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  1. SWEP.Base = "tfa_3dbash_base"
  2. SWEP.Category = "MW3 Sub-Machine Guns" --Category where you will find your weapons
  3. SWEP.Author = "Pacagma"
  4. SWEP.Contact = "Steam"
  5. SWEP.Purpose = ""
  6. SWEP.Instructions = ""
  7. SWEP.PrintName = "P90" -- Weapon name (Shown on HUD)
  8. SWEP.Manufacturer = "FN Herstal"
  9. SWEP.Slot = 4 -- Slot in the weapon selection menu
  10. SWEP.SlotPos = 3 -- Position in the slot
  11. SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
  12. SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
  13. SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
  14. SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
  15. SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
  16. SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
  17. SWEP.Spawnable = (TFA) and true or false -- INSTALL SHARED PARTS
  18. SWEP.AdminSpawnable = true --Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
  19. SWEP.DrawCrosshair = true -- Draw the crosshair?
  20. SWEP.DrawCrosshairIS = false --Draw the crosshair in ironsights?
  21. SWEP.Type = "Sub-Machine Gun"
  22.  
  23.  
  24. --[[WEAPON HANDLING]]--
  25. SWEP.Primary.Sound = Sound("P90FIRE") -- This is the sound of the weapon, when you shoot.
  26. SWEP.Primary.PenetrationMultiplier = 1 --Change the amount of something this gun can penetrate through
  27. SWEP.Primary.Damage = 42 -- Damage, in standard damage points.
  28. SWEP.Primary.DamageTypeHandled = true --true will handle damagetype in base
  29. SWEP.Primary.DamageType = DMG_BULLET --See DMG enum. This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. Leave nil to autodetect. DMG_AIRBOAT opens doors.
  30. SWEP.Primary.Force = nil --Force value, leave nil to autocalc
  31. SWEP.Primary.Knockback = 0 --Autodetected if nil; this is the velocity kickback
  32. SWEP.Primary.HullSize = 0 --Big bullets, increase this value. They increase the hull size of the hitscan bullet.
  33. SWEP.Primary.NumShots = 1 --The number of shots the weapon fires. SWEP.Shotgun is NOT required for this to be >1.
  34. SWEP.Primary.Automatic = true -- Automatic/Semi Auto
  35. SWEP.Primary.RPM = 857 -- This is in Rounds Per Minute / RPM
  36. SWEP.Primary.DryFireDelay = nil --How long you have to wait after firing your last shot before a dryfire animation can play. Leave nil for full empty attack length. Can also use SWEP.StatusLength[ ACT_VM_BLABLA ]
  37. SWEP.Primary.BurstDelay = nil -- Delay between bursts, leave nil to autocalculate
  38. SWEP.FiresUnderwater = true
  39.  
  40. local scope = {}
  41.  
  42. SWEP.ScopeReticule = ("scope/iw_scope_reticle")
  43. local rt
  44. if surface then
  45. rt = surface.GetTextureID("scope/iw_scope_reticle")
  46. end
  47.  
  48. SWEP.RTScopeAttachment = 1
  49. SWEP.ScopeAngleTransforms = {}
  50. SWEP.ScopeOverlayTransformMultiplier = 1
  51. SWEP.ScopeOverlayTransforms = {0, 0}
  52.  
  53. SWEP.RTMaterialOverride = -1 -- Take the material you want out of print(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
  54. SWEP.RTOpaque = true -- Do you want your render target to be opaque?
  55. SWEP.RTCode = nil
  56.  
  57. --Miscelaneous Sounds
  58. SWEP.IronInSound = Sound("") --Sound to play when ironsighting in? nil for default
  59. SWEP.IronOutSound = Sound("") --Sound to play when ironsighting out? nil for default
  60.  
  61. --Silencing
  62. SWEP.CanBeSilenced = true --Can we silence? Requires animations.
  63. SWEP.Silenced = false --Silenced by default?
  64.  
