local PLUGIN = PLUGIN

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

AddCSLuaFile()

-- names and stuff
SWEP.PrintName = "HK MG4"
SWEP.AbbrevName = "MG4"
SWEP.Category = "Tactical RP"

SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "4Machine Gun"

SWEP.Description = "Machine gun with huge volume of fire, but is difficult to use without bipod deployed."

SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2005"

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

SWEP.ViewModel = "models/weapons/tacint/v_mg4.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mg4.mdl"

SWEP.Slot = 2
SWEP.SlotAlt = 3

SWEP.BalanceStats = {
	[PLUGIN.BALANCE_SBOX] = {
		Damage_Max = 28,
		Damage_Min = 22,

		ClipSize = 75,
	},
	[PLUGIN.BALANCE_TTT] = {

		Description = "Machine gun with high damage but very low mobility.",

		Damage_Max = 20,
		Damage_Min = 12,
		Range_Min = 750,
		Range_Max = 3000,
		ClipSize = 75,

		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 = 19,
		Damage_Min = 14,

		ClipSize = 100,
	},
	[PLUGIN.BALANCE_OLDSCHOOL] = {
		Description = "Balanced light machine gun that can put down some serious firepower.",
		ClipSize = 75,
		RecoilSpreadPenalty = 0.0013,
		ReloadTimeMult = 1.1
	}
}

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

-- "ballistics"

SWEP.Damage_Max = 35
SWEP.Damage_Min = 25
SWEP.Range_Min = 1200
SWEP.Range_Max = 4000
SWEP.Penetration = 10
SWEP.ArmorPenetration = 0.8

SWEP.MuzzleVelocity = 17500

-- misc. shooting

SWEP.Firemode = 2

SWEP.RPM = 750

SWEP.Spread = 0.01

SWEP.ShootTimeMult = 0.5

SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 25
SWEP.RecoilResetTime = 0.15
SWEP.RecoilDissipationRate = 40
SWEP.RecoilFirstShotMult = 2

SWEP.RecoilVisualKick = 1

SWEP.RecoilKick = 5

SWEP.HipFireSpreadPenalty = 0.025
SWEP.RecoilSpreadPenalty = 0.0009
SWEP.PeekPenaltyFraction = 0.125

SWEP.CanBlindFire = true

-- handling

SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.4
SWEP.SightedSpeedMult = 0.5

SWEP.ReloadSpeedMult = 0.1
SWEP.ReloadSpeedMultTime = 1

SWEP.AimDownSightsTime = 0.5
SWEP.SprintToFireTime = 0.5

SWEP.Sway = 2
SWEP.ScopedSway = 0.75

SWEP.FreeAimMaxAngle = 7

SWEP.Bipod = true
SWEP.BipodRecoil = 0.35
SWEP.BipodKick = 0.25

-- 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, -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(-0.11, -0.6, 0)
SWEP.SightPos = Vector(-4.55, -7.5, -3.7)

SWEP.CorrectivePos = Vector(0.025, 0, 0.125)
SWEP.CorrectiveAng = Angle(0, 0, 0)

SWEP.HolsterVisible = true
SWEP.HolsterSlot = PLUGIN.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)

-- reload

SWEP.ClipSize = 100
SWEP.Ammo = "ar2"

SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/mg4.mdl"
SWEP.DropMagazineImpact = "metal"

SWEP.ReloadUpInTime = 3.5
SWEP.DropMagazineTime = 0.7

SWEP.BulletBodygroups = {
	[1] = { 5, 0 },
	[2] = { 5, 1 },
	[3] = { 5, 2 },
	[4] = { 5, 3 },
	[5] = { 5, 4 },
	[6] = { 5, 5 },
	[7] = { 5, 6 },
}
SWEP.DefaultBodygroups = "000007"

-- sounds

local path = "TacRP/weapons/mg4/"

SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = "TacRP/weapons/g36k/g36k_fire_silenced-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_minimi"
SWEP.EjectEffect = 2

-- anims

SWEP.AnimationTranslationTable = {
	["fire_iron"] = { "fire4_M", "fire3_M", "fire2_M", "fire1_M" },
	["fire1"] = "fire1_L",
	["fire2"] = "fire2_L",
	["fire3"] = "fire3_L",
	["fire4"] = "fire4_L",
	["fire5"] = "fire5_L",
	["melee"] = { "melee1", "melee2" }
}

-- attachments

SWEP.AttachmentElements = {
	["sights"] = {
		BGs_VM = {
			{ 1, 1 }
		},
		BGs_WM = {
			{ 1, 1 }
		},
	},
	["extendedbelt"] = {
		BGs_VM = {
			{ 2, 1 }
		},
	},
	["bipod"] = {
		BGs_VM = {
			{ 3, 1 }
		},
		BGs_WM = {
			{ 3, 1 }
		},
	},
}

-- ValveBiped.MG4_root

SWEP.Attachments = {
	[1] = {
		PrintName = "Optic",
		Category = { "optic_cqb", "optic_medium" },
		Bone = "ValveBiped.feed_cover",
		InstalledElements = { "sights" },
		AttachSound = "TacRP/weapons/optic_on.wav",
		DetachSound = "TacRP/weapons/optic_off.wav",
		VMScale = 1.1,
		Pos_VM = Vector(-0.75, 0, -3),
		Pos_WM = Vector(8, 1.15, -7),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, 0, 180),
	},
	[2] = {
		PrintName = "Muzzle",
		Category = "silencer",
		Bone = "ValveBiped.MG4_root",
		AttachSound = "TacRP/weapons/silencer_on.wav",
		DetachSound = "TacRP/weapons/silencer_off.wav",
		Pos_VM = Vector(-5.5, 0, 32),
		Pos_WM = Vector(33, 1.15, -5.75),
		Ang_VM = Angle(90, 0, 0),
		Ang_WM = Angle(0, 0, 180),
	},
	[3] = {
		PrintName = "Tactical",
		Category = "tactical",
		Bone = "ValveBiped.MG4_root",
		AttachSound = "TacRP/weapons/flashlight_on.wav",
		DetachSound = "TacRP/weapons/flashlight_off.wav",
		InstalledElements = { "tactical" },
		Pos_VM = Vector(-5.225, -0.9, 19),
		Pos_WM = Vector(21.5, 2, -5.25),
		Ang_VM = Angle(90, 0, -90),
		Ang_WM = Angle(0, 0, 90),
	},
	[4] = {
		PrintName = "Accessory",
		Category = { "acc", "extendedbelt", "acc_duffle", "acc_bipod", "acc_sling" },
		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

addsound("TacInt_mg4.Clip_Out", path .. "clip_out-1.wav")
addsound("TacInt_mg4.Clip_In", path .. "clip_in-1.wav")
addsound("TacInt_mg4.bolt_release", path .. "bolt_release-1.wav")
addsound("TacInt_mg4.bolt_back", path .. "bolt_back-1.wav")
addsound("TacInt_mg4.bolt_forward", path .. "bolt_forward-1.wav")
addsound("TacInt_mg4.feedcover_close", path .. "feed_cover_close-1.wav")
addsound("TacInt_mg4.feedcover_open", path .. "feed_cover_open-1.wav")
addsound("TacInt_mg4.insertbullets", path .. "insert_bullets-1.wav")
addsound("TacInt_mg4.deploy", path .. "deploy-1.wav")
