AddCSLuaFile() PrecacheParticleSystem("mwb_muzzle_dmr_0") PrecacheParticleSystem("mwb_suppressor_0") PrecacheParticleSystem("mwb_shell_eject") include("animations.lua") include("customization.lua") if CLIENT then killicon.Add( "mg_kilo98", "VGUI/entities/mg_kilo98", Color(255, 0, 0, 255)) SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_kilo98") end SWEP.Base = "mg_base" SWEP.PrintName = "Kar98k" SWEP.Category = "Modern Warfare" SWEP.SubCategory = "Marksman Rifles" SWEP.Spawnable = true SWEP.VModel = Model("models/viper/mw/weapons/v_kilo98.mdl") SWEP.WorldModel = Model("models/viper/mw/weapons/w_kilo98.mdl") SWEP.Slot = 3 SWEP.HoldType = "BoltAction" SWEP.Primary.Sound = Sound("mw19.kilo98.fire") SWEP.Primary.Ammo = "357" SWEP.Primary.ClipSize = 5 SWEP.Primary.Automatic = true SWEP.Primary.BurstRounds = 1 SWEP.Primary.BurstDelay = 0 SWEP.Primary.RPM = 200 SWEP.CanChamberRound = false SWEP.CanDisableAimReload = false SWEP.ReloadRechambers = true SWEP.Projectile = { Class = "mg_sniper_bullet", --bullet entity class Speed = 27000, Gravity = 8, Penetrate = true } SWEP.ParticleEffects = { ["MuzzleFlash"] = "mwb_muzzle_dmr_0", ["MuzzleFlash_DB"] = "AC_muzzle_shotgun_db", ["MuzzleFlash_Suppressed"] = "mwb_suppressor_0", ["Ejection"] = "mwb_shell_eject", ["Overheating"] = "AC_muzzle_pistol_smoke_barrel", } SWEP.Reverb = { RoomScale = 50000, --(cubic hu) --how big should an area be before it is categorized as 'outside'? Sounds = { Outside = { Layer = Sound("Atmo_DMR.Outside"), Reflection = Sound("Reflection_Shotgun.Outside") }, Inside = { Layer = Sound("Atmo_Shotgun.Inside"), Reflection = Sound("Reflection_Shotgun.Inside") } } } SWEP.Firemodes = { [1] = { Name = "Bolt Action", OnSet = function(self) self.Primary.Automatic = false return "Firemode_Semi" end }, } SWEP.BarrelSmoke = { Particle = "AC_muzzle_minigun_smoke_barrel", Attachment = "muzzle", ShotTemperatureIncrease = 75, TemperatureThreshold = 100, --temperature that triggers smoke TemperatureCooldown = 65 --degrees per second } SWEP.Cone = { Hip = 1, --accuracy while hip TacStance = 0.2, --accuracy in tac-stance Ads = 0, --accuracy while aiming Increase = 0.1, --increase cone size by this amount every time we shoot TacStanceMultiplier = 1, --multiply the increase value by this while in tac-stance AdsMultiplier = 0, --multiply the increase value by this amount while aiming Max = 2.5, --the cone size will not go beyond this size } SWEP.Recoil = { Vertical = {7, 10}, --random value between the 2 Horizontal = {-4.75, 4.75}, --random value between the 2 Shake = 3, --camera shake AdsMultiplier = 0.05, --multiply the values by this amount while aiming Seed = 4253452354, --give this a random number until you like the current recoil pattern } SWEP.Bullet = { Damage = {120, 60}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range EffectiveRange = 200, --in meters, damage scales within this distance DropOffStartRange = 30, Range = 300, --in meters, after this distance the bullet stops existing Tracer = false, --show tracer NumBullets = 1, --the amount of bullets to fire PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects HeadshotMultiplier = 2, Penetration = { DamageMultiplier = 0.85, --how much damaged is multipled by when leaving a surface. MaxCount = 6, --how many times the bullet can penetrate. Thickness = 25, --in hu, how thick an obstacle has to be to stop the bullet. } } SWEP.Zoom = { IdleSway = 0.15, FovMultiplier = 0.95, ViewModelFovMultiplier = 1, Blur = { EyeFocusDistance = 10 } } SWEP.WorldModelOffsets = { Bone = "tag_sling", Angles = Angle(0,100,-90), Pos = Vector(-1,-1,4) } SWEP.ViewModelOffsets = { Aim = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, TacStance = { Angles = Angle(-0.3, 0.05, -45), Pos = Vector(-1.5, 2, -1.5) }, Idle = { Angles = Angle(0, 0, 0), Pos = Vector(0, 0, 0) }, Inspection = { Bone = "tag_sling", X = { [0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 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(4, 0, 1.5), Angles = Angle(10, -20, 0)} } }, RecoilMultiplier = 1.75, KickMultiplier = 1.3, AimKickMultiplier = 0 } SWEP.Shell = "mwb_shelleject_308" DEFINE_BASECLASS(SWEP.Base) local excludedAtts = {"weapon_vm_scope_kilo98", "att_vm_scope_vz_kilo98", "att_vm_scope_kilo98"} function SWEP:PostAttachment(att) BaseClass.PostAttachment(self, att) if (!self:HasAttachment("attachment_vm_sn_kilo98_nostrip")) then if (att.Category == "Sights") then if (!table.HasValue(excludedAtts, att.ClassName)) then self.Animations.Reload_Loop = nil self.Animations.Reload_End = nil self.Animations.Reload_Start = nil end end end end