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weapon_aks.as
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class weapon_aks : CBaseParanoiaWeapon{
weapon_aks(){
szVModel = "models/paranoia/v_aks.mdl";
szPModel = "models/paranoia/p_aks.mdl";
szWModel = "models/paranoia/w_aks.mdl";
szHUDModel = "sprites/paranoia/p_hud4.spr";
szShellModel = "models/paranoia/aks_shell.mdl";
szAnimation = "m16";
flDeploy = 0.89f;
flShock = 0.0f;
flReloadTime = 3.2f;
flIronReloadTime = 3.2f;
flPrimaryTime = 0.08f;
flSccenaryTime = 0.31f;
flIdleTime = 1.0f;
iDamage = 16;
iDefaultGive = 90;
iMaxAmmo1 = 120;
iMaxClip = 30;
iSlot = 3;
iPosition = 22;
iFlag = 0;
iWeight = 8;
iFOV = 70;
iMoveSpeed = 200;
iUnderWater = 1;
vecEjectOrigin = Vector(6, 18, -6);
vecIronEjectOrigin = Vector(6, 18, -6);
vecAccurency = VECTOR_CONE_2DEGREES;
vecIronAccurency = VECTOR_CONE_1DEGREES;
vec2XPunch = Vector2D(-1, 1);
vec2YPunch = Vector2D(-1, 1);
iDrawAnimation = 2;
iReloadAnimation = 1;
iIronReloadAnimation = 8;
iChangeAnimation = 5;
iReChangeAnimation = 6;
aryFireAnimation = {3};
aryIronFireAnimation = {7};
aryIdleAnimation = {0};
aryIronIdleAnimation = {4};
aryFireSound = {"weapons/paranoia/aks_fire1.wav", "weapons/paranoia/aks_fire2.wav", "weapons/paranoia/aks_fire3.wav"};
aryOtherSound = {"weapons/paranoia/aks_out.wav", "weapons/paranoia/aks_in.wav", "weapons/paranoia/aks_01.wav", "weapons/paranoia/aks_02.wav"};
}
}