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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
parentd73e78d8d98da223410f51f390549336554eb54d (diff)
downloadgmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.tar.gz
gmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.tar.bz2
gmstranded-10ed1a54523fdd5bcddfbccf44dd9c0a15ab8357.zip
Fixed removing plants bug
Diffstat (limited to 'ftp_gmstranded/entities')
-rw-r--r--ftp_gmstranded/entities/effects/gms_loot_effect.lua41
-rw-r--r--ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua45
-rw-r--r--ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua100
-rw-r--r--ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua117
-rw-r--r--ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_antlionbarrow.lua101
-rw-r--r--ftp_gmstranded/entities/entities/gms_base_entity.lua54
-rw-r--r--ftp_gmstranded/entities/entities/gms_buildsite.lua117
-rw-r--r--ftp_gmstranded/entities/entities/gms_clock_big.lua71
-rw-r--r--ftp_gmstranded/entities/entities/gms_copperfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_copperworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_factory.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_food.lua99
-rw-r--r--ftp_gmstranded/entities/entities/gms_fridge.lua22
-rw-r--r--ftp_gmstranded/entities/entities/gms_goldfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_goldworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_gravestone.lua88
-rw-r--r--ftp_gmstranded/entities/entities/gms_grindingstone.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_gunchunks.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_hightechgunlab.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_ironfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_ironworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_loot.lua24
-rw-r--r--ftp_gmstranded/entities/entities/gms_mithrilfactory.lua17
-rw-r--r--ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua17
-rw-r--r--ftp_gmstranded/entities/entities/gms_obelisk.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_pistolgunlab.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_platinumfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_platinumworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_renbuyshop.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_rensellshop.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_resourcedrop.lua63
-rw-r--r--ftp_gmstranded/entities/entities/gms_resourcepack.lua70
-rw-r--r--ftp_gmstranded/entities/entities/gms_runealtar.lua17
-rw-r--r--ftp_gmstranded/entities/entities/gms_runicinfuser.lua17
-rw-r--r--ftp_gmstranded/entities/entities/gms_seed.lua160
-rw-r--r--ftp_gmstranded/entities/entities/gms_silverfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_silverworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_smggunlab.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_steelfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_steelworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_stonefurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_stoneworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_stove.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_techfurnace.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_techworkbench.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_transmutator.lua13
-rw-r--r--ftp_gmstranded/entities/entities/gms_tree.lua22
-rw-r--r--ftp_gmstranded/entities/entities/gms_waterfountain.lua29
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua74
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua1359
-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
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua9
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua17
-rw-r--r--ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua192
-rw-r--r--ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua170
-rw-r--r--ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua38
-rw-r--r--ftp_gmstranded/entities/weapons/gms_base_weapon.lua275
-rw-r--r--ftp_gmstranded/entities/weapons/gms_bucket.lua23
-rw-r--r--ftp_gmstranded/entities/weapons/gms_chisel.lua34
-rw-r--r--ftp_gmstranded/entities/weapons/gms_copperhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_essencedrainer.lua38
-rw-r--r--ftp_gmstranded/entities/weapons/gms_fists.lua39
-rw-r--r--ftp_gmstranded/entities/weapons/gms_fryingpan.lua23
-rw-r--r--ftp_gmstranded/entities/weapons/gms_goldhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_hands.lua17
-rw-r--r--ftp_gmstranded/entities/weapons/gms_inventory.lua277
-rw-r--r--ftp_gmstranded/entities/weapons/gms_ironhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_shovel.lua69
-rw-r--r--ftp_gmstranded/entities/weapons/gms_sickle.lua23
-rw-r--r--ftp_gmstranded/entities/weapons/gms_silverhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_steelhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_stonehatchet.lua40
-rw-r--r--ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua40
-rw-r--r--ftp_gmstranded/entities/weapons/gms_strainer.lua30
-rw-r--r--ftp_gmstranded/entities/weapons/gms_techhatchet.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_techpickaxe.lua41
-rw-r--r--ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua38
-rw-r--r--ftp_gmstranded/entities/weapons/gms_woodenspoon.lua23
-rw-r--r--ftp_gmstranded/entities/weapons/gms_wrench.lua23
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua85
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_acr/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua86
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua82
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_an94/shared.lua167
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_contender/shared.lua233
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua316
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_fal/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_famas/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua78
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_g36/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_glock/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua101
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua88
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua94
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_l85/shared.lua91
