local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "HK MP7"
SWEP.AbbrevName = "MP7"
SWEP.Category = "Tactical RP"

SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "3Submachine Gun"

SWEP.Description =
"PDW with superb handling and close range effectiveness.\nHigh velocity rounds retain effectiveness at range and pierces armor easily."

SWEP.Trivia_Caliber = "4.6x30mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2001"

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

SWEP.ViewModel = "models/weapons/tacint/v_mp7.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mp7.mdl"

SWEP.Slot = 2

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 14,
		Damage_Min = 10,
	},
	[PLUGIN.BALANCE_TTT] = {
		Damage_Max = 12,
		Damage_Min = 7,

		Range_Min = 1000,
		Range_Max = 2000,

		RPM = 750,

		BodyDamageMultipliers = {
			[HITGROUP_HEAD] = 2,
			[HITGROUP_CHEST] = 1,
			[HITGROUP_STOMACH] = 1,
			[HITGROUP_LEFTARM] = 1,
			[HITGROUP_RIGHTARM] = 1,
			[HITGROUP_LEFTLEG] = 0.75,
			[HITGROUP_RIGHTLEG] = 0.75,
			[HITGROUP_GEAR] = 0.9
		},
	},
	[PLUGIN.BALANCE_PVE] = {
		Damage_Max = 10,
		Damage_Min = 5,
		RPM = 800,

		RecoilSpreadPenalty = 0.003,
	},
	[PLUGIN.BALANCE_OLDSCHOOL] = {
		RecoilMaximum = 20,
		RecoilSpreadPenalty = 0.0035
	}
}

-- "ballistics"

SWEP.Damage_Max = 16
SWEP.Damage_Min = 12
SWEP.Range_Min = 800  -- distance for which to maintain maximum damage
SWEP.Range_Max = 3200 -- distance at which we drop to minimum damage
SWEP.Penetration = 10 -- units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.85
SWEP.ArmorBonus = 2

SWEP.MuzzleVelocity = 23500

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
}

-- misc. shooting

SWEP.Firemodes = {
	2,
	1
}

SWEP.RPM = 850

SWEP.Spread = 0.007

SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 11
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 33
SWEP.RecoilFirstShotMult = 1.5

SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 3
SWEP.RecoilStability = 0.5

SWEP.RecoilSpreadPenalty = 0.0018

SWEP.CanBlindFire = true

-- handling

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

SWEP.ReloadSpeedMult = 0.5

SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.28

SWEP.Sway = 0.75
SWEP.ScopedSway = 0.25

SWEP.FreeAimMaxAngle = 4

-- hold types

SWEP.HoldType = "smg"
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, -4, -5)

SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)

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

SWEP.SightAng = Angle(0.1, 1, 0)
SWEP.SightPos = Vector(-3.22, -2, -4.2)

SWEP.CorrectivePos = Vector(0.04, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)

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

-- reload

SWEP.ClipSize = 40
SWEP.Ammo = "smg1"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/mp7.mdl"
SWEP.DropMagazineImpact = "plastic"

SWEP.ReloadUpInTime = 1.2
SWEP.DropMagazineTime = 0.4

-- sounds

local path = "tacrp/weapons/mp7/mp7_"

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

SWEP.Vol_Shoot = 115
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"

-- anims

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

-- attachments

SWEP.AttachmentElements = {
	["foldstock"] = {
		BGs_VM = {
			{ 1, 1 }
		},
	},
	["optic"] = {
		BGs_VM = {
			{ 2, 1 }
		},
	},
	["rail"] = {
		BGs_VM = {
			{ 3, 1 }
		},
	},
}

SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = { "optic_cqb", "optic_medium" },
		Bone = "ValveBiped.mp7_rootbone",
		AttachSound = "tacrp/weapons/optic_on.wav",
		DetachSound = "tacrp/weapons/optic_off.wav",
		InstalledElements = { "optic" },
		Pos_VM = Vector(-4.25, 0, 1.5),
		Pos_WM = Vector(4, 1.5, -6),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, -3.5, 180),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = "silencer",
		Bone = "ValveBiped.mp7_rootbone",
		AttachSound = "tacrp/weapons/silencer_on.wav",
		DetachSound = "tacrp/weapons/silencer_off.wav",
		VMScale = 0.8,
		Pos_VM = Vector(-2.25, 0.1, 11.75),
		Pos_WM = Vector(18, 2.25, -4.25),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, -3.5, 180),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "ValveBiped.mp7_rootbone",
		AttachSound = "tacrp/weapons/flashlight_on.wav",
		DetachSound = "tacrp/weapons/flashlight_off.wav",
		InstalledElements = { "rail" },
		Pos_VM = Vector(-2.2, -0.5, 5),
		Pos_WM = Vector(10, 1.3, -4),
		Ang_VM = Angle(90, 0, -90),
		Ang_WM = Angle(0, -3.5, -90),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "acc_foldstock2", "acc_sling", "acc_duffle", "acc_extmag_smg" },
		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",
	},
	[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",
	}
}

local function addsound(name, spath)
	sound.Add({
		name = name,
		channel = 16,
		volume = 1.0,
		sound = spath
	})
end

local path_mp5 = "tacrp/weapons/mp5/mp5_"

addsound("tacint_mp7.remove_clip", path .. "remove_clip.wav")
addsound("tacint_mp7.insert_clip", path .. "insert_clip.wav")
addsound("tacint_mp7.bolt_action", path .. "bolt_action.wav")
addsound("tacint_mp7.forearm_deploy", path .. "forearm_deploy.wav")
addsound("tacint_mp5.fire_select", {
	path_mp5 .. "fire_select-1.wav",
	path_mp5 .. "fire_select-2.wav",
	path_mp5 .. "fire_select-3.wav",
})
