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authorScott <scotth0828@gmail.com>2016-05-21 17:43:47 -0400
committerScott <scotth0828@gmail.com>2016-05-21 17:43:47 -0400
commit10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357 (patch)
treedc40b8a399afea729a78fef6e3a92e7a41873b3d /ftp_gmstranded/entities/weapons/bobs_scoped_base
parentd73e78d8d98da223410f51f390549336554eb54d (diff)
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Fixed removing plants bug
Diffstat (limited to 'ftp_gmstranded/entities/weapons/bobs_scoped_base')
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua9
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua17
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua461
3 files changed, 0 insertions, 487 deletions
diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua
deleted file mode 100644
index cb3dfa3..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua
+++ /dev/null
@@ -1,9 +0,0 @@
-include('shared.lua')
-
-SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD)
-SWEP.Slot = 4 // Slot in the weapon selection menu
-SWEP.SlotPos = 1 // Position in the slot
-SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair
-SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box
-SWEP.BounceWeaponIcon = true // Should the weapon icon bounce?
-SWEP.CSMuzzleFlashes = true \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua
deleted file mode 100644
index 3f157ab..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-AddCSLuaFile( "cl_init.lua" )
-AddCSLuaFile( "shared.lua" )
-
-include('shared.lua')
-
-SWEP.Weight = 30 // Decides whether we should switch from/to this
-SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
-SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
-
--- function SWEP:Initialize()
--- end
-
-function SWEP:OnRemove()
-end
-
-
-
diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua
deleted file mode 100644
index 762ca4c..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua
+++ /dev/null
@@ -1,461 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Category = ""
-SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
-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.DrawCrosshair = true
-SWEP.ViewModelFOV = 65
-SWEP.ViewModelFlip = true
-
-SWEP.Base = "bobs_gun_base"
-
-SWEP.Spawnable = false
-SWEP.AdminSpawnable = false
-
-SWEP.Primary.Sound = Sound("") -- Sound of the gun
-SWEP.Primary.Round = ("") -- What kind of bullet?
-SWEP.Primary.RPM = 0 -- This is in Rounds Per Minute
-SWEP.Primary.Cone = 0.15 -- Accuracy of NPCs
-SWEP.Primary.Recoil = 10
-SWEP.Primary.Damage = 10
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.NumShots = 1
-SWEP.Primary.ClipSize = 0 -- Size of a clip
-SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "none" -- What kind of ammo
-
--- SWEP.Secondary.ClipSize = 0 -- Size of a clip
--- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip
--- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto if
-SWEP.Secondary.Ammo = ""
-
-SWEP.Secondary.ScopeZoom = 0
-SWEP.Secondary.UseACOG = false
-SWEP.Secondary.UseMilDot = false
-SWEP.Secondary.UseSVD = false
-SWEP.Secondary.UseParabolic = false
-SWEP.Secondary.UseElcan = false
-SWEP.Secondary.UseGreenDuplex = false
-
-SWEP.Scoped = true
-
-SWEP.BoltAction = false
-
-SWEP.Penetration = true
-SWEP.Ricochet = true
-SWEP.MaxRicochet = 10
-
-SWEP.Tracer = 0
-
-SWEP.data = {} -- The starting firemode
-SWEP.data.ironsights = 1
-SWEP.ScopeScale = 0.5
-SWEP.ReticleScale = 0.5
-SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
-SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
-
-function SWEP:Initialize()
- self.Weapon:SetNWBool("Reloading", false)
- util.PrecacheSound(self.Primary.Sound)
- if CLIENT then
-
- -- We need to get these so we can scale everything to the player's current resolution.
- local iScreenWidth = surface.ScreenWidth()
- local iScreenHeight = surface.ScreenHeight()
-
- -- The following code is only slightly riped off from Night Eagle
- -- These tables are used to draw things like scopes and crosshairs to the HUD.
- -- so DONT GET RID OF IT!
-
- self.ScopeTable = {}
- self.ScopeTable.l = iScreenHeight*self.ScopeScale
- self.ScopeTable.x1 = 0.5*(iScreenWidth + self.ScopeTable.l)
- self.ScopeTable.y1 = 0.5*(iScreenHeight - self.ScopeTable.l)
- self.ScopeTable.x2 = self.ScopeTable.x1
- self.ScopeTable.y2 = 0.5*(iScreenHeight + self.ScopeTable.l)
- self.ScopeTable.x3 = 0.5*(iScreenWidth - self.ScopeTable.l)
- self.ScopeTable.y3 = self.ScopeTable.y2
- self.ScopeTable.x4 = self.ScopeTable.x3
- self.ScopeTable.y4 = self.ScopeTable.y1
- self.ScopeTable.l = (iScreenHeight + 1)*self.ScopeScale -- I don't know why this works, but it does.