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_luger/shared.lua78
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua88
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m24/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m3/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m416/shared.lua83
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m60/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua125
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_model500/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_model627/shared.lua78
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua95
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua87
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_scar/shared.lua84
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua85
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua90
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua80
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_sten/shared.lua84
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua74
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua91
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_svu/shared.lua89
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua87
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua88
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_usas/shared.lua149
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_usc/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_usp/shared.lua79
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua87
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_val/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_vector/shared.lua81
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua77
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua91
-rw-r--r--ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua266
-rw-r--r--ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua118
182 files changed, 0 insertions, 13814 deletions
diff --git a/ftp_gmstranded/entities/effects/gms_loot_effect.lua b/ftp_gmstranded/entities/effects/gms_loot_effect.lua
deleted file mode 100644
index 0b8d1ef..0000000
--- a/ftp_gmstranded/entities/effects/gms_loot_effect.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-function EFFECT:Init( data )
- local pos = data:GetOrigin()
- local NumParticles = 8
- local emitter = ParticleEmitter( pos, true )
- local color = Color( 255, 255, 100, 255 )
-
- for i = 0, NumParticles do
- local offset = Vector( math.random( -16, 16 ), math.random( -16, 16 ), 0 )
- local particle = emitter:Add( "particle/fire", pos + offset )
- if ( particle ) then
- particle:SetLifeTime( 0 )
- particle:SetDieTime( 3 )
-
- particle:SetGravity( Vector( 0, 0, 32 ) )
- particle:SetVelocity( Vector( math.random( -16, 16 ), math.random( -16, 16 ), 0 ) )
-
- particle:SetStartSize( math.Rand( 3, 6 ) )
- particle:SetEndSize( 0 )
-
- particle:SetRoll( math.Rand( 0, 360 ) )
- particle:SetRollDelta( math.Rand( -4, 4 ) )
-
- local RandDarkness = math.Rand( 0, 0.5 )
- particle:SetColor( color.r * RandDarkness, color.g * RandDarkness, color.b * RandDarkness )
- particle:SetAngleVelocity( Angle( math.Rand( -180, 180 ), math.Rand( -180, 180 ), math.Rand( -180, 180 ) ) )
- //particle:SetLighting( true )
- end
- end
-
- emitter:Finish()
-end
-
-function EFFECT:Think()
- return false
-end
-
-function EFFECT:Render()
-end
diff --git a/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua b/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua
deleted file mode 100644
index 24a23e8..0000000
--- a/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua
+++ /dev/null
@@ -1,45 +0,0 @@
-EFFECT.Mat = Material( "effects/spark" )
-
-/*---------------------------------------------------------
- EFFECT:Init(data)
----------------------------------------------------------*/
-function EFFECT:Init(data)
-
- self.StartPos = data:GetStart()
- self.EndPos = data:GetOrigin()
- self.Dir = self.EndPos - self.StartPos
- self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos)
-
- self.TracerTime = 0.4
-
- // Die when it reaches its target
- self.DieTime = CurTime() + self.TracerTime
-
-end
-
-/*---------------------------------------------------------
- THINK
----------------------------------------------------------*/
-function EFFECT:Think()
-
- if (CurTime() > self.DieTime) then return false end
-
- return true
-end
-
-/*---------------------------------------------------------
- Draw the effect
----------------------------------------------------------*/
-function EFFECT:Render()
-
- local fDelta = (self.DieTime - CurTime()) / self.TracerTime
- fDelta = math.Clamp(fDelta, 0, 1)
-
- render.SetMaterial(self.Mat)
-
- local sinWave = math.sin(fDelta * math.pi)
-
- local color = Color(255, 255, 255, 255 * fDelta)
-
- render.DrawBeam(self.StartPos, self.EndPos, 8 * fDelta, 1, 0, color)
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua b/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua
deleted file mode 100644
index 1a9ebaf..0000000
--- a/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua
+++ /dev/null
@@ -1,100 +0,0 @@
-EFFECT.Mat = Material("effects/yellowflare")
-
-/*---------------------------------------------------------
- EFFECT:Init(data)
----------------------------------------------------------*/
-function EFFECT:Init(data)
-
- self.StartPos = data:GetStart()
- self.EndPos = data:GetOrigin()
- self.Dir = self.EndPos - self.StartPos
- self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos)
-
- self.TracerTime = 0.4
-
- // Die when it reaches its target
- self.DieTime = CurTime() + self.TracerTime
-
- // Play ricochet sound with random pitch
-
- local vGrav = Vector(0, 0, -450)
- local Dir = self.Dir:GetNormalized()
-
- local emitter = ParticleEmitter(self.StartPos)
-
- for i = 1, 10 do
-
- local particle = emitter:Add("effects/yellowflare", self.StartPos)
-
- particle:SetVelocity((Dir + VectorRand() * 0.5) * math.Rand(50, 150))
- particle:SetDieTime(math.Rand(0.5, 2))
- particle:SetStartAlpha(255)
- particle:SetStartSize(math.Rand(2, 4))
- particle:SetEndSize(0)
- particle:SetRoll(0)
- particle:SetGravity(vGrav * 0.4)
- particle:SetCollide(true)
- particle:SetBounce(0.8)
- particle:SetAirResistance(50)
- particle:SetStartLength(0.2)
- particle:SetEndLength(0)
- particle:SetVelocityScale(true)
- particle:SetCollide(true)
- end
-
- local particle = emitter:Add("effects/yellowflare", self.StartPos)
-
- particle:SetDieTime(0.1)