  65. -- Selective Fire Stuff
  66. SWEP.SelectiveFire = true --Allow selecting your firemode?
  67. SWEP.DisableBurstFire = true --Only auto/single?
  68. SWEP.OnlyBurstFire = false --No auto, only burst/single?
  69. SWEP.DefaultFireMode = "Auto" --Default to auto or whatev
  70. SWEP.FireModeName = nil --Change to a text value to override it
  71.  
  72. SWEP.FireModes = {
  73. "Auto",
  74. "Single"
  75. }
  76.  
  77. --Ammo Related
  78. SWEP.Primary.ClipSize = 50 -- This is the size of a clip
  79. SWEP.Primary.DefaultClip = 150 -- This is the number of bullets the gun gives you, counting a clip as defined directly above.
  80. SWEP.Primary.Ammo = "smg1" -- What kind of ammo. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun.
  81. SWEP.Primary.AmmoConsumption = 1 --Ammo consumed per shot
  82. --Pistol, buckshot, and slam like to ricochet. Use AirboatGun for a light metal peircing shotgun pellets
  83. SWEP.DisableChambering = true --Disable round-in-the-chamber
  84.  
  85. --Recoil Related
  86. SWEP.Primary.KickUp = .01 -- This is the maximum upwards recoil (rise)
  87. SWEP.Primary.KickDown = .01 -- This is the maximum downwards recoil (skeet)
  88. SWEP.Primary.KickHorizontal = 0.2 -- This is the maximum sideways recoil (no real term)
  89.  
  90. --Firing Cone Related
  91. SWEP.Primary.Spread = .1 --This is hip-fire acuracy. Less is more (1 is horribly awful, .0001 is close to perfect)
  92. SWEP.Primary.IronAccuracy = .0001 -- Ironsight accuracy, should be the same for shotguns
  93.  
  94. --Unless you can do this manually, autodetect it. If you decide to manually do these, uncomment this block and remove this line.
  95. SWEP.Primary.SpreadMultiplierMax = nil--How far the spread can expand when you shoot. Example val: 2.5
  96. SWEP.Primary.SpreadIncrement = nil --What percentage of the modifier is added on, per shot. Example val: 1/3.5
  97. SWEP.Primary.SpreadRecovery = nil --How much the spread recovers, per second. Example val: 3
  98.  
  99. --Range Related
  100. --SWEP.Primary.Range = 11750 * 4 / 3 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
  101. SWEP.Primary.Range = 3000 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
  102. SWEP.Primary.RangeFalloff = nil -- The percentage of the range the bullet damage starts to fall off at. Set to 0.8, for example, to start falling off after 80% of the range.
  103.  
  104. --Penetration Related
  105. SWEP.MaxPenetrationCounter = 4 --The maximum number of ricochets. To prevent stack overflows.
  106.  
  107. --Misc
  108. SWEP.IronRecoilMultiplier = 0.5 --Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
  109. SWEP.CrouchAccuracyMultiplier = 0.5 --Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
  110.  
  111. --Movespeed
  112. SWEP.MoveSpeed = 0.85 --Multiply the player's movespeed by this.
  113. SWEP.IronSightsMoveSpeed = 0.75 --Multiply the player's movespeed by this when sighting.
  114.  
  115. --[[VIEWMODEL]]--
  116. SWEP.ViewModel = "models/pacagma/mw3_p90/mw3_p90.mdl" --Viewmodel path
  117. SWEP.ViewModelFOV = 70 -- This controls how big the viewmodel looks. Less is more.
  118. SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
  119. SWEP.UseHands = true --Use gmod c_arms system.
  120. SWEP.VMPos = Vector(0,0,0) --The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
  121. SWEP.VMAng = Vector(0,0,0) --The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
  122. SWEP.VMPos_Additive = false --Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse
  123.  
  124.  
  125. SWEP.CanJam = false
  126.  
