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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-04-16 02:02:00 -0400
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-04-16 02:02:00 -0400
commit7e5db609550cca0d8b8a76c4bf78ba4658962167 (patch)
tree4df54e0c4eccff0b022e0732c258b7b193fd6cfe /entities/weapons/m9k_minigun/shared.lua
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Initial commit
Diffstat (limited to 'entities/weapons/m9k_minigun/shared.lua')
-rw-r--r--entities/weapons/m9k_minigun/shared.lua125
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diff --git a/entities/weapons/m9k_minigun/shared.lua b/entities/weapons/m9k_minigun/shared.lua
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+-- Variables that are used on both client and server
+SWEP.Gun = ("m9k_minigun") -- 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 Machine Guns"
+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 = "M134 Minigun" -- Weapon name (Shown on HUD)
+SWEP.Slot = 3 -- Slot in the weapon selection menu
+SWEP.SlotPos = 37 -- 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
+SWEP.Weight = 30 -- 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.HoldType = "crossbow" -- 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 = 65
+SWEP.ViewModelFlip = false
+SWEP.ViewModel = "models/weapons/v_minigunvulcan.mdl" -- Weapon view model
+SWEP.WorldModel = "models/weapons/w_m134_minigun.mdl" -- Weapon world model
+SWEP.Base = "bobs_gun_base"
+SWEP.Spawnable = true
+SWEP.AdminSpawnable = true
+SWEP.FiresUnderwater = false
+
+SWEP.Primary.Sound = Sound("BlackVulcan.Single") -- Script that calls the primary fire sound
+SWEP.Primary.RPM = 3500 -- This is in Rounds Per Minute
+SWEP.Primary.ClipSize = 100 -- Size of a clip
+SWEP.Primary.DefaultClip = 200 -- Bullets you start with
+SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise)
+SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
+SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
+SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
+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.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
+
+SWEP.data = {} --The starting firemode
+SWEP.data.ironsights = 1
+
+SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
+SWEP.Primary.Damage = 25 -- Base damage per bullet
+SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
+SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns
+
+-- Enter iron sight info and bone mod info below
+SWEP.RunSightsPos = Vector(0, -11.148, -8.033)
+SWEP.RunSightsAng = Vector(55.082, 0, 0)
+
+if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
+ SWEP.Primary.ClipSize = 100 -- Size of a clip
+ SWEP.Primary.DefaultClip = 200 -- Bullets you start with
+else
+ SWEP.Primary.ClipSize = 300 -- Size of a clip
+ SWEP.Primary.DefaultClip = 600 -- Bullets you start with
+end
+
+function SWEP:Reload()
+
+ self.Weapon:DefaultReload(ACT_VM_RELOAD)
+ if !self.Owner:IsNPC() then
+ self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
+ if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
+ -- When the current clip < full clip and the rest of your ammo > 0, then
+ self.Owner:SetFOV( 0, 0.3 )
+ -- Zoom = 0
+ self:SetIronsights(false)
+ -- Set the ironsight to false
+ self.Weapon:SetNWBool("Reloading", true)
+ end
+ local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
+ self:MiniGunIdle(waitdammit)
+end
+
+function SWEP:MiniGunIdle(wait)
+ timer.Simple(wait + .05, function()
+ if self.Weapon != nil then
+ self.Weapon:SetNWBool("Reloading", false)
+ if SERVER then
+ self.Weapon:SendWeaponAnim( ACT_VM_IDLE )
+ else return end end
+ end)
+end
+
+function SWEP:IronSight()
+
+ if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then // If you run then
+ self.Weapon:SetNextPrimaryFire(CurTime()+0.5) // Make it so you can't shoot for another quarter second
+ self.IronSightsPos = self.RunSightsPos // Hold it down
+ self.IronSightsAng = self.RunSightsAng // Hold it down
+ self:SetIronsights(true, self.Owner) // Set the ironsight true
+ self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
+ end
+
+ if self.Owner:KeyReleased(IN_SPEED) then // If you stop running then
+ self:SetIronsights(false, self.Owner) // Set the ironsight true
+ self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
+ end
+
+end
+
+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 \ No newline at end of file