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| author | Alexander Pickering <Alexander.Pickering@anondomain.site90.net> | 2016-04-16 02:02:00 -0400 |
|---|---|---|
| committer | Alexander Pickering <Alexander.Pickering@anondomain.site90.net> | 2016-04-16 02:02:00 -0400 |
| commit | 7e5db609550cca0d8b8a76c4bf78ba4658962167 (patch) | |
| tree | 4df54e0c4eccff0b022e0732c258b7b193fd6cfe /entities/weapons/m9k_l85/shared.lua | |
| download | gmstranded-7e5db609550cca0d8b8a76c4bf78ba4658962167.tar.gz gmstranded-7e5db609550cca0d8b8a76c4bf78ba4658962167.tar.bz2 gmstranded-7e5db609550cca0d8b8a76c4bf78ba4658962167.zip | |
Initial commit
Diffstat (limited to 'entities/weapons/m9k_l85/shared.lua')
| -rw-r--r-- | entities/weapons/m9k_l85/shared.lua | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/entities/weapons/m9k_l85/shared.lua b/entities/weapons/m9k_l85/shared.lua new file mode 100644 index 0000000..1e30308 --- /dev/null +++ b/entities/weapons/m9k_l85/shared.lua @@ -0,0 +1,91 @@ +-- Variables that are used on both client and server +SWEP.Gun = ("m9k_l85") -- must be the name of your swep but NO CAPITALS! +if (GetConVar(SWEP.Gun.."_allowed")) != nil then + if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end +end +SWEP.Category = "M9K Assault Rifles" +SWEP.Author = "" +SWEP.Contact = "" +SWEP.Purpose = "" +SWEP.Instructions = "" +SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models +SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models +SWEP.PrintName = "L85" -- Weapon name (Shown on HUD) +SWEP.Slot = 2 -- Slot in the weapon selection menu +SWEP.SlotPos = 32 -- Position in the slot +SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter +SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box +SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? +SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip +SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better +SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up +SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon +SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair +SWEP.BoltAction = false -- Is this a bolt action rifle? +SWEP.HoldType = "ar2" -- how others view you carrying the weapon +-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive +-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles + +SWEP.ViewModelFOV = 70 +SWEP.ViewModelFlip = true +SWEP.ViewModel = "models/weapons/v_rif_l85.mdl" -- Weapon view model +SWEP.WorldModel = "models/weapons/w_l85a2.mdl" -- Weapon world model +SWEP.Base = "bobs_scoped_base" +SWEP.Spawnable = true +SWEP.AdminSpawnable = true + +SWEP.Primary.Sound = Sound("Weapon_l85.Single") -- script that calls the primary fire sound +SWEP.Primary.RPM = 675 -- This is in Rounds Per Minute +SWEP.Primary.ClipSize = 30 -- Size of a clip +SWEP.Primary.DefaultClip = 60 -- Bullets you start with +SWEP.Primary.KickUp = .4 -- Maximum up recoil (rise) +SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet) +SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock) +SWEP.Primary.Automatic = true -- Automatic/Semi Auto +SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun +-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets + +SWEP.SelectiveFire = true + +SWEP.Secondary.ScopeZoom = 4 +SWEP.Secondary.UseACOG = true -- Choose one scope type +SWEP.Secondary.UseMilDot = false -- I mean it, only one +SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all +SWEP.Secondary.UseParabolic = false +SWEP.Secondary.UseElcan = false +SWEP.Secondary.UseGreenDuplex = false +SWEP.Secondary.UseAimpoint = false +SWEP.Secondary.UseMatador = false + +SWEP.data = {} +SWEP.data.ironsights = 1 +SWEP.ScopeScale = 0.5 +SWEP.ReticleScale = 0.6 + +SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull +SWEP.Primary.Damage = 29 --base damage per bullet +SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact) +SWEP.Primary.IronAccuracy = .015 -- ironsight accuracy, should be the same for shotguns + +-- enter iron sight info and bone mod info below + +SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303) +SWEP.IronSightsAng = Vector (0, 0, 0) +SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303) +SWEP.SightsAng = Vector (0, 0, 0) +SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) +SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) + +if GetConVar("M9KDefaultClip") == nil then + print("M9KDefaultClip is missing! You may have hit the lua limit!") +else + if GetConVar("M9KDefaultClip"):GetInt() != -1 then + SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt() + end +end + +if GetConVar("M9KUniqueSlots") != nil then + if not (GetConVar("M9KUniqueSlots"):GetBool()) then + SWEP.SlotPos = 2 + end +end
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