  127. --[[WORLDMODEL]]--
  128. SWEP.WorldModel = "models/pacagma/mw3_p90/mw3w_p90.mdl" -- Weapon world model path
  129. SWEP.HoldType = "ar2" -- This is how others view you carrying the weapon. Options include:
  130. -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
  131. -- You're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
  132. SWEP.Offset = {
  133. Pos = {
  134. Up = -3,
  135. Right = 1,
  136. Forward = 4,
  137. },
  138. Ang = {
  139. Up = 90,
  140. Right = 0,
  141. Forward = 189,
  142. },
  143. } --Procedural world model animation, defaulted for CS:S purposes.
  144. SWEP.ThirdPersonReloadDisable = false --Disable third person reload? True disables.
  145.  
  146. --[[HOLDTYPES]]--
  147.  
  148. --[[SCOPES]]--
  149. SWEP.IronSightsSensitivity = 1 --Useful for a RT scope. Change this to 0.25 for 25% sensitivity. This is if normal FOV compenstaion isn't your thing for whatever reason, so don't change it for normal scopes.
  150. SWEP.BoltAction = false --Unscope/sight after you shoot?
  151. SWEP.Scoped = false --Draw a scope overlay?
  152. SWEP.ScopeOverlayThreshold = 0.875 --Percentage you have to be sighted in to see the scope.
  153. SWEP.BoltTimerOffset = 0.25 --How long you stay sighted in after shooting, with a bolt action.
  154. SWEP.ScopeScale = 0.5 --Scale of the scope overlay
  155. SWEP.ReticleScale = 0.7 --Scale of the reticle overlay
  156.  
  157. --[[SHOTGUN CODE]]--
  158. SWEP.Shotgun = false --Enable shotgun style reloading.
  159. SWEP.ShotgunEmptyAnim = false --Enable emtpy reloads on shotguns?
  160. SWEP.ShotgunEmptyAnim_Shell = false --Enable insertion of a shell directly into the chamber on empty reload?
  161. SWEP.ShellTime = .35 -- For shotguns, how long it takes to insert a shell.
  162.  
  163. --[[IRONSIGHTS]]--
  164. SWEP.data = {}
  165. SWEP.data.ironsights = 1 --Enable Ironsights
  166. SWEP.IronSightTime = 0.2
  167.  
  168. SWEP.IronSightsPos = Vector(-3.29, -6.7, -0.29)
  169. SWEP.IronSightsAng = Vector(0, 0, 0)
  170. SWEP.IronSightsPos_ELO = Vector(-2.55, -2.01, -0.076)
  171. SWEP.IronSightsAng_ELO = Vector(0, 0, 0)
  172. SWEP.IronSightsPos_RFX = Vector(-2.557, -2.01, 0.479)
  173. SWEP.IronSightsAng_RFX = Vector(0, 0, 0)
  174. SWEP.IronSightsPos_REMS = Vector(-2.55, -2.01, 0.409)
  175. SWEP.IronSightsAng_REMS = Vector(0, 0, 0)
  176. SWEP.IronSightsPos_UDS = Vector(-2.552, -2.01, 0.402)
  177. SWEP.IronSightsAng_UDS = Vector(0, 0, 0)
  178. SWEP.IronSightsPos_RVS = Vector(-2.553, -2.01, 0.349)
  179. SWEP.IronSightsAng_RVS = Vector(0, 0, 0)
  180.  
  181.  
  182.  
  183.  
  184.  
  185.  
  186.  
  187. SWEP.Secondary.IronFOV = 70 -- How much you 'zoom' in. Less is more! Don't have this be <= 0. A good value for ironsights is like 70.
  188. SWEP.Secondary.ScopeZoom = 10 --IMPORTANT BIT
  189.  
  190. --[[SPRINTING]]--
  191.  
  192. SWEP.RunSprintPos = Vector(2.95, -3.057, -4.119)
  193. SWEP.RunSprintAng = Vector(-13.131, 33.537, -29.906)
  194.  
  195. --[[INSPECTION]]--
  196.  
  197. SWEP.InspectPos = Vector(4.221, -7.035, 1.003)
  198. SWEP.InspectAng = Vector(24.884, 36.583, 25.326)
  199. --Replace with a vector, in style of ironsights angle, to be used for inspection
  200.  