- particle:SetStartAlpha(255)
- particle:SetStartSize(128)
- particle:SetEndSize(0)
- particle:SetRoll(math.Rand(0, 360))
-
- local particle = emitter:Add("effects/yellowflare", self.StartPos)
-
- particle:SetDieTime(0.4)
- particle:SetStartAlpha(255)
- particle:SetStartSize(32)
- particle:SetEndSize(0)
- particle:SetRoll(math.Rand(0, 360))
-
- emitter:Finish()
-
- local dlight = DynamicLight(0)
- if (dlight) then
- dlight.Pos = self.StartPos
- dlight.r = 255
- dlight.g = 255
- dlight.b = 255
- dlight.Brightness = 4
- dlight.size = 64
- dlight.DieTime = CurTime() + 0.1
- end
-end
-
-/*---------------------------------------------------------
- THINK
----------------------------------------------------------*/
-function EFFECT:Think()
-
- if (CurTime() > self.DieTime) then return false end
-
- return true
-end
-
-/*---------------------------------------------------------
- Draw the effect
----------------------------------------------------------*/
-function EFFECT:Render()
-
- local fDelta = (self.DieTime - CurTime()) / self.TracerTime
- fDelta = math.Clamp(fDelta, 0, 1)
-
- render.SetMaterial(self.Mat)
-
- local sinWave = math.sin(fDelta * math.pi)
-
- local color = Color(255, 255, 255, 255 * fDelta)
-
- render.DrawBeam(self.StartPos, self.EndPos, 8 * fDelta, 0.5, 0.5, color)
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua b/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua
deleted file mode 100644
index 2b9b210..0000000
--- a/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua
+++ /dev/null
@@ -1,117 +0,0 @@
-function EFFECT:Init(data)
-
- if not IsValid(data:GetEntity()) then return end
- if not IsValid(data:GetEntity():GetOwner()) then return end
- self.WeaponEnt = data:GetEntity()
- self.Attachment = data:GetAttachment()
-
- if self.WeaponEnt == nil or self.WeaponEnt:GetOwner() == nil or self.WeaponEnt:GetOwner():GetVelocity() == nil then
- return
- else
-
- self.Position = self:GetTracerShootPos(data:GetOrigin(), self.WeaponEnt, self.Attachment)
- self.Forward = data:GetNormal()
- self.Angle = self.Forward:Angle()
- self.Right = self.Angle:Right()
-
- local AddVel = self.WeaponEnt:GetOwner():GetVelocity()
-
- local emitter = ParticleEmitter(self.Position)
- if emitter != nil then
- local particle = emitter:Add( "sprites/heatwave", self.Position - self.Forward * 4 )
- if particle != nil then
-
- particle:SetVelocity( 80 * self.Forward + 20 * VectorRand() + 1.05 * AddVel )
- particle:SetGravity( Vector( 0, 0, 100 ) )
- particle:SetAirResistance( 160 )
-
- particle:SetDieTime( math.Rand( 0.2, 0.25 ) )
-
- particle:SetStartSize( math.random( 25, 40 ) )
- particle:SetEndSize( 10 )
-
- particle:SetRoll( math.Rand( 180, 480 ) )
- particle:SetRollDelta( math.Rand( -1, 1 ) )
-
- for i = 1,4 do
- local particle = emitter:Add( "particle/particle_smokegrenade", self.Position )
-
- particle:SetVelocity( 120 * i * self.Forward + 8 * VectorRand() + AddVel )
- particle:SetAirResistance( 400 )
- particle:SetGravity( Vector(0, 0, math.Rand(100, 200) ) )
-
- particle:SetDieTime( math.Rand( 0.5, 1.0 ) )
-
- particle:SetStartAlpha( math.Rand( 25, 70 ) )
- particle:SetEndAlpha( 0 )
-
- particle:SetStartSize( math.Rand( 3, 7 ) )
- particle:SetEndSize( math.Rand( 20, 50 ) )
-
- particle:SetRoll( math.Rand( -25, 25 ) )
- particle:SetRollDelta( math.Rand( -0.05, 0.05 ) )
-
- particle:SetColor( 120, 120, 120 )
- end
-
- if math.random( 1, 2 ) == 1 then
-
- for j = 1,2 do
-
- for i = -1,1,2 do
-
- local particle = emitter:Add( "effects/muzzleflash"..math.random( 1, 4 ), self.Position - 3 * self.Forward + 2 * j * i * self.Right)
-
- particle:SetVelocity( 60 * j * i * self.Right + AddVel )
- particle:SetGravity( AddVel )
-
- particle:SetDieTime( 0.1 )
-
- particle:SetStartAlpha( 150 )
-
- particle:SetStartSize( j )
- particle:SetEndSize( 4 * j )
-
- particle:SetRoll( math.Rand( 180, 480 ) )
- particle:SetRollDelta( math.Rand( -1, 1 ) )
-
- particle:SetColor( 255, 255, 255 )
- end
- end
-
- for i = 1,2 do
-
- local particle = emitter:Add( "effects/muzzleflash"..math.random( 1, 4 ), self.Position + 8 * self.Forward )
-
- particle:SetVelocity( 350 * self.Forward + 1.1 * AddVel )
- particle:SetAirResistance( 160 )
-
- particle:SetDieTime( 0.1 )
-
- particle:SetStartAlpha( 160 )
- particle:SetEndAlpha( 0 )
-
- particle:SetStartSize( 6 * i )
- particle:SetEndSize( 5 * i )
-
- particle:SetRoll( math.Rand( 180, 480 ) )
- particle:SetRollDelta( math.Rand( -1, 1) )
-
- particle:SetColor( 255, 255, 255 )
- end
- end
- end
- emitter:Finish()
- end
- end
-end
-
-
-function EFFECT:Think()
-
- return false
-end
-
-
-function EFFECT:Render()
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua b/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua
deleted file mode 100644
index c939201..0000000
--- a/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Advanced Transmutator"
-
-ENT.Model = "models/props_wasteland/kitchen_fridge001a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_advancedtransmutator" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua b/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua
deleted file mode 100644
index 9c6000d..0000000
--- a/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua
+++ /dev/null
@@ -1,101 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Antlion Barrow"
-
-ENT.Model = "models/props_wasteland/antlionhill.mdl"
-ENT.DoWake = true
-
-if ( CLIENT ) then return end
-
-function ENT:OnInitialize()
- self:SetNetworkedString( "Owner", "World" )
-
- self:SetMoveType( MOVETYPE_NONE )
-
- self.Antlions = {}
- self.MaxAntlions = 5
- self.Spawning = false
-
- timer.Create( "CheckSurroundings_" .. self:EntIndex(), 2, 0, function() self:CheckSurroundings() end )
-end
-
-function ENT:SpawnAntlion()
- local offset = Vector( math.random( -500, 500 ), math.random( -500, 500 ), 100 )
- local retries = 100
-
- while ( ( !util.IsInWorld( offset ) && retries > 0 ) || self:LocalToWorld( offset ):Distance( self:GetPos() ) < 100 ) do
- offset = Vector( math.random( -500, 500 ), math.random( -500, 500 ), 100 )
- retries = retries - 1
- end
-
- local tr = util.TraceLine( {
- start = self:GetPos() + offset,
- endpos = self:GetPos() + offset + Vector( 0, 0, -10000 ),
- mask = MASK_SOLID,
- filter = self
- } )
-
- local ant = ents.Create( "npc_antlion" )
- ant:SetPos( tr.HitPos + Vector( 0, 0, 16 ) )
- ant:SetNWString( "Owner", "World" )
- ant:SetKeyValue( "startburrowed", "1" )
