local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName                 = "HK HK417"
SWEP.AbbrevName                = "HK417"
SWEP.Category                  = "Tactical RP"

SWEP.SubCatTier                = "1Elite"
SWEP.SubCatType                = "6Precision Rifle"

SWEP.Description               =
"Battle rifle with superb damage, fire rate and precision. Capable of automatic fire, although it is very unstable."

SWEP.Trivia_Caliber            = "7.62x51mm"
SWEP.Trivia_Manufacturer       = "Heckler & Koch"
SWEP.Trivia_Year               = "2006"

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

SWEP.ViewModel                 = "models/weapons/tacint/v_hk417.mdl"
SWEP.WorldModel                = "models/weapons/tacint/w_hk417.mdl"

SWEP.Slot                      = 2

SWEP.BalanceStats              = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 38,
		Damage_Min = 25,
	},
	[PLUGIN.BALANCE_TTT] = {

		Description = "Battle rifle with high rate of fire.",

		Damage_Max = 28,
		Damage_Min = 20,
		Range_Min = 600,
		Range_Max = 2500,
		RPM = 360,

		RecoilResetInstant = true,
		RecoilResetTime = 0.15,
		RecoilDissipationRate = 12,
		RecoilMaximum = 9,
		RecoilSpreadPenalty = 0.01,

		BodyDamageMultipliers = {
			[HITGROUP_HEAD] = 3,
			[HITGROUP_CHEST] = 1.25,
			[HITGROUP_STOMACH] = 1,
			[HITGROUP_LEFTARM] = 0.75,
			[HITGROUP_RIGHTARM] = 0.75,
			[HITGROUP_LEFTLEG] = 0.5,
			[HITGROUP_RIGHTLEG] = 0.5,
			[HITGROUP_GEAR] = 0.5
		},
	},
	[PLUGIN.BALANCE_PVE] = {
		Damage_Max = 18,
		Damage_Min = 14,

		RecoilDissipationRate = 10,
		RecoilSpreadPenalty = 0.006,
	},
}

-- "ballistics"

SWEP.Damage_Max                = 42
SWEP.Damage_Min                = 35
SWEP.Range_Min                 = 1200 -- distance for which to maintain maximum damage
SWEP.Range_Max                 = 4200 -- distance at which we drop to minimum damage
SWEP.Penetration               = 12   -- units of metal this weapon can penetrate
SWEP.ArmorPenetration          = 0.875

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            = 29500

-- misc. shooting

SWEP.Firemodes                 = { 1, 2 }

SWEP.RPM                       = 700

SWEP.Spread                    = 0.0005

SWEP.ShootTimeMult             = 0.4

SWEP.RecoilResetInstant        = false
SWEP.RecoilPerShot             = 1
SWEP.RecoilMaximum             = 5
SWEP.RecoilResetTime           = 0.04
SWEP.RecoilDissipationRate     = 13
SWEP.RecoilFirstShotMult       = 0.75

SWEP.RecoilVisualKick          = 1.5
SWEP.RecoilKick                = 8
SWEP.RecoilStability           = 0.5

SWEP.RecoilSpreadPenalty       = 0.0065
SWEP.HipFireSpreadPenalty      = 0.06
SWEP.PeekPenaltyFraction       = 0.2

SWEP.CanBlindFire              = true

-- handling

SWEP.MoveSpeedMult             = 0.875
SWEP.ShootingSpeedMult         = 0.8
SWEP.SightedSpeedMult          = 0.6

SWEP.ReloadSpeedMult           = 0.4

SWEP.AimDownSightsTime         = 0.4
SWEP.SprintToFireTime          = 0.42

SWEP.Sway                      = 1.5
SWEP.ScopedSway                = 0.1

SWEP.FreeAimMaxAngle           = 5.5

-- 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, -5)

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(-4.495, -7.5, -4.17)

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

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

-- reload

SWEP.ClipSize                  = 20
SWEP.Ammo                      = "ar2"

SWEP.ReloadTimeMult            = 1
SWEP.DropMagazineModel         = "models/weapons/tacint/magazines/g36k.mdl"
SWEP.DropMagazineImpact        = "plastic"

SWEP.ReloadUpInTime            = 1.3
SWEP.DropMagazineTime          = 0.3

-- sounds

local path                     = "tacrp/weapons/hk417/"

SWEP.Sound_Shoot               = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced      = "tacrp/weapons/sg551/sg551_fire_silenced-1.wav"

SWEP.Vol_Shoot                 = 110
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 = {
	["fire_iron"] = "dryfire",
	["fire1"] = "fire1_M",
	["fire2"] = "fire2_M",
	["fire3"] = "fire3_M",
	["fire4"] = "fire4_M",
	["fire5"] = "fire5_M",
	["melee"] = { "melee1", "melee2" }
}

-- attachments

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


SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = { "optic_cqb", "optic_medium", "optic_sniper" },
		Bone = "ValveBiped._ROOT_HK417",
		InstalledElements = { "sights" },
		AttachSound = "tacrp/weapons/optic_on.wav",
		DetachSound = "tacrp/weapons/optic_off.wav",
		VMScale = 0.75,
		Pos_VM = Vector(-4.7, 0.6, 5),
		Pos_WM = Vector(10, 1.25, -6.25),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, 0, 180),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = "silencer",
		Bone = "ValveBiped._ROOT_HK417",
		AttachSound = "tacrp/weapons/silencer_on.wav",
		DetachSound = "tacrp/weapons/silencer_off.wav",
		Pos_VM = Vector(-2.9, 0.6, 24),
		Pos_WM = Vector(27, 1.25, -4.25),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, 0, 180),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "ValveBiped._ROOT_HK417",
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
		InstalledElements = { "tactical" },
		Pos_VM = Vector(-3, -0.35, 15),
		Pos_WM = Vector(19, 2.25, -4.4),
		Ang_VM = Angle(90, 0, -90),
		Ang_WM = Angle(0, 0, 90),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_foldstock2", "acc_extmag_rifle2", "acc_sling", "acc_duffle", "acc_bipod" },
		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_hk417.clip_out", path .. "clip_out.wav")
addsound("tacint_hk417.clip_in", path .. "clip_in.wav")
addsound("tacint_hk417.bolt_action", path .. "bolt_action.wav")
addsound("tacint_hk417.bolt_latch", path .. "bolt_latch.wav")
addsound("tacint_hk417.fire_select", path .. "fire_select.wav")
addsound("tacint_hk417.Buttstock_Back", path .. "buttstock_back.wav")