  201. --[[VIEWMODEL ANIMATION HANDLING]]--
  202. SWEP.AllowViewAttachment = true --Allow the view to sway based on weapon attachment while reloading or drawing, IF THE CLIENT HAS IT ENABLED IN THEIR CONVARS.
  203.  
  204. --[[VIEWMODEL BLOWBACK]]--
  205.  
  206. SWEP.BlowbackEnabled = false --Enable Blowback?
  207. SWEP.BlowbackVector = Vector(0, -1, 0) --Vector to move bone <or root> relative to bone <or view> orientation.
  208. SWEP.BlowbackCurrentRoot = 0 --Amount of blowback currently, for root
  209. SWEP.BlowbackCurrent = 0 --Amount of blowback currently, for bones
  210. SWEP.BlowbackBoneMods = nil
  211. SWEP.Blowback_Only_Iron = true --Only do blowback on ironsights
  212. SWEP.Blowback_PistolMode = false --Do we recover from blowback when empty?
  213. SWEP.Blowback_Shell_Enabled = false --Shoot shells through blowback animations
  214. SWEP.Blowback_Shell_Effect = "RifleShellEject"--Which shell effect to use
  215.  
  216. --[[ANIMATION]]--
  217. --Changes the status delay of a given animation; only used on reloads. Otherwise, use SequenceLengthOverride or one of the others
  218. SWEP.SequenceLengthOverride = {} --Changes both the status delay and the nextprimaryfire of a given animation
  219. SWEP.SequenceRateOverride = {} --Like above but changes animation length to a target
  220. SWEP.SequenceRateOverrideScaled = {} --Like above but scales animation length rather than being absolute
  221.  
  222. SWEP.ProceduralHoslterEnabled = nil
  223. SWEP.ProceduralHolsterTime = 0.3
  224. SWEP.ProceduralHolsterPos = Vector(3, 0, -5)
  225. SWEP.ProceduralHolsterAng = Vector(-40, -30, 10)
  226.  
  227. SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_HYBRID -- ANI = mdl, HYBRID = lua but continue idle, Lua = stop mdl animation
  228. SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_ANI -- ANI = mdl, HYBRID = ani + lua, Lua = lua only
  229. SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH --TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
  230. SWEP.Idle_Blend = 0.005 --Start an idle this far early into the end of a transition
  231. SWEP.Idle_Smooth = 0.05 --Start an idle this far early into the end of another animation
  232. --MDL Animations Below
  233. SWEP.SprintAnimation = {
  234. ["in"] = {
  235. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  236. ["value"] = "p90_sprint_in", --Number for act, String/Number for sequence
  237. ["is_idle"] = true,
  238. ["transition"] = true
  239. },
  240. ["loop"] = {
  241. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  242. ["value"] = "p90_sprint_loop", --Number for act, String/Number for sequence
  243. ["transition"] = true
  244. },
  245. ["out"] = {
  246. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  247. ["value"] = "p90_sprint_out", --Number for act, String/Number for sequence
  248. ["transition"] = true
  249. }
  250. }
  251. --[[EFFECTS]]--
  252.  
  253. --Attachments
  254. SWEP.MuzzleAttachment = 1 -- Should be "1" for CSS models or "muzzle" for hl2 models
  255. SWEP.ShellAttachment = 2 -- Should be "2" for CSS models or "shell" for hl2 models
  256. SWEP.MuzzleFlashEnabled = true --Enable muzzle flash
  257. SWEP.MuzzleAttachmentRaw = nil --This will override whatever string you gave. This is the raw attachment number. This is overridden or created when a gun makes a muzzle event.
  258. SWEP.MuzzleFlashEffect = "tfa_muzzleflash_pistol"
  259. SWEP.AutoDetectMuzzleAttachment = false --For multi-barrel weapons, detect the proper attachment?
  260. SWEP.SmokeParticle = nil --Smoke particle (ID within the PCF), defaults to something else based on holdtype; "" to disable
  261. SWEP.EjectionSmokeEnabled = false --Disable automatic ejection smoke
  262.  
