local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "FB Beryl 96"
SWEP.AbbrevName = "Beryl 96"
SWEP.Category = "Tactical RP"

SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "4Assault Rifle"

SWEP.Description = "Easy to handle rifle with low fire rate and recoil."
SWEP.Description_Quote = "Despite its looks, it is not an AK."

SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "FB \"Łucznik\" Radom"
SWEP.Trivia_Year = "1997"

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

SWEP.ViewModel = "models/weapons/tacint/v_ak47.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_ak47.mdl"

SWEP.Slot = 2

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 25,
		Damage_Min = 15,

		RecoilSpreadPenalty = 0.0015,
		RecoilKick = 2,
	},
	[PLUGIN.BALANCE_TTT] = {
		Damage_Max = 16,
		Damage_Min = 12,
		Range_Min = 400,
		Range_Max = 1800,
		RPM = 600,

		RecoilSpreadPenalty = 0.0025,

		BodyDamageMultipliers = {
			[HITGROUP_HEAD] = 2.5,
			[HITGROUP_CHEST] = 1.25,
			[HITGROUP_STOMACH] = 1,
			[HITGROUP_LEFTARM] = 0.9,
			[HITGROUP_RIGHTARM] = 0.9,
			[HITGROUP_LEFTLEG] = 0.75,
			[HITGROUP_RIGHTLEG] = 0.75,
			[HITGROUP_GEAR] = 0.9
		},
	},
	[PLUGIN.BALANCE_PVE] = {
		Damage_Max = 8,
		Damage_Min = 4,
	},
	[PLUGIN.BALANCE_OLDSCHOOL] = {
		RecoilMaximum = 20,
		RecoilSpreadPenalty = 0.003,
	}
}

-- "ballistics"

SWEP.Damage_Max = 20
SWEP.Damage_Min = 12
SWEP.Range_Min = 1000 -- distance for which to maintain maximum damage
SWEP.Range_Max = 3000 -- distance at which we drop to minimum damage
SWEP.Penetration = 7  -- units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.725

SWEP.BodyDamageMultipliers = {
	[HITGROUP_HEAD] = 5,
	[HITGROUP_CHEST] = 1,
	[HITGROUP_STOMACH] = 1.25,
	[HITGROUP_LEFTARM] = 1,
	[HITGROUP_RIGHTARM] = 1,
	[HITGROUP_LEFTLEG] = 0.85,
	[HITGROUP_RIGHTLEG] = 0.85,
	[HITGROUP_GEAR] = 0.9
}

SWEP.MuzzleVelocity = 25000

-- misc. shooting

SWEP.Firemodes = {
	2,
	1
}

SWEP.RPM = 600

SWEP.Spread = 0.003

SWEP.ShootTimeMult = 0.5

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 11
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 44
SWEP.RecoilFirstShotMult = 1

SWEP.RecoilVisualKick = 0.75

SWEP.RecoilKick = 4
SWEP.RecoilStability = 0.35

SWEP.RecoilSpreadPenalty = 0.0018
SWEP.HipFireSpreadPenalty = 0.025

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.65

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.35
SWEP.SprintToFireTime = 0.38

SWEP.Sway = 1
SWEP.ScopedSway = 0.175

-- hold types

SWEP.HoldType = "ar2"
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, -2, -4)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)

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

SWEP.SightAng = Angle(0.05, 0, 0)
SWEP.SightPos = Vector(-4.66, -7.5, -2.9)

SWEP.CorrectivePos = Vector(0, 0, -0.05)
SWEP.CorrectiveAng = Angle(0.75, 0.7, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = PLUGIN.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, -2, -6)
SWEP.HolsterAng = Angle(0, 0, 0)


SWEP.ClipSize = 30
SWEP.Ammo = "smg1"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/ak47.mdl"
SWEP.DropMagazineImpact = "metal"

SWEP.ReloadUpInTime = 1.65
SWEP.DropMagazineTime = 0.65

SWEP.FreeAimMaxAngle = 4.5

-- sounds

local path = "tacrp/weapons/ak47/ak47_"

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

SWEP.Vol_Shoot = 120
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_ak47"
SWEP.EjectEffect = 2

-- anims

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

-- attachments

SWEP.AttachmentElements = {
	["foldstock"] = {
		BGs_VM = {
			{ 1, 1 }
		},
		BGs_WM = {
			{ 1, 1 }
		}
	},
	["tactical"] = {
		BGs_VM = {
			{ 2, 1 }
		},
	},
}

SWEP.ProceduralIronFire = {
	vm_pos = Vector(0, -0.4, -0.3),
	vm_ang = Angle(0, 0.5, 0),
	t = 0.2,
	tmax = 0.2,
	bones = {
		{
			bone = "ValveBiped.bolt",
			pos = Vector(0, 0, -3),
			t0 = 0.01,
			t1 = 0.15,
		},
	},
}

SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = { "optic_cqb", "optic_medium", "optic_sniper" },
		Bone = "ValveBiped.AK47_rootbone",
		WMBone = "Box01",
		InstalledElements = { "tactical" },
		AttachSound = "tacrp/weapons/optic_on.wav",
		DetachSound = "tacrp/weapons/optic_off.wav",
		VMScale = 0.75,
		Pos_VM = Vector(-5.15, 0.15, 4),
		Ang_VM = Angle(90, 0, 0),
		Pos_WM = Vector(0, 3, 0.5),
		Ang_WM = Angle(0, -90, 0),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = { "silencer", "muzz_ak" },
		Bone = "ValveBiped.AK47_rootbone",
		WMBone = "Box01",
		AttachSound = "tacrp/weapons/silencer_on.wav",
		DetachSound = "tacrp/weapons/silencer_off.wav",
		Pos_VM = Vector(-3.2, 0.075, 27.6),
		Pos_WM = Vector(0, 28, -1.75),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, -90, 0),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "ValveBiped.AK47_rootbone",
		WMBone = "Box01",
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
		Pos_VM = Vector(-3.25, -0.1, 19),
		Pos_WM = Vector(0, 19, -2),
		Ang_VM = Angle(90, 0, -90),
		Ang_WM = Angle(0, -90, 180),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_foldstock", "acc_sling", "acc_duffle", "perk_extendedmag" },
		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_ak47.remove_clip", path .. "remove_clip.wav")
addsound("tacint_ak47.insert_clip", path .. "insert_clip.wav")
addsound("tacint_ak47.boltaction", path .. "boltaction.wav")
addsound("tacint_ak47.Buttstock_Back", path .. "buttstock_back.wav")