- ant:Spawn()
- ant:SetHealth( 75 )
- ant:Fire( "Unburrow" )
-
- table.insert( self.Antlions, ant )
-end
-
-function ENT:CheckSurroundings()
- local max = self.MaxAntlions
- if ( IsNight ) then max = math.ceil( max * 1.4 ) end
-
- for k, v in pairs( self.Antlions ) do
- if ( !IsValid( v ) or ( !IsNight && #self.Antlions > max ) ) then
- if ( IsValid( v ) ) then v:Fire( "BurrowAway" ) end
- table.remove( self.Antlions, k )
- elseif ( v:WaterLevel() > 2 ) then
- timer.Simple( 8, function() if ( IsValid( v ) ) then v:SetHealth( 0 ) end end)
- table.remove( self.Antlions, k )
- else
- local enemy = v:GetEnemy()
- if ( ( IsValid( enemy ) && enemy:GetPos():Distance( self:GetPos() ) > 1500 ) or v:GetPos():Distance( self:GetPos() ) > 1500 ) then
- v:SetEnemy( nil )
- v:ClearEnemyMemory()
- local pos = self:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 )
- while ( self:LocalToWorld( pos ):Distance( self:GetPos() ) < 100 ) do
- pos = self:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 )
- end
- v:SetLastPosition( pos )
- v:SetSchedule( 71 )
- end
- end
- end
-
- if ( #self.Antlions < max and !self.Spawning ) then
- timer.Create( "gms_antlionspawntimers_" .. self:EntIndex(), math.random( 20, 60 ), 1, function() self:AddAntlion() end)
- self.Spawning = true
- end
-end
-
-function ENT:AddAntlion()
- self:SpawnAntlion()
- self.Spawning = false
-end
-
-function ENT:KeyValue( k, v )
- if ( k == "MaxAntlions" ) then
- self.MaxAntlions = tonumber( v ) or 5
- end
-end
-
-function ENT:OnRemove()
- for k, ant in pairs( self.Antlions ) do
- if ( IsValid( ant ) ) then ant:Fadeout() end
- end
-
- timer.Destroy( "CheckSurroundings_" .. self:EntIndex() )
- timer.Destroy( "gms_antlionspawntimers_" .. self:EntIndex() )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_base_entity.lua b/ftp_gmstranded/entities/entities/gms_base_entity.lua
deleted file mode 100644
index 074633e..0000000
--- a/ftp_gmstranded/entities/entities/gms_base_entity.lua
+++ /dev/null
@@ -1,54 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "base_gmodentity"
-
-ENT.PrintName = "GMS Base Entity"
-ENT.Author = "Stranded Team"
-ENT.Spawnable = false
-
-ENT.Model = "models/props/de_inferno/ClayOven.mdl"
-
-function ENT:Initialize()
- if ( SERVER ) then
- self:SetModel( self.Model )
- self:PhysicsInit( SOLID_VPHYSICS )
- self:SetMoveType( MOVETYPE_VPHYSICS )
- self:SetSolid( SOLID_VPHYSICS )
-
- if ( self.Color ) then self:SetColor( self.Color ) end
- if ( self.DoWake ) then self:Wake() end
- if ( self.DoFreeze ) then self:DoFreeze() end
- end
-
- self:OnInitialize()
-end
-
-function ENT:OnInitialize()
-end
-
-if ( CLIENT ) then return end
-
-function ENT:Use( ply )
- if ( !ply:KeyPressed( IN_USE ) ) then return end
- if ( !SPropProtection.PlayerCanTouch( ply, self ) && GetConVarNumber( "spp_use" ) >= 1 ) then return end
- self:OnUse( ply )
-end
-
-function ENT:Wake()
- local phys = self:GetPhysicsObject()
- if ( IsValid( phys ) ) then phys:Wake() end
-end
-
-function ENT:Freeze()
- local phys = self:GetPhysicsObject()
- if ( IsValid( phys ) ) then phys:EnableMotion( false ) end
-end
-
-function ENT:OnTakeDamage( dmg )
- self:TakePhysicsDamage( dmg )
-end
-
-function ENT:OnUse( ply )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_buildsite.lua b/ftp_gmstranded/entities/entities/gms_buildsite.lua
deleted file mode 100644
index 5fb4698..0000000
--- a/ftp_gmstranded/entities/entities/gms_buildsite.lua
+++ /dev/null
@@ -1,117 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Buildsite"
-ENT.Purpose = "To build."
-ENT.Instructions = "Press use to add resources."
-
-ENT.Model = ""
-ENT.Color = Color( 90, 167, 243, 255 )
-
-if ( CLIENT ) then return end
-
-function ENT:OnInitialize()
- self:DropToFloor()
- self:SetMoveType( MOVETYPE_NONE )
- self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
- self:SetMaterial( "models/wireframe" )
- self.LastUsed = CurTime()
-end
-
-function ENT:AddResource( res, int )
- self.Costs[ res ] = self.Costs[ res ] - int
- if ( self.Costs[ res ] <= 0 ) then self.Costs[ res ] = nil end
-
- local str = ":"
- for k, v in pairs( self.Costs ) do
- str = str .. "\n" .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
- end
- self:SetNetworkedString( "Resources", str )
-end
-
-function ENT:Setup( model, class )
- self:SetModel( model )
- self.ResultClass = class
-
- self:PhysicsInit( SOLID_VPHYSICS )
- self:SetMoveType( MOVETYPE_VPHYSICS )
- self:SetSolid( SOLID_VPHYSICS )
-
- local phys = self:GetPhysicsObject()
- if ( phys != NULL && phys ) then phys:EnableMotion( false ) end
-end
-
-function ENT:Finish()
- if ( self.ResultClass ) then
- local ent = ents.Create( self.ResultClass )
- if ( self.NormalProp == true ) then ent.NormalProp = true end
- ent:SetPos( self:GetPos() )
- ent:SetAngles( self:GetAngles() )
- ent:SetModel( self:GetModel() )
- ent.Player = self.Player
- ent:SetNWString( "Name", self.Name )
- ent:Spawn()
-
- local owner = ent.Player
- if ( !IsValid( owner ) ) then
- owner = Entity( self:GetNWInt( "OwnerID" ) )
- if ( IsValid( owner ) && self:GetNWString( "Owner" ) != owner:Nick() ) then owner = NULL end
- end
- if ( !IsValid( owner ) ) then owner = self.OwnerTable end
- SPropProtection.PlayerMakePropOwner( owner, ent )
-
- ent:Fadein()
- end
-
- if ( IsValid( self ) ) then
- if ( IsValid( self.Player ) ) then self.Player.HasBuildingSite = false end
- self:Remove()
- end
-end
-
-function ENT:OnUse( ply )
- if ( CurTime() - self.LastUsed < 0.5 ) then return end
- self.LastUsed = CurTime()
-
- -- Prevent fools from trapping other players inside just-built structures/props
- for id, ply in pairs( player.GetAll() ) do
- local mindist = self:OBBMaxs() - self:OBBMins()
- mindist = ( mindist.x + mindist.y + mindist.z ) / 3
-
- if ( ply:GetPos():Distance( self:LocalToWorld( self:OBBCenter() ) ) < mindist ) then
- ply:SendMessage( "Too close to other players!", 3, Color( 200, 10, 10, 255 ) )
- return
- end
- end
-
- if ( self.Costs ) then
- for k, v in pairs( self.Costs ) do
- if ( ply:GetResource( k ) >= 0 ) then
- if ( ply:GetResource( k ) < v ) then
- self:AddResource( k, ply:GetResource( k ) )
- ply:DecResource( k, ply:GetResource( k ) )
- else
- self:AddResource( k, v )
- ply:DecResource( k, v )
- end
- end
- end
-
- if ( table.Count( self.Costs ) > 0 ) then
- local str = "You need:"
- for k, v in pairs( self.Costs ) do
- str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
- end
- str = str .. " to finish."
- ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) )
- else
- self:Finish()
- ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) )
- end
- else
- self:Finish()
- ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_clock_big.lua b/ftp_gmstranded/entities/entities/gms_clock_big.lua
deleted file mode 100644
index 4fe66e2..0000000
--- a/ftp_gmstranded/entities/entities/gms_clock_big.lua
+++ /dev/null
@@ -1,71 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "base_anim"
-
-ENT.PrintName = "Clock"
-ENT.Category = "Robotboy655's Entities"
-
-ENT.Spawnable = true
-
-function ENT:Initialize()
- if ( CLIENT ) then return end
- self:SetModel( "models/props_trainstation/trainstation_clock001.mdl" )
- self:PhysicsInit( SOLID_VPHYSICS )
- self:SetMoveType( MOVETYPE_VPHYSICS )
- self:SetSolid( SOLID_VPHYSICS )
-end
-
-function ENT:SpawnFunction( ply, tr )
- if ( !tr.Hit ) then return end
-
- local ent = ents.Create( ClassName )
- ent:SetPos( tr.HitPos + tr.HitNormal * 2 )
- ent:Spawn()
- ent:Activate()
-
- local phys = ent:GetPhysicsObject()
- if ( IsValid( phys ) ) then phys:Wake() end
-
- return ent
-end
-
-if ( SERVER ) then return end
-
-surface.CreateFont( "Default_Clock", {
- font="Tahoma",
- size = 70,
- weight = 800
-} )
-
-function ENT:Draw()
-
- self:DrawModel()
-
- local ang = self:GetAngles()
-
- ang:RotateAroundAxis( ang:Right(), -90 )
- ang:RotateAroundAxis( ang:Up(), 90 )
-
- local pos = self:GetPos() + self:GetRight() * 15.5 + self:GetUp() * 15.5 + self:GetForward() * -0.9
-
- local hours = os.date( "%M", Time )
- local mins = os.date( "%S", Time )
-
- cam.Start3D2D( pos, ang, 0.0604 )
-
- draw.RoundedBox( 4, 100, 350, 305, 105, Color( 0, 0, 0, 255 ) )
- draw.SimpleText( hours .. ":" .. mins, "Default_Clock", 250, 400, Color( 255, 255, 255, 255 ) , 1, 1 )
-
- surface.SetDrawColor( Color( 0, 0, 0, 255 ) )
-
- -- Trigonometry, bitch
- mins = ( mins - 15 ) / 30 * math.pi
- hours = ( hours - 3 ) / 6 * math.pi
- surface.DrawLine( 256, 256, 256 + math.cos( mins ) * 350, 256 + math.sin( mins ) * 350 )
- surface.DrawLine( 256, 256, 256 + math.cos( hours ) * 250, 256 + math.sin( hours ) * 250 )
-
- cam.End3D2D()
-
-end
diff --git a/ftp_gmstranded/entities/entities/gms_copperfurnace.lua b/ftp_gmstranded/entities/entities/gms_copperfurnace.lua
deleted file mode 100644
index 1aaa970..0000000
--- a/ftp_gmstranded/entities/entities/gms_copperfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Copper Furnace"
-
-ENT.Model = "models/props/cs_militia/furnace01.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_copperfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_copperworkbench.lua b/ftp_gmstranded/entities/entities/gms_copperworkbench.lua
deleted file mode 100644
index ab6e8c4..0000000
--- a/ftp_gmstranded/entities/entities/gms_copperworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Copper Workbench"
-
-ENT.Model = "models/props_combine/breendesk.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_copperworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_factory.lua b/ftp_gmstranded/entities/entities/gms_factory.lua
deleted file mode 100644
index 7de9677..0000000
--- a/ftp_gmstranded/entities/entities/gms_factory.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Factory"
-
-ENT.Model = "models/props_c17/factorymachine01.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_factory" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_food.lua b/ftp_gmstranded/entities/entities/gms_food.lua
deleted file mode 100644
index 2ad1297..0000000
--- a/ftp_gmstranded/entities/entities/gms_food.lua
+++ /dev/null
@@ -1,99 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Food"
-ENT.Purpose = "To eat."
-ENT.Instructions = "Press use to eat."
-
-ENT.Model = "models/props_c17/metalpot002a.mdl"
-
-if ( CLIENT ) then
-
-local PendingFoodDrops = PendingFoodDrops or {}
-
-usermessage.Hook( "gms_SetFoodDropInfo", function( um )
- local index = um:ReadString()
- local type = um:ReadString()
- local ent = ents.GetByIndex( index )
-
- if ( ent == NULL or !ent ) then
- local tbl = {}
- tbl.Type = type
- tbl.Index = index
- table.insert( PendingFoodDrops, tbl )
-
- //error("This happened: PendingFoodDrops")
- else
- ent.Food = type
- end
-end )
-
-hook.Add( "Think", "gms_CheckForPendingFoodDrops", function()
- for k, tbl in pairs( PendingFoodDrops ) do
- local ent = ents.GetByIndex( tbl.Index )
- if ( ent != NULL ) then
- ent.Food = tbl.Type
- table.remove( PendingFoodDrops, k )
- end
- end
-end )
-
-if ( !GMS ) then return end
-
-local texLogo = surface.GetTextureID("vgui/modicon")
-function ENT:OnInitialize()
- self.AddAngle = Angle( 0, 0, 90 )
- self.FoodIcons = {}
- for k, v in pairs( GMS.Combinations[ "Cooking" ] ) do
- if ( v.Texture ) then self.FoodIcons[ k ] = surface.GetTextureID( v.Texture ) end
- end
-end
-
-
-function ENT:Draw()
- self:DrawModel()
-
- local food = self.Food or "Loading..."
