local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "Skorpion vz. 61"
SWEP.AbbrevName = "Skorpion"
SWEP.Category = "Tactical RP"

SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "2Machine Pistol"

SWEP.Description = "Light machine pistol with good range, recoil and spread."

SWEP.Trivia_Caliber = ".32 ACP"
SWEP.Trivia_Manufacturer = "CZ Uherský Brod"
SWEP.Trivia_Year = "1963"

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

SWEP.ViewModel = "models/weapons/tacint/v_skorpion.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_skorpion.mdl"

SWEP.Slot = 1

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 18,
		Damage_Min = 10,
		ArmorPenetration = 0.6,

		RecoilKick = 1,

		ClipSize = 30,
		DefaultBodygroups = "0000",
	},
	[PLUGIN.BALANCE_TTT] = {
		Damage_Max = 9,
		Damage_Min = 5,
		Range_Min = 500,
		Range_Max = 2500,
		RPM = 850,

		ClipSize = 30,
		DefaultBodygroups = "0000",

		BodyDamageMultipliers = {
			[HITGROUP_HEAD] = 2,
			[HITGROUP_CHEST] = 1,
			[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 = 6,
		Damage_Min = 3,
	},
	[PLUGIN.BALANCE_OLDSCHOOL] = {
		RecoilMaximum = 10
	}
}

-- "ballistics"

SWEP.DefaultBodygroups = "0010"

SWEP.Damage_Max = 18
SWEP.Damage_Min = 9
SWEP.Range_Min = 400
SWEP.Range_Max = 2000
SWEP.Penetration = 4 -- units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.5
SWEP.ArmorBonus = 0.75

SWEP.MuzzleVelocity = 12500

SWEP.BodyDamageMultipliers = {
	[HITGROUP_HEAD] = 3,
	[HITGROUP_CHEST] = 1,
	[HITGROUP_STOMACH] = 1,
	[HITGROUP_LEFTARM] = 1,
	[HITGROUP_RIGHTARM] = 1,
	[HITGROUP_LEFTLEG] = 0.75,
	[HITGROUP_RIGHTLEG] = 0.75,
	[HITGROUP_GEAR] = 0.9
}

-- misc. shooting

SWEP.Firemodes = {
	2,
	1
}

SWEP.RPM = 850

SWEP.Spread = 0.009
SWEP.RecoilSpreadPenalty = 0.0014
SWEP.HipFireSpreadPenalty = 0.011

SWEP.ShootTimeMult = 0.5

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 9
SWEP.RecoilResetTime = 0.01
SWEP.RecoilDissipationRate = 40
SWEP.RecoilFirstShotMult = 1.25

SWEP.RecoilVisualKick = 0.5
SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.75

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.975
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.8

SWEP.ReloadSpeedMult = 0.6

SWEP.AimDownSightsTime = 0.275
SWEP.SprintToFireTime = 0.30

SWEP.Sway = 1
SWEP.ScopedSway = 0.3

SWEP.FreeAimMaxAngle = 3

-- hold types

SWEP.HoldType = "revolver"
SWEP.HoldTypeSprint = "normal"
SWEP.HoldTypeBlindFire = "pistol"

SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1

SWEP.PassiveAng = Angle(-2.5, -1, 0)
SWEP.PassivePos = Vector(0, -2, -4)

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

SWEP.BlindFireSuicideAng = Angle(-135, 0, 45)
SWEP.BlindFireSuicidePos = Vector(31, 25, -5)

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

SWEP.SightAng = Angle(-4.26, -1.025, 1)
SWEP.SightPos = Vector(-5.2, -5, -2.4)

SWEP.CorrectivePos = Vector(1.2, 0, -0.4)
SWEP.CorrectiveAng = Angle(5.5, -2.7, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = PLUGIN.HOLSTER_SLOT_PISTOL
SWEP.HolsterPos = Vector(0, 3, -4)
SWEP.HolsterAng = Angle(90, 0, 0)

-- reload

SWEP.ClipSize = 20
SWEP.Ammo = "pistol"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/skorpion.mdl"
SWEP.DropMagazineImpact = "pistol"

SWEP.ReloadUpInTime = 0.9
SWEP.DropMagazineTime = 0.2

-- sounds

local path = "TacRP/weapons/skorpion/"

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

SWEP.Vol_Shoot = 100
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_pistol"

-- anims

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

SWEP.ProceduralIronFire = {
	vm_pos = Vector(0, -0.3, -0.15),
	vm_ang = Angle(0, 0.5, 0),
	t = 0.1,
	tmax = 0.2,
	bones = {
		{
			bone = "bolt_handle",
			pos = Vector(0, 0, -3),
			t0 = 0,
			t1 = 0.1,
		},
		{
			bone = "ValveBiped.Bip01_R_Finger1",
			ang = Angle(0, -15, 0),
			t0 = 0,
			t1 = 0.2,
		},
		{
			bone = "ValveBiped.Bip01_R_Finger11",
			ang = Angle(-35, 0, 0),
			t0 = 0,
			t1 = 0.2,
		},
	},
}

-- attachments

SWEP.AttachmentElements = {
	["foldstock"] = {
		BGs_VM = {
			{ 1, 1 }
		},
		BGs_WM = {
			{ 1, 1 }
		}
	},
	["tactical"] = {
		BGs_VM = {
			{ 3, 1 }
		},
	},
	["smallmag"] = {
		BGs_VM = {
			{ 2, 1 }
		},
		BGs_WM = {
			{ 2, 1 }
		}
	},
}

SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = "optic_pistol",
		Bone = "Skorpion_ROOT",
		WMBone = "Bone02",
		AttachSound = "tacrp/weapons/optic_on.wav",
		DetachSound = "tacrp/weapons/optic_off.wav",
		VMScale = 1.2,
		WMScale = 1.2,
		Pos_VM = Vector(4.6, 0, 0.5),
		Ang_VM = Angle(90, 0, 180),
		Pos_WM = Vector(-12, 1.25, -5),
		Ang_WM = Angle(0, 0, 180),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = "silencer",
		Bone = "Skorpion_ROOT",
		WMBone = "Bone02",
		AttachSound = "TacRP/weapons/silencer_on.wav",
		DetachSound = "TacRP/weapons/silencer_off.wav",
		VMScale = 0.6,
		WMScale = 0.7,
		Pos_VM = Vector(3.75, -0.015, 14),
		Ang_VM = Angle(90, 0, 180),
		Pos_WM = Vector(1.5, 1.25, -4.3),
		Ang_WM = Angle(0, 0, 180),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "Skorpion_ROOT",
		WMBone = "Bone02",
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
		VMScale = 0.75,
		WMScale = 0.75,
		Pos_VM = Vector(3, 0, 8),
		Ang_VM = Angle(90, 0, 0),
		Pos_WM = Vector(-4, 1.25, -3.5),
		Ang_WM = Angle(0, 0, 0),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_foldstock", "acc_extmag_smg", "acc_holster" },
		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_pistol" },
		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_Skorpion.Clip_Out", path .. "clip_out-1.wav")
addsound("TacInt_Skorpion.Clip_In", path .. "clip_in-1.wav")
addsound("TacInt_Skorpion.bolt_action", path .. "bolt_action-1.wav")

addsound("TacInt_pdw.fire_select", "TacRP/weapons/pdw/fire_select-1.wav")
