/khrcw2/v_khri_t50.mdl"
- SWEP.WorldModel = "models/khrcw2/w_khri_t50.mdl"
- SWEP.Spawnable = true
- SWEP.AdminSpawnable = true
- SWEP.Primary.ClipSize = 5
- SWEP.Primary.DefaultClip = 5
- SWEP.Primary.Automatic = false
- SWEP.Primary.Ammo = ".338 Lapua"
- SWEP.FireDelay = 1.3
- SWEP.FireSound = "T50.FIRE"
- SWEP.Recoil = 3
- SWEP.HipSpread = 0.12
- SWEP.AimSpread = 0.0003
- SWEP.VelocitySensitivity = 2
- SWEP.MaxSpreadInc = 0.6
- SWEP.SpreadPerShot = 0.08
- SWEP.SpreadCooldown = 0.2
- SWEP.Shots = 1
- SWEP.Damage = 80
- SWEP.DeployTime = .6
- SWEP.ReloadSpeed = 1.1
- SWEP.ReloadTime = 3.5
- SWEP.ReloadTime_Empty = 3.5
- SWEP.ReloadHalt = 3.5
- SWEP.ReloadHalt_Empty = 3.5
- SWEP.Offset = {
- Pos = {
- Up = -.9,
- Right = 0,
- Forward = 0,
- },
- Ang = {
- Up = 0,
- Right = -10,
- Forward = 180,
- }
- }
- function SWEP:DrawWorldModel( )
- local hand, offset, rotate
- local pl = self:GetOwner()
- if IsValid( pl ) then
- local boneIndex = pl:LookupBone( "ValveBiped.Bip01_R_Hand" )
- if boneIndex then
- local pos, ang = pl:GetBonePosition( boneIndex )
- pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up
- ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up)
- ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right )
- ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward )
- self:SetRenderOrigin( pos )
- self:SetRenderAngles( ang )
- self:DrawModel()
- end
- else
- self:SetRenderOrigin( nil )
- self:SetRenderAngles( nil )
- self:DrawModel()
- end
- end
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