- local tex = self.FoodIcons[ string.gsub( food, " ", "_" ) ] or texLogo
-
- cam.Start3D2D( self:GetPos() + Vector( 0, 0, 20 ), self.AddAngle, 0.01 )
- surface.SetDrawColor( Color( 255, 255, 255, 255 ) )
- surface.SetTexture( tex )
- surface.DrawTexturedRect( -500, -500, 1000, 1000 )
- cam.End3D2D()
-
- cam.Start3D2D( self:GetPos() + Vector( 0, 0, 20 ), self.AddAngle + Angle( 0, 180, 0 ), 0.01 )
- surface.SetDrawColor( Color( 255, 255, 255, 255 ) )
- surface.SetTexture( tex )
- surface.DrawTexturedRect( -500, -500, 1000, 1000 )
- cam.End3D2D()
-
- cam.Start3D2D( self:GetPos() + Vector( 0, 0, 25 ), self.AddAngle, 0.2)
- draw.SimpleText( food, "ScoreboardText", 0, 0, Color( 255, 255, 255, 255 ), 1, 1 )
- cam.End3D2D()
-
- cam.Start3D2D(self:GetPos() + Vector( 0, 0, 25 ), self.AddAngle + Angle( 0, 180, 0 ), 0.2 )
- draw.SimpleText( food, "ScoreboardText", 0, 0, Color( 255, 255, 255, 255 ), 1, 1 )
- cam.End3D2D()
-end
-
-function ENT:Think()
- self.AddAngle = self.AddAngle + Angle( 0, 2, 0 )
-end
-
-return end
-
-function ENT:OnInitialize()
- self.Food = "Food"
-end
-
-function ENT:StartTouch( ent )
- if ( ent:GetClass() == "gms_resourcedrop" ) then
- big_gms_combineresourcepack( self, ent )
- end
- if ( ent:GetClass() == "gms_buildsite" ) then
- gms_addbuildsiteresourcePack( self, ent )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_fridge.lua b/ftp_gmstranded/entities/entities/gms_fridge.lua
deleted file mode 100644
index 14bf3d1..0000000
--- a/ftp_gmstranded/entities/entities/gms_fridge.lua
+++ /dev/null
@@ -1,22 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Fridge"
-ENT.Purpose = "To store food."
-ENT.Instructions = "Press use to open food menu."
-
-ENT.Model = "models/props_c17/FurnitureFridge001a.mdl"
-
-function ENT:OnInitialize()
- self.Resources = {}
-end
-
-if ( CLIENT ) then return end
-
-function ENT:StartTouch( ent )
- if ( ent:GetClass() == "gms_food" ) then
- big_gms_combinefood( self, ent )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_goldfurnace.lua b/ftp_gmstranded/entities/entities/gms_goldfurnace.lua
deleted file mode 100644
index 1302d67..0000000
--- a/ftp_gmstranded/entities/entities/gms_goldfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Gold Furnace"
-
-ENT.Model = "models/props_industrial/oil_storage.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_goldfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_goldworkbench.lua b/ftp_gmstranded/entities/entities/gms_goldworkbench.lua
deleted file mode 100644
index 647bc69..0000000
--- a/ftp_gmstranded/entities/entities/gms_goldworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Gold Workbench"
-
-ENT.Model = "models/props/cs_office/file_cabinet1.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_goldworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_gravestone.lua b/ftp_gmstranded/entities/entities/gms_gravestone.lua
deleted file mode 100644
index 267d165..0000000
--- a/ftp_gmstranded/entities/entities/gms_gravestone.lua
+++ /dev/null
@@ -1,88 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "GraveStone"
-ENT.Purpose = "Store items on death"
-ENT.Instructions = "Press e to get back your items."
-
-ENT.Model = "models/props_c17/gravestone004a.mdl"
-
-ENT.deathResources = {}
-ENT.deathWeapons = {}
-
-function ENT:SetupDataTables()
-
- self:NetworkVar( "String", 0, "plName" )
-
-end
-
-function ENT:OnInitialize()
- local phys = self:GetPhysicsObject()
- if (phys:IsValid()) then phys:EnableMotion(false) end
-end
-
-
-
-if ( CLIENT ) then
-
- surface.CreateFont( "GraveFont", {
- font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name
- size = 80,
- weight = 500,
- blursize = 0,
- scanlines = 0,
- antialias = true,
- underline = false,
- italic = false,
- strikeout = false,
- symbol = false,
- rotary = false,
- shadow = false,
- additive = false,
- outline = true,
-} )
-
-
-
- function ENT:Draw()
-
- self:DrawModel()
-
- local angles = self:GetAngles();
- local position = self:GetPos();
- local offset = angles:Up() * 8 + angles:Forward() * -5 + angles:Right() * - 8;
-
- angles:RotateAroundAxis(angles:Forward(), 180);
- angles:RotateAroundAxis(angles:Right(), 90);
- angles:RotateAroundAxis(angles:Up(), 90);
-
- local plName = self:GetplName()
-
- cam.Start3D2D(position + offset, angles, 0.1);
-
- draw.SimpleText(plName, "GraveFont", 80.5, 46, Color(255, 255, 255, 255), 1, 1);
-
- cam.End3D2D();
- end
-
-end
-
-
-function ENT:Use( ply )
- table.sort(self.deathWeapons)
- table.sort(self.deathResources)
- ply:CancelProcess()
- ply:DeathMenu(self.deathResources, self.deathWeapons)
-end
-
-if ( SERVER ) then
-
-function ENT:Think()
- if (table.Count(self.deathWeapons) == 0 and table.Count(self.deathResources) == 0) then
- self:Remove()
- end
-end
-
-end
diff --git a/ftp_gmstranded/entities/entities/gms_grindingstone.lua b/ftp_gmstranded/entities/entities/gms_grindingstone.lua
deleted file mode 100644
index 0e394d6..0000000
--- a/ftp_gmstranded/entities/entities/gms_grindingstone.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Grinding Stone"
-
-ENT.Model = "models/props_combine/combine_mine01.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_grindingstone" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_gunchunks.lua b/ftp_gmstranded/entities/entities/gms_gunchunks.lua
deleted file mode 100644
index 3218bc0..0000000
--- a/ftp_gmstranded/entities/entities/gms_gunchunks.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Gun Chunks"
-
-ENT.Model = "models/Gibs/airboat_broken_engine.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_gunchunks" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua b/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua
deleted file mode 100644
index bd5f8c2..0000000
--- a/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "High Tech Gun Lab"
-
-ENT.Model = "models/props_wasteland/laundry_washer003.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_hightechgunlab" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_ironfurnace.lua b/ftp_gmstranded/entities/entities/gms_ironfurnace.lua
deleted file mode 100644
index 7769e83..0000000
--- a/ftp_gmstranded/entities/entities/gms_ironfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Iron Furnace"
-