  263. --Shell eject override
  264. --SWEP.ShellModel = "models/shell/50beowulf_shell.mdl" --In case you want custom shell models
  265. SWEP.LuaShellEject = false --Enable shell ejection through lua?
  266. SWEP.LuaShellEjectDelay = 0 --The delay to actually eject things
  267. SWEP.LuaShellEffect = "PistolShellEject" --The effect used for shell ejection; Defaults to that used for blowback
  268. SWEP.ShellScale = nil
  269.  
  270. --Tracer Stuff
  271. SWEP.TracerName = nil --Change to a string of your tracer name. Can be custom. There is a nice example at https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/base/entities/effects/tooltracer.lua
  272. SWEP.TracerCount = 2 --0 disables, otherwise, 1 in X chance
  273.  
  274. --Impact Effects
  275. SWEP.ImpactEffect = nil--Impact Effect
  276. SWEP.ImpactDecal = nil--Impact Decal
  277.  
  278. --[[RENDER TARGET]]--
  279.  
  280. --[[AKIMBO]]--
  281.  
  282. SWEP.Akimbo = false --Akimbo gun? Alternates between primary and secondary attacks.
  283. SWEP.AnimCycle = 0 -- Start on the right
  284.  
  285. SWEP.Primary.MaxAmmo = 240
  286. -- Max Ammo function
  287. function SWEP:NZMaxAmmo()
  288.  
  289. local ammo_type = self:GetPrimaryAmmoType() or self.Primary.Ammo
  290.  
  291. if SERVER then
  292. self.Owner:SetAmmo( self.Primary.MaxAmmo, ammo_type )
  293. end
  294. end
  295. -- PaP Function
  296. SWEP.NZPaPName = "TMI-4U"
  297. function SWEP:OnPaP()
  298. self.Ispackapunched = 1
  299. self.Primary.Damage = self.Primary.Damage*2
  300. self.Primary.ClipSize = 32
  301. self.Primary.MaxAmmo = 420
  302. self:ClearStatCache()
  303. return true
  304. end
  305.  
  306. SWEP.Attachments = {
  307. [2] = {
  308. header = "Attachments",
  309. offset = {0, 0},
  310. atts = {"iw_rvs", "iw_reflex", "iw_uds", "iw_rems", "iw_elo"}
  311. },
  312. [3] = {
  313. header = "Bullet Mods",
  314. offset = {0, 0},
  315. atts = {"iw_fmj", "iw_particleamp", "iw_hollowpoint"}
  316. },
  317. [4] = {
  318. header = "Gun Mods",
  319. offset = {0, 0},
  320. atts = {"iw_rapidfire", "iw_bigammo", "iw_longbarrel", "scope_zoom"}
  321. },
  322. [5] = {
  323. header = "Handling",
  324. offset = {0, 0},
  325. atts = {"iw_quickdraw", "iw_lightweight", "iw_stock"}
  326. }
  327. }
  328.  
  329. SWEP.AttachmentExclusions = {
  330. ["iw_bigammo"] = { [3] = "energy_ammo_upgrade"},
  331. ["energy_ammo_upgrade"] = { [4] = "iw_bigammo"}
  332. }
  333.  
  334.  
