AddCSLuaFile() PrecacheParticleSystem("mwb_muzzle_ar_6") PrecacheParticleSystem("mwb_suppressor_0") PrecacheParticleSystem("mwb_shell_eject") PrecacheParticleSystem("mw_fas2_muzzleflash_ar_smoke_barrel") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_falpha", "VGUI/entities/mg_falpha", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_ar_falpha") end SWEP.Base = "mg_base" SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vert_good_offset"} SWEP.PrintName = "FR 5.56" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Assault Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_falpha.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_falpha.mdl") SWEP.Slot = 2 SWEP.HoldType = "Rifle" SWEP.Trigger = { PressedSound = Sound("mw19.falpha.fire.first"), ReleasedSound = Sound("mw19.falpha.fire.disconnector"), Time = 0 } SWEP.Primary.Sound = Sound("mw19.falpha.fire") SWEP.Primary.Ammo = "Ar2" SWEP.Primary.ClipSize = 30 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 937 SWEP.CanChamberRound = true SWEP.ParticleEffects = { ["MuzzleFlash"] = "mwb_muzzle_ar_6", ["MuzzleFlash_Suppressed"] = "mwb_suppressor_0", ["Ejection"] = "mwb_shell_eject", } SWEP.Reverb = { RoomScale = 50000, --(cubic hu) --how big should an area be before it is categorized as 'outside'? Sounds = { Outside = { Layer = Sound("Atmo_AR.Outside"), Reflection = Sound("Reflection_AR.Outside") }, Inside = { Layer = Sound("Atmo_AR.Inside"), Reflection = Sound("Reflection_AR.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Automatic", OnSet = function() return "Firemode_Auto" end }, [2] = { Name = "Semi Auto", OnSet = function(self) self.Primary.Automatic = false self.Primary.BurstRounds = 1 return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "mw_fas2_muzzleflash_ar_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 45, TemperatureThreshold = 125, --temperature that triggers smoke TemperatureCooldown = 100 --degrees per second } SWEP.Cone = { Hip = 0.45, --accuracy while hip TacStance = 0.2, --accuracy in tac-stance Ads = 0, --accuracy while aiming Increase = 0.06, --increase cone size by this amount every time we shoot TacStanceMultiplier = 0.7, --multiply the increase value by this while in tac-stance AdsMultiplier = 0, --multiply the increase value by this amount while aiming Max = 1.7, --the cone size will not go beyond this size } SWEP.Recoil = { Vertical = {0.2, 0.45}, --random value between the 2 Horizontal = {-0.4, 0.7}, --random value between the 2 Shake = 1.75, --camera shake AdsMultiplier = 0.5, --multiply the values by this amount while aiming Seed = 489765, --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {21, 12}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range DropOffStartRange = 15, --in meters, damage will start dropping off after this range EffectiveRange = 35, --in meters, damage scales within this distance Range = 180, Tracer = false, --show tracer NumBullets = 1, --the amount of bullets to fire PhysicsMultiplier = 1, --damage is multiplied by this amount when pushing objects HeadshotMultiplier = 1, --this gets multiplied by 2 Penetration = { DamageMultiplier = 0.7, --how much damaged is multipled by when leaving a surface. MaxCount = 3, --how many times the bullet can penetrate. Thickness = 14, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { IdleSway = 0.1, FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 7 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0, 95, -90), Pos = Vector(-1.5,-7,-1) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, TacStance = { Angles = Angle(-0.3, 0.05, -45), Pos = Vector(-2, 0, 0) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, Inspection = { Bone = "tag_sling", X = { [0] = {Pos = Vector(0, 2, 2), Angles = Angle(30, 0, -30)}, [1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)} }, Y = { [0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)}, [1] = {Pos = Vector(3, 0, 3), Angles = Angle(10, -20, 0)} } } } SWEP.Shell = "mwb_shelleject_556" DEFINE_BASECLASS("mg_base") SWEP.b_WeirdBurst = false local hyperRPM = 1250 function SWEP:Think(fromFallback) if self.b_WeirdBurst && (self:GetSprayRounds() > 2 || self:GetSprayRounds() <= 0) then self.b_WeirdBurst = false local original = weapons.GetStored(self:GetClass()) self.Primary.RPM = original.Primary.RPM elseif self:GetSprayRounds() == 1 then self.b_WeirdBurst = true self.Primary.RPM = hyperRPM end BaseClass.Think(self, fromFallback) end