local PLUGIN = PLUGIN

SWEP.Base = "exp_tacrp_base"
SWEP.Spawnable = true

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "FN P90"
SWEP.AbbrevName = "P90"
SWEP.Category = "Tactical RP"

SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "3Submachine Gun"

SWEP.Description =
"Bullpup PDW with a generous top-loaded magazine and controllable spread. Perfect for rushing bombsites.\nHigh velocity rounds retain effectiveness at range and pierces armor easily."

SWEP.Trivia_Caliber = "5.7x28mm"
SWEP.Trivia_Manufacturer = "FN Herstal"
SWEP.Trivia_Year = "1990"

SWEP.Faction = PLUGIN.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"

SWEP.ViewModel = "models/weapons/tacint/v_p90.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_p90.mdl"

SWEP.Slot = 2

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 12,
		Damage_Min = 10,

		RecoilKick = 2,
	},
	[PLUGIN.BALANCE_TTT] = {
		Damage_Max = 10,
		Damage_Min = 8,
		Range_Min = 1000,
		Range_Max = 2000,

		RPM = 800,

		BodyDamageMultipliers = {
			[HITGROUP_HEAD] = 2,
			[HITGROUP_CHEST] = 1,
			[HITGROUP_STOMACH] = 1,
			[HITGROUP_LEFTARM] = 1,
			[HITGROUP_RIGHTARM] = 1,
			[HITGROUP_LEFTLEG] = 0.75,
			[HITGROUP_RIGHTLEG] = 0.75,
			[HITGROUP_GEAR] = 0.9
		},
	},
	[PLUGIN.BALANCE_PVE] = {
		Damage_Max = 9,
		Damage_Min = 7,
	},
	[PLUGIN.BALANCE_OLDSCHOOL] = {
		RecoilSpreadPenalty = 0.0025,
		RecoilMaximum = 25
	}
}

-- "ballistics"

SWEP.Damage_Max = 15
SWEP.Damage_Min = 12
SWEP.Range_Min = 1000 -- distance for which to maintain maximum damage
SWEP.Range_Max = 3500 -- distance at which we drop to minimum damage
SWEP.Penetration = 10 -- units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.875
SWEP.ArmorBonus = 2

SWEP.BodyDamageMultipliers = {
	[HITGROUP_HEAD] = 3,
	[HITGROUP_CHEST] = 1,
	[HITGROUP_STOMACH] = 1.25,
	[HITGROUP_LEFTARM] = 1,
	[HITGROUP_RIGHTARM] = 1,
	[HITGROUP_LEFTLEG] = 0.9,
	[HITGROUP_RIGHTLEG] = 0.9,
	[HITGROUP_GEAR] = 0.9
}

SWEP.MuzzleVelocity = 25000

-- misc. shooting

SWEP.Firemodes = {
	2,
	1
}

SWEP.RPM = 850

SWEP.Spread = 0.008

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 20
SWEP.RecoilResetTime = 0.05
SWEP.RecoilDissipationRate = 45
SWEP.RecoilFirstShotMult = 2

SWEP.RecoilVisualKick = 0.75

SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.1

SWEP.RecoilSpreadPenalty = 0.0014

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.7

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.35
SWEP.SprintToFireTime = 0.375

SWEP.Sway = 0.75
SWEP.ScopedSway = 0.25

SWEP.FreeAimMaxAngle = 3

-- hold types

SWEP.HoldType = "smg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false

SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1

SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -4, -5)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)

SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)

SWEP.SightAng = Angle(0.01, 0, 0)
SWEP.SightPos = Vector(-3.705, -15, -4.6)

SWEP.CorrectivePos = Vector(0.02, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = PLUGIN.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 6, -6)
SWEP.HolsterAng = Angle(0, 0, 0)

-- reload

SWEP.ClipSize = 50
SWEP.Ammo = "smg1"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/p90.mdl"
SWEP.DropMagazineImpact = "plastic"

SWEP.ReloadUpInTime = 1.85
SWEP.DropMagazineTime = 0.55

-- sounds

local path = "tacrp/weapons/p90/"

SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"

SWEP.Vol_Shoot = 115
SWEP.ShootPitchVariance = 2.5 -- amount to vary pitch by each shot

-- effects

-- the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
-- ditto for shell
SWEP.QCA_Eject = 2

SWEP.MuzzleEffect = "muzzleflash_smg"
SWEP.EjectEffect = 2

-- anims

SWEP.AnimationTranslationTable = {
	["fire_iron"] = "dryfire",
	["fire1"] = "fire1_M",
	["fire2"] = "fire2_M",
	["fire3"] = "fire3_M",
	["fire4"] = "fire4_M",
	["fire5"] = "fire5_M",
	["melee"] = { "melee1", "melee2" }
}

-- attachments

SWEP.AttachmentElements = {
	["optic"] = {
		BGs_VM = {
			{ 1, 1 }
		},
	},
}

SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = { "optic_cqb", "optic_medium", "optic_sniper" },
		Bone = "p90_ROOT",
		AttachSound = "tacrp/weapons/optic_on.wav",
		DetachSound = "tacrp/weapons/optic_off.wav",
		InstalledElements = { "optic" },
		Pos_VM = Vector(-5.2, 0, 6.5),
		Pos_WM = Vector(8, 1.5, -7),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, -3.5, 180),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = "silencer",
		Bone = "p90_ROOT",
		AttachSound = "tacrp/weapons/silencer_on.wav",
		DetachSound = "tacrp/weapons/silencer_off.wav",
		Pos_VM = Vector(-1.85, 0, 14),
		Pos_WM = Vector(16, 2.25, -3.5),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, -3.5, 180),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "p90_ROOT",
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
		InstalledElements = { "rail" },
		Pos_VM = Vector(-4.35, -0.6, 7.6),
		Pos_WM = Vector(10, 1.3, -4),
		Ang_VM = Angle(90, 0, -90),
		Ang_WM = Angle(0, -3.5, -90),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_sling", "acc_duffle", "acc_extmag_smg" },
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
	},
	[5] = {
		PrintName = "Bolt",
		Category = { "bolt_automatic" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[6] = {
		PrintName = "Trigger",
		Category = { "trigger_auto" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[7] = {
		PrintName = "Ammo",
		Category = { "ammo_rifle" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[8] = {
		PrintName = "Perk",
		Category = { "perk", "perk_melee", "perk_shooting", "perk_reload" },
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
	},
}

local function addsound(name, spath)
	sound.Add({
		name = name,
		channel = 16,
		volume = 1.0,
		sound = spath
	})
end

addsound("tacint_p90.Clip_Out", path .. "clip_out.wav")
addsound("tacint_p90.Clip_In", path .. "clip_in.wav")
addsound("tacint_p90.Clip_slap", path .. "clip_slap.wav")
addsound("tacint_p90.bolt_release", path .. "bolt_release.wav")
addsound("tacint_p90.bolt_back", path .. "bolt_back.wav")
addsound("tacint_p90.bolt_forward", path .. "bolt_forward.wav")
addsound("tacint_p90.fire_select", path .. "fire_select.wav")
addsound("tacint_p90.mag_release", path .. "mag_release.wav")