  335. SWEP.VElements = {
  336. ["iw_elo"] = { type = "Model", model = "models/attachments/elo/iw_elo_sight.mdl", bone = "tag_scopehinge", rel = "", pos = Vector(-5, 0, 2.596), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false},
  337. ["iw_reflex"] = { type = "Model", model = "models/attachments/iw_reflex/v_iw_reflex.mdl", bone = "tag_weapon", rel = "", pos = Vector(-5, 0, 2.5), angle = Angle(0, 0, 0), size = Vector(1.049, 1.049, 1.049), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  338. ["iw_rems"] = { type = "Model", model = "models/attachments/rems/raijin_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-5, 0, 2.5), angle = Angle(0, 0, 0), size = Vector(1.049, 1.049, 1.049), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  339. ["iw_uds"] = { type = "Model", model = "models/attachments/uds/udm_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-5, 0, 2.93), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  340. ["iw_rvs"] = { type = "Model", model = "models/attachments/rvs/rvn_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-5, 0, 3.5), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  341. ["iw_sup"] = { type = "Model", model = "models/attachments/suppressor/iw_suppressor.mdl", bone = "tag_weapon", rel = "", pos = Vector(7.8, 0, 1.399), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  342. ["rtcircle"] = { type = "Model", model = "models/rtcircle.mdl", bone = "j_scopehinge", rel = "", pos = Vector(-7.65, -0.983, 1.635), angle = Angle(180, 0, 180), size = Vector(0.4, 0.4, 0.4), color = Color(255, 255, 255, 255), surpresslightning = false, material = "!tfa_rtmaterial", skin = 0, bodygroup = {} }
  343. }
  344.  
  345. if not ATTACHMENT then
  346. ATTACHMENT = {}
  347. end
  348.  
  349. ATTACHMENT.Name = "Fast Mag"
  350. ATTACHMENT.Description = {TFA.AttachmentColors["="], "Fast Magazines",TFA.AttachmentColors["+"],"Faster Reloads"}
  351. ATTACHMENT.Icon = "entities/iw_fastmag.png" --Revers to label, please give it an icon though! This should be the path to a png, like "entities/tfa_ammo_match.png"
  352. ATTACHMENT.ShortName = "FASTMAG"
  353.  
  354. ATTACHMENT.WeaponTable = {
  355. ["Animations"] = {
  356. ["reload"] = {
  357. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  358. ["value"] = "reload_fast"
  359. },
  360. ["reload_empty"] = {
  361. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  362. ["value"] = "reload_empty_fast"
  363. },
  364. }
  365. }
  366.  
  367. if not TFA_ATTACHMENT_ISUPDATING then
  368. TFAUpdateAttachments()
  369. end
  370.  
  371. --[[MISC INFO FOR MODELERS]]--
  372. --[[
  373.  
  374. Used Animations (for modelers):
  375.  
  376. ACT_VM_DRAW - Draw
  377. ACT_VM_DRAW_EMPTY - Draw empty
  378. ACT_VM_DRAW_SILENCED - Draw silenced, overrides empty
  379.  
  380. ACT_VM_IDLE - Idle
  381. ACT_VM_IDLE_SILENCED - Idle empty, overwritten by silenced
  382. ACT_VM_IDLE_SILENCED - Idle silenced
  383.  
  384. ACT_VM_PRIMARYATTACK - Shoot
  385. ACT_VM_PRIMARYATTACK_EMPTY - Shoot last chambered bullet
  386. ACT_VM_PRIMARYATTACK_SILENCED - Shoot silenced, overrides empty
  387. ACT_VM_PRIMARYATTACK_1 - Shoot ironsights, overriden by everything besides normal shooting
  388. ACT_VM_DRYFIRE - Dryfire
  389.  
  390. ACT_VM_RELOAD - Reload / Tactical Reload / Insert Shotgun Shell
  391. ACT_SHOTGUN_RELOAD_START - Start shotgun reload, unless ACT_VM_RELOAD_EMPTY is there.
  392. ACT_SHOTGUN_RELOAD_FINISH - End shotgun reload.
  393. ACT_VM_RELOAD_EMPTY - Empty mag reload, chambers the new round. Works for shotguns too, where applicable.
  394. ACT_VM_RELOAD_SILENCED - Silenced reload, overwrites all
  395. basica
  396.  
  397. ACT_VM_HOLSTER - Holster
  398. ACT_VM_HOLSTER_SILENCED - Holster empty, overwritten by silenced
  399. ACT_VM_HOLSTER_SILENCED - Holster silenced
  400.  
  401. ]]--
  402. DEFINE_BASECLASS( SWEP.Base )
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