-ENT.Model = "models/props_c17/furniturefireplace001a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_ironfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_ironworkbench.lua b/ftp_gmstranded/entities/entities/gms_ironworkbench.lua
deleted file mode 100644
index 5204f47..0000000
--- a/ftp_gmstranded/entities/entities/gms_ironworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Iron Workbench"
-
-ENT.Model = "models/props_wasteland/controlroom_desk001b.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_ironworkbench" )
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/entities/gms_loot.lua b/ftp_gmstranded/entities/entities/gms_loot.lua
deleted file mode 100644
index 7588d4c..0000000
--- a/ftp_gmstranded/entities/entities/gms_loot.lua
+++ /dev/null
@@ -1,24 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Loot"
-
-ENT.Model = "models/weapons/w_bugbait.mdl"
-ENT.DoWake = true
-ENT.Color = Color( 255, 0, 0, 255 )
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:DoProcess( "Loot", 5, {
- Entity = self,
- Resources = self.Resources
- } )
-end
-
-function ENT:Think()
- local effectdata = EffectData()
- effectdata:SetOrigin( self:GetPos() )
- util.Effect( "gms_loot_effect", effectdata )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua b/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua
deleted file mode 100644
index 8b3ce3a..0000000
--- a/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Mithril Factory"
-
-ENT.Model = "models/props_wasteland/laundry_washer001a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_mithrilfactory" )
-end
-
-
-
-
diff --git a/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua b/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua
deleted file mode 100644
index 18b849f..0000000
--- a/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Mithril WorkBench"
-
-ENT.Model = "models/props_wasteland/kitchen_counter001c.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_mithrilworkbench" )
-end
-
-
-
-
diff --git a/ftp_gmstranded/entities/entities/gms_obelisk.lua b/ftp_gmstranded/entities/entities/gms_obelisk.lua
deleted file mode 100644
index 7a415ac..0000000
--- a/ftp_gmstranded/entities/entities/gms_obelisk.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Obelisk"
-
-ENT.Model = "models/props_c17/gravestone_cross001b.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_obelisk" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua b/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua
deleted file mode 100644
index c55afa0..0000000
--- a/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Pistol Gun Lab"
-
-ENT.Model = "models/props/cs_militia/gun_cabinet.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_pistolgunlab" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua b/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua
deleted file mode 100644
index 1b974c6..0000000
--- a/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Platinum Furnace"
-
-ENT.Model = "models/xeon133/slider/slider_stand_12x12x24.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_platinumfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua b/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua
deleted file mode 100644
index fd22f8c..0000000
--- a/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Platinum Workbench"
-
-ENT.Model = "models/xqm/boxfull.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_platinumworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_renbuyshop.lua b/ftp_gmstranded/entities/entities/gms_renbuyshop.lua
deleted file mode 100644
index f6f4f2b..0000000
--- a/ftp_gmstranded/entities/entities/gms_renbuyshop.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Ren Buy Shop"
-
-ENT.Model = "models/props_lab/monitor02.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_renbuyshop" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_rensellshop.lua b/ftp_gmstranded/entities/entities/gms_rensellshop.lua
deleted file mode 100644
index 75e43f4..0000000
--- a/ftp_gmstranded/entities/entities/gms_rensellshop.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Ren Sell Shop"
-
-ENT.Model = "models/props_c17/consolebox01a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_rensellshop" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_resourcedrop.lua b/ftp_gmstranded/entities/entities/gms_resourcedrop.lua
deleted file mode 100644
index ea02813..0000000
--- a/ftp_gmstranded/entities/entities/gms_resourcedrop.lua
+++ /dev/null
@@ -1,63 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Resource Drop"
-ENT.Purpose = "To store resources."
-ENT.Instructions = "Press use to pick up."
-
-ENT.Model = "models/items/item_item_crate.mdl"
-
-if ( CLIENT ) then
-
-local PendingRDrops = PendingRDrops or {}
-
-usermessage.Hook( "gms_SetResourceDropInfo", function( um )
- local index = um:ReadString()
- local type = um:ReadString()
- local int = um:ReadShort()
- local ent = ents.GetByIndex( index )
-
- if ( int <= 0 ) then int = nil end
-
- if ( ent == NULL or !ent ) then
- local tbl = {}
- tbl.Type = type
- tbl.Amount = int
- tbl.Index = index
- table.insert( PendingRDrops, tbl )
-
- //error("This happened: PendingRDrops")
- else
- ent.Res = type
- ent.Amount = int
- end
-end )
-
-hook.Add( "Think", "gms_CheckForPendingRDrops", function()
- for k, tbl in pairs( PendingRDrops ) do
- local ent = ents.GetByIndex( tbl.Index )
- if ( ent != NULL ) then
- ent.Res = tbl.Type
- ent.Amount = tbl.Amount
- table.remove( PendingRDrops, k )
- end
- end
-end )
-
-return end
-
-function ENT:OnInitialize()
- self.Type = "Resource"
- self.Amount = 0
-end
-
-function ENT:StartTouch( ent )
- if ( ent:GetClass() == "gms_resourcedrop" && ent.Type == self.Type ) then
- big_gms_combineresource( self, ent )
- end
- if ( ent:GetClass() == "gms_buildsite" && ( ent.Costs[ self.Type ] != nil && ent.Costs[ self.Type ] > 0 ) ) then
- gms_addbuildsiteresource( self, ent )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_resourcepack.lua b/ftp_gmstranded/entities/entities/gms_resourcepack.lua
deleted file mode 100644
index deae2e2..0000000
--- a/ftp_gmstranded/entities/entities/gms_resourcepack.lua
+++ /dev/null
@@ -1,70 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Resource Pack"
-ENT.Purpose = "To store resources."
