local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "RPG-7"
SWEP.Category = "Tactical RP (Special)"

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

SWEP.Description = "Soviet rocket launcher with powerful explosion.\nSafety fuse prevents point blank detonations."

SWEP.Trivia_Caliber = "40mm Rockets"
SWEP.Trivia_Manufacturer = "NPO Bazalt"
SWEP.Trivia_Year = "1961"

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

SWEP.ViewModel = "models/weapons/tacint/v_rpg7.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_rpg7.mdl"

SWEP.NoRanger = true

SWEP.Slot = 2
SWEP.SlotAlt = 4

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

-- "ballistics"

SWEP.Damage_Max = 200 -- just to fool the ratings
SWEP.Damage_Min = 200
SWEP.Range_Max = 7000
SWEP.Range_Min = 4000

SWEP.ShootEnt = "tacrp_proj_rpg7"
SWEP.ShootEntForce = 6000

SWEP.Num = 1

-- misc. shooting

SWEP.Firemode = 1

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

SWEP.RPM = 60

SWEP.Spread = 0.01

SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
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 = 0.2

SWEP.RecoilKick = 0

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

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.8
SWEP.ShootingSpeedMult = 0.25
SWEP.SightedSpeedMult = 0.5

SWEP.ReloadSpeedMult = 0.2

SWEP.AimDownSightsTime = 0.6
SWEP.SprintToFireTime = 0.8 -- multiplies how long it takes to recover from sprinting

-- hold types

SWEP.HoldType = "rpg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "ar2"

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

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

SWEP.BlindFireSuicideAng = Angle(0, 125, 0)
SWEP.BlindFireSuicidePos = Vector(-2, 25, -24)

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

SWEP.SightAng = Angle(0.03, -0.4, 0)
SWEP.SightPos = Vector(-3.57, -6.5, -5.1)

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

-- sway

SWEP.Sway = 3
SWEP.ScopedSway = 0.25

SWEP.FreeAimMaxAngle = 10

-- melee

SWEP.CanMeleeAttack = false

-- reload

SWEP.ClipSize = 1
SWEP.Ammo = "rpg_round"

SWEP.BulletBodygroups = {
	[1] = { 5, 1 }
}

-- sounds

local path = "TacRP/weapons/rpg7/"

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_1"

-- anims

SWEP.AnimationTranslationTable = {
	["deploy"] = "draw",
	["blind_fire"] = "aimed_fire",
	["blind_idle"] = "aimed_idle",
}

-- attachments

SWEP.Attachments = {
	[1] = {
		PrintName = "Ammo",
		Category = { "ammo_rpg" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[2] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_duffle", "acc_sling" },
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
	},
	[3] = {
		PrintName = "Perk",
		Category = { "perk", "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_rpg7.jingle", path .. "handling-1.wav")
addsound("TacInt_rpg7.insert_rocket", path .. "insert_rocket.wav")
addsound("TacInt_rpg7.flipup_sight", path .. "flipup_sight.wav")

if engine.ActiveGamemode() == "terrortown" then
	SWEP.AutoSpawnable = false
	SWEP.Kind          = WEAPON_EQUIP
	SWEP.Slot          = 6
	SWEP.CanBuy        = { ROLE_TRAITOR }
	SWEP.LimitedStock  = true
	SWEP.EquipMenuData = {
		type = "Weapon",
		desc =
		"Rocket launcher. Can't explode at point blank.\nComes with 2 rockets.\n\nBEWARE: May be visible while holstered!",
	}

	function SWEP:TTTBought(buyer)
		buyer:GiveAmmo(1, "RPG_Round")
	end
end
