local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "HK M320"
SWEP.AbbrevName = "M320"
SWEP.Category = "Tactical RP (Special)"

SWEP.SubCatTier = "9Special"
SWEP.SubCatType = "6Launcher"

SWEP.Description = "Grenade launcher capable of firing a variety of payloads."

SWEP.Trivia_Caliber = "40mm Grenades"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2008"

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

SWEP.ViewModel = "models/weapons/tacint/v_m320.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_m320.mdl"

SWEP.NoRanger = true

SWEP.Slot = 4

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
	},
	[PLUGIN.BALANCE_TTT] = {
	},
}

-- "ballistics"

SWEP.Damage_Max = 150
SWEP.Damage_Min = 150
SWEP.Range_Max = 4000
SWEP.Range_Min = 1000

SWEP.ShootEnt = "tacrp_proj_40mm_he"
SWEP.ShootEntForce = 4000

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

SWEP.MuzzleVelocity = 7000

SWEP.Num = 1

-- misc. shooting

SWEP.Firemode = 1

SWEP.FiremodeName = "Single-Shot" -- only used externally for firemode name distinction

SWEP.RPM = 60

SWEP.Spread = 0.025

SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 2
SWEP.RecoilResetTime = 0.2   -- time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1 -- multiplier for the first shot's recoil amount

SWEP.RecoilVisualKick = 5
SWEP.RecoilVisualShake = 2

SWEP.RecoilKick = 15

SWEP.RecoilSpreadPenalty = 0 -- extra spread per one unit of recoil
SWEP.HipFireSpreadPenalty = 0.05

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.5
SWEP.SightedSpeedMult = 0.7

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.35
SWEP.SprintToFireTime = 0.35 -- multiplies how long it takes to recover from sprinting

SWEP.Sway = 1
SWEP.ScopedSway = 0.2

SWEP.FreeAimMaxAngle = 6

-- hold types

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

SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2

SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, -2, -6)

SWEP.BlindFireAng = Angle(0, 0, -30)
SWEP.BlindFirePos = Vector(1, -3, 0)

SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)

SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
SWEP.BlindFireSuicidePos = Vector(-3, 25, -19)

SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(4, 0, -4)

SWEP.SightAng = Angle(1.075, 7.1, 0)
SWEP.SightPos = Vector(-1.34, 0, -8.15)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = PLUGIN.HOLSTER_SLOT_GEAR
SWEP.HolsterPos = Vector(0, -2, -3)
SWEP.HolsterAng = Angle(0, -90, -25)

-- melee

SWEP.CanMeleeAttack = true

-- reload

SWEP.ClipSize = 1
SWEP.Ammo = "smg1_grenade"

-- sounds

local path = "TacRP/weapons/m320/"

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

SWEP.Vol_Shoot = 130
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_m79"

-- anims

SWEP.AnimationTranslationTable = {
	["deploy"] = "draw",
	["blind_idle"] = "idle",
	["blind_fire"] = "fire",
}

-- attachments

SWEP.AttachmentElements = {
	["foldstock"] = {
		BGs_VM = {
			{ 1, 1 }
		},
		BGs_WM = {
			{ 1, 1 }
		}
	},
	["3gl"] = {
		BGs_VM = {
			{ 2, 1 }
		},
	},
	["buck"] = {
		BGs_VM = {
			{ 2, 2 }
		},
	},
	["heat"] = {
		BGs_VM = {
			{ 2, 3 }
		},
	},
	["lvg"] = {
		BGs_VM = {
			{ 2, 4 }
		},
	},
	["smoke"] = {
		BGs_VM = {
			{ 2, 5 }
		},
	},
}

SWEP.Attachments = {
	[1] = {
		PrintName = "Ammo",
		Category = "ammo_40mm",
		AttachSound = "TacRP/weapons/m320/shell_in-1.wav",
		DetachSound = "TacRP/weapons/m320/shell_out-1.wav",
	},
	[2] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_foldstock2", "acc_holster" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[3] = {
		PrintName = "Perk",
		Category = { "perk", "perk_shooting", "perk_reload", "perk_melee" },
		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_m320.Tube_Open", path .. "tube_open-1.wav")
addsound("TacInt_m320.Tube_close", path .. "tube_close-1.wav")
addsound("TacInt_m320.shell_out", path .. "shell_out-1.wav")
addsound("TacInt_m320.shell_in", path .. "shell_in-1.wav")
addsound("TacInt_m320.buttstock_back", path .. "buttstock_back-1.wav")
addsound("TacInt_m320.sight_flipup", path .. "sight_flipup-1.wav")

SWEP.AutoSpawnable = false

if engine.ActiveGamemode() == "terrortown" then
	SWEP.AutoSpawnable = false
	SWEP.Kind = WEAPON_EQUIP
	SWEP.Slot = 6
	SWEP.CanBuy = { ROLE_TRAITOR }
	SWEP.EquipMenuData = {
		type = "Weapon",
		desc =
		"Low power grenade launcher. Variety of payload\noptions, but standard explosive grenades are weak.\nComes with 3 grenades.\n\nBEWARE: May be visible while holstered!",
	}

	function SWEP:TTTBought(buyer)
		buyer:GiveAmmo(2, "SMG1_Grenade")
	end
end