-ENT.Instructions = "Press use to open menu."
-
-ENT.Model = "models/items/item_item_crate.mdl"
-
-function ENT:OnInitialize()
- self.Resources = {}
-end
-
-if ( CLIENT ) then
-
-local PendingRPDrops = PendingRPDrops or {}
-
-usermessage.Hook( "gms_SetResPackInfo", function( um )
- local index = um:ReadString()
- local type = um:ReadString()
- local int = um:ReadShort()
- local ent = ents.GetByIndex( index )
-
- if ( int <= 0 ) then int = nil end
-
- if ( ent == NULL or !ent ) then
- local tbl = {}
- tbl.Type = type
- tbl.Amount = int
- tbl.Index = index
- table.insert( PendingRPDrops, tbl )
-
- //error("This happened: PendingRPDrops")
- else
- if ( !ent.Resources ) then ent.Resources = {} end
- ent.Resources[ type ] = int
-
- if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then
- GAMEMODE.ResourcePackFrame:Update()
- end
- end
-end )
-
-hook.Add( "Think", "gms_CheckForPendingRPDrops", function()
- for k, tbl in pairs( PendingRPDrops ) do
- local ent = ents.GetByIndex( tbl.Index )
- if ( IsValid( ent ) ) then
- if ( !ent.Resources ) then ent.Resources = {} end
- ent.Resources[ tbl.Type ] = tbl.Amount
- table.remove( PendingRPDrops, k )
-
- if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then
- GAMEMODE.ResourcePackFrame:Update()
- end
- end
- end
-end )
-
-return end
-
-function ENT:StartTouch( ent )
- if ( ent:GetClass() == "gms_resourcedrop" ) then
- big_gms_combineresourcepack( self, ent )
- end
- if ( ent:GetClass() == "gms_buildsite" ) then
- gms_addbuildsiteresourcePack( self, ent )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_runealtar.lua b/ftp_gmstranded/entities/entities/gms_runealtar.lua
deleted file mode 100644
index 357ea06..0000000
--- a/ftp_gmstranded/entities/entities/gms_runealtar.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Rune Altar"
-
-ENT.Model = "models/xqm/rails/cap.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_runealtar" )
-end
-
-
-
-
diff --git a/ftp_gmstranded/entities/entities/gms_runicinfuser.lua b/ftp_gmstranded/entities/entities/gms_runicinfuser.lua
deleted file mode 100644
index 68a7e9a..0000000
--- a/ftp_gmstranded/entities/entities/gms_runicinfuser.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Runic Infuser"
-
-ENT.Model = "models/maxofs2d/hover_rings.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_runicinfuser" )
-end
-
-
-
-
diff --git a/ftp_gmstranded/entities/entities/gms_seed.lua b/ftp_gmstranded/entities/entities/gms_seed.lua
deleted file mode 100644
index 626669f..0000000
--- a/ftp_gmstranded/entities/entities/gms_seed.lua
+++ /dev/null
@@ -1,160 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Type = "anim"
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Seed"
-
-ENT.Model = "models/weapons/w_bugbait.mdl"
-ENT.Color = Color( 0, 255, 0, 255 )
-
-if ( CLIENT ) then return end
-
-function ENT:OnInitialize()
- self:SetMoveType( MOVETYPE_NONE )
-end
-
-function ENT:Setup( plantType, time, ply )
- self.Type = plantType
- if ( plantType != "tree" ) then ply:SetNWInt( "plants", ply:GetNWInt( "plants" ) + 1 ) end
- self:SetOwner( ply )
-
- timer.Create( "GMS_SeedTimers_" .. self:EntIndex(), time, 1, function() self:Grow() end )
-end
-
-function ENT:Grow()
- local ply = self:GetOwner()
- local pos = self:GetPos()
-
- local num = 1
- if ( IsValid( ply ) && ply:HasUnlock( "Adept_Farmer" ) ) then num = num + math.random( 0, 1 ) end
- if ( IsValid( ply ) && ply:HasUnlock( "Expert_Farmer" ) ) then num = num + math.random( 0, 2 ) end
-
- if ( self.Type == "tree" ) then
- GAMEMODE.MakeTree( pos )
- elseif ( self.Type == "melon" ) then
- GAMEMODE.MakeMelon( pos, num, ply )
- elseif ( self.Type == "banana" ) then
- GAMEMODE.MakeBanana( pos, num, ply )
- elseif ( self.Type == "orange" ) then
- GAMEMODE.MakeOrange( pos, num, ply )
- elseif ( self.Type == "grain" ) then
- GAMEMODE.MakeGrain( pos, ply )
- elseif ( self.Type == "berry" ) then
- GAMEMODE.MakeBush( pos, ply )
- end
-
- self.Grown = true
- self:Fadeout()
-end
-
-function ENT:OnRemove()
- if ( !self.Grown && self.Type != "tree" && IsValid( self:GetOwner() ) ) then
- self:GetOwner():SetNWInt( "plants", self:GetOwner():GetNWInt( "plants" ) - 1 )
- end
- timer.Destroy( "GMS_SeedTimers_" .. self:EntIndex() )
-end
-
-function GAMEMODE.MakeGenericPlant( ply, pos, mdl, isTree )
- local ent = ents.Create( "prop_dynamic" )
- ent:SetAngles( Angle( 0, math.random( 0, 360 ), 0 ) )
- ent:SetSolid( SOLID_VPHYSICS )
- ent:SetModel( mdl )
- ent:SetPos( pos )
- ent:Spawn()
- ent.IsPlant = true
- ent:SetName( "gms_plant" .. ent:EntIndex() )
-
- ent:Fadein()
- ent:RiseFromGround( 1, 50 )
-
- if ( !isTree && IsValid( ply ) ) then
- ent:SetNWEntity( "plantowner", ply )
- SPropProtection.PlayerMakePropOwner( ply, ent )
- else
- ent:SetNWString( "Owner", "World" )
- end
-
- local phys = ent:GetPhysicsObject()
- if ( IsValid( phys ) ) then phys:