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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/m9k_contender
parentd73e78d8d98da223410f51f390549336554eb54d (diff)
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Fixed removing plants bug
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_contender')
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_contender/shared.lua233
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