diff options
| author | Scott <scotth0828@gmail.com> | 2016-05-21 17:43:47 -0400 |
|---|---|---|
| committer | Scott <scotth0828@gmail.com> | 2016-05-21 17:43:47 -0400 |
| commit | 10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357 (patch) | |
| tree | dc40b8a399afea729a78fef6e3a92e7a41873b3d /ftp_gmstranded/entities/weapons/m9k_contender/shared.lua | |
| parent | d73e78d8d98da223410f51f390549336554eb54d (diff) | |
| download | gmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.tar.gz gmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.tar.bz2 gmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.zip | |
Fixed removing plants bug
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_contender/shared.lua')
| -rw-r--r-- | ftp_gmstranded/entities/weapons/m9k_contender/shared.lua | 233 |
1 files changed, 0 insertions, 233 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua b/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua deleted file mode 100644 index 570d348..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua +++ /dev/null @@ -1,233 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_contender") -- 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 Sniper 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 = "Thompson Contender G2" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 40 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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 = false -SWEP.ViewModel = "models/weapons/v_contender2.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_g2_contender.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("contender_g2.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 1 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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.Secondary.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 85 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .00015 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-3, -0.857, 0.36) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-3, -0.857, 0.36) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.714, -1.429, 0) -SWEP.RunSightsAng = Vector(-11, 31, 0) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -end - -function SWEP:PrimaryAttack() - if self.Owner:IsNPC() then return end - if self:CanPrimaryAttack() and !self.Owner:KeyDown(IN_SPEED) then - self:ShootBulletInformation() - self.Weapon:EmitSound(self.Primary.Sound) - self.Weapon:TakePrimaryAmmo(1) - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) - local fx = EffectData() - fx:SetEntity(self.Weapon) - fx:SetOrigin(self.Owner:GetShootPos()) - fx:SetNormal(self.Owner:GetAimVector()) - fx:SetAttachment(self.MuzzleAttachment) - util.Effect("rg_muzzle_rifle",fx) - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self.Owner:MuzzleFlash() - self.Weapon:SetNextPrimaryFire(CurTime()+10) - self.RicochetCoin = (math.random(1,4)) - self:UseBolt() - end -end - -function SWEP:UseBolt() - - if 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 and self.BoltAction then - self.Owner:SetFOV( 0, 0.3 ) - self:SetIronsights(false) - self.Owner:DrawViewModel(true) - local boltactiontime = (self.Owner:GetViewModel():SequenceDuration()) - timer.Simple(boltactiontime, - function() if self.Weapon and self.Owner then if IsValid(self.Weapon) and IsValid(self.Owner) then - self.Weapon:SetNWBool("Reloading", false) - if SERVER and self.Weapon != nil then - 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) - - self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan - self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire - self.Weapon:SetNextPrimaryFire(CurTime() + .1) - --well, hope this works - elseif !self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan - self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire - self.Weapon:SetNextPrimaryFire(CurTime() + .1) - end - end - end end end) - -- else if self.Weapon:GetClass() == self.Gun and - -- self.BoltAction and (self:GetIronsights() == false) then - - end - end - end ) - else - timer.Simple(.1, function() self:CheckWeaponsAndAmmo() end) - end - -end - -function SWEP:Reload() - - -// self.Weapon:DefaultReload(ACT_VM_RELOAD) - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - if not IsValid(self.Weapon) then return end - - if self.Weapon:GetNextPrimaryFire() > (CurTime() + 1) then - return - else - - if self.Owner:IsNPC() then - self.Weapon:DefaultReload(ACT_VM_RELOAD) - return end - - if self.Owner:KeyDown(IN_USE) then return end - - if self.Silenced then - self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED) - else - self.Weapon:DefaultReload(ACT_VM_RELOAD) - end - - if !self.Owner:IsNPC() then - if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else - self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() - end - end - - if SERVER and self.Weapon != nil then - 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()) - timer.Simple(waitdammit + .1, - function() - if self.Weapon == nil then return end - self.Weapon:SetNWBool("Reloading", false) - if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - if CLIENT then return end - if self.Scoped == false then - self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self:SetIronsights(true, self.Owner) - self.DrawCrosshair = false - else return end - elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then - if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) 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, 0.3 ) - else return end - end) - end - - 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 |