-
- self.QuadTable = {}
- self.QuadTable.x1 = 0
- self.QuadTable.y1 = 0
- self.QuadTable.w1 = iScreenWidth
- self.QuadTable.h1 = 0.5*iScreenHeight - self.ScopeTable.l
- self.QuadTable.x2 = 0
- self.QuadTable.y2 = 0.5*iScreenHeight + self.ScopeTable.l
- self.QuadTable.w2 = self.QuadTable.w1
- self.QuadTable.h2 = self.QuadTable.h1
- self.QuadTable.x3 = 0
- self.QuadTable.y3 = 0
- self.QuadTable.w3 = 0.5*iScreenWidth - self.ScopeTable.l
- self.QuadTable.h3 = iScreenHeight
- self.QuadTable.x4 = 0.5*iScreenWidth + self.ScopeTable.l
- self.QuadTable.y4 = 0
- self.QuadTable.w4 = self.QuadTable.w3
- self.QuadTable.h4 = self.QuadTable.h3
-
- self.LensTable = {}
- self.LensTable.x = self.QuadTable.w3
- self.LensTable.y = self.QuadTable.h1
- self.LensTable.w = 2*self.ScopeTable.l
- self.LensTable.h = 2*self.ScopeTable.l
-
- self.ReticleTable = {}
- self.ReticleTable.wdivider = 3.125
- self.ReticleTable.hdivider = 1.7579/self.ReticleScale -- Draws the texture at 512 when the resolution is 1600x900
- self.ReticleTable.x = (iScreenWidth/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
- self.ReticleTable.y = (iScreenHeight/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
- self.ReticleTable.w = iScreenHeight/self.ReticleTable.hdivider
- self.ReticleTable.h = iScreenHeight/self.ReticleTable.hdivider
-
- self.FilterTable = {}
- self.FilterTable.wdivider = 3.125
- self.FilterTable.hdivider = 1.7579/1.35
- self.FilterTable.x = (iScreenWidth/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
- self.FilterTable.y = (iScreenHeight/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
- self.FilterTable.w = iScreenHeight/self.FilterTable.hdivider
- self.FilterTable.h = iScreenHeight/self.FilterTable.hdivider
-
-
- end
- if SERVER then
- self:SetNPCMinBurst(3)
- self:SetNPCMaxBurst(10)
- self:SetNPCFireRate(1)
- --self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
- end
- self:SetHoldType(self.HoldType)
-
- if CLIENT then
-
- -- // Create a new table for every weapon instance
- self.VElements = table.FullCopy( self.VElements )
- self.WElements = table.FullCopy( self.WElements )
- self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
-
- self:CreateModels(self.VElements) -- create viewmodels
- self:CreateModels(self.WElements) -- create worldmodels
-
- -- // init view model bone build function
- if IsValid(self.Owner) and self.Owner:IsPlayer() then
- if self.Owner:Alive() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- -- // Init viewmodel visibility
- if (self.ShowViewModel == nil or self.ShowViewModel) then
- vm:SetColor(Color(255,255,255,255))
- else
- -- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
- vm:SetMaterial("Debug/hsv")
- end
- end
-
- end
- end
-
- end
-
- if CLIENT then
- local oldpath = "vgui/hud/name" -- the path goes here
- local newpath = string.gsub(oldpath, "name", self.Gun)
- self.WepSelectIcon = surface.GetTextureID(newpath)
- end
-
-end
-
-function SWEP:BoltBack()
- if self.Weapon:Clip1() > 0 or self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then
- timer.Simple(.25, function()
- if SERVER and self.Weapon != nil then
- self.Weapon:SetNWBool("Reloading", true)
- if self.Weapon:GetClass() == self.Gun then
- if(self:GetIronsights() == true) then
- self.Owner:SetFOV( 0, 0.3 )
- self:SetIronsights(false)
- self.Owner:DrawViewModel(true)
- end
- local boltactiontime = (self.Owner:GetViewModel():SequenceDuration())
- timer.Simple(boltactiontime + .1,
- function() if SERVER and self.Weapon != nil then
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self.DrawCrosshair = false
- self:SetIronsights(true, self.Owner)
- self.Owner:DrawViewModel(false)
- end
- end
- end)
- end
- else return end end )
- end
-end
-
-function SWEP:Reload()
-
- if self.Owner:KeyDown(IN_USE) then return end
-
- self.Weapon:DefaultReload(ACT_VM_RELOAD)
- if !self.Owner:IsNPC() then
- self.Idle = 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)
- if CLIENT then return end
- self.Owner:DrawViewModel(true)
- end
-
- local waitdammit
- if self.Owner:GetViewModel() == nil then
- waitdammit = 3
- else
- waitdammit = (self.Owner:GetViewModel():SequenceDuration())
- end
- timer.Simple(waitdammit + .1, function()
- if self.Weapon != nil then
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- if CLIENT then return end
- self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self.DrawCrosshair = false
- self:SetIronsights(true, self.Owner)
- self.Owner:DrawViewModel(false)
- elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- 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, 0.2 )
- else return end
- end end)
-end
-
-function SWEP:PostReloadScopeCheck()
- if self.Weapon != nil then
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- if CLIENT then return end
- self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self.DrawCrosshair = false
- self:SetIronsights(true, self.Owner)
- self.Owner:DrawViewModel(false)
- elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- 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, 0.2 )
- else return end
- end
-end
-
-
-/*---------------------------------------------------------
-IronSight
----------------------------------------------------------*/
-function SWEP:IronSight()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
-
- if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then
- if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then
- self:SelectFireMode()
- end
- end
-
- if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then return end
-
- if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E and you can shoot then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- 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, 0.2 )
- end
-
- if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E or run then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end -- Lower the gun
- end
-
- if self.Owner:KeyReleased(IN_USE) || self.Owner:KeyReleased (IN_SPEED) then -- If you release E then
- self:SetIronsights(false, self.Owner) -- Set the ironsight true
- self.DrawCrosshair = self.XHair
- end
-
-
- if self.Owner:KeyPressed(IN_SPEED) || self.Owner:KeyPressed(IN_USE) then -- If you run then
- self.Owner:SetFOV( 0, 0.2 )
- self.DrawCrosshair = false
- if CLIENT then return end
- self.Owner:DrawViewModel(true)
- end
-
- if self.Owner:KeyPressed(IN_ATTACK2) and !self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then
- self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self.DrawCrosshair = false
- self:SetIronsights(true, self.Owner)
- if CLIENT then return end
- self.Owner:DrawViewModel(false)
- elseif self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) and self.Owner:KeyDown(IN_SPEED) then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- 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, 0.2 )
- end
-
- if (self.Owner:KeyReleased(IN_ATTACK2) || self.Owner:KeyDown(IN_SPEED)) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- self.Owner:SetFOV( 0, 0.2 )
- self:SetIronsights(false, self.Owner)
- self.DrawCrosshair = self.XHair
- -- Set the ironsight false
- if CLIENT then return end
- self.Owner:DrawViewModel(true)
- end
-
- if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- self.SwayScale = 0.05
- self.BobScale = 0.05
- else
- self.SwayScale = 1.0
- self.BobScale = 1.0
- end
-end
-
-function SWEP:DrawHUD()
-
-
- if self.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) and (!self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_USE)) then
-
- if self.Secondary.UseACOG then
- -- Draw the FAKE SCOPE THANG
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
-
- -- Draw the CHEVRON
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_acogchevron"))
- surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
-
- -- Draw the ACOG REFERENCE LINES
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_acogcross"))
- surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
- end
-
- if self.Secondary.UseMilDot then
- -- Draw the MIL DOT SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_scopesight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
- end
-
- if self.Secondary.UseSVD then
- -- Draw the SVD SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_svdsight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
- end
-
- if self.Secondary.UseParabolic then
- -- Draw the PARABOLIC SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_parabolicsight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
- end
-
- if self.Secondary.UseElcan then
- -- Draw the RETICLE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_elcanreticle"))
- surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
-
- -- Draw the ELCAN SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_elcansight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
- end
-
- if self.Secondary.UseGreenDuplex then
- -- Draw the RETICLE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_nvgilluminatedduplex"))
- surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
-
- -- Draw the SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
- end
-
- if self.Secondary.UseAimpoint then
- -- Draw the RETICLE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/aimpoint"))
- surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
-
- -- Draw the SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
- surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
-
- end
-
- if self.Secondary.UseMatador then
-
- -- Draw the SCOPE
- surface.SetDrawColor(0, 0, 0, 255)
- surface.SetTexture(surface.GetTextureID("scope/rocketscope"))
- surface.DrawTexturedRect(self.LensTable.x-1, self.LensTable.y, self.LensTable.w, self.LensTable.h)
-
- end
-
- end
-end
-
-function SWEP:AdjustMouseSensitivity()
-
- if self.Owner:KeyDown(IN_ATTACK2) then
- return (1/(self.Secondary.ScopeZoom/2))
- else
- return 1
- end
-end \ No newline at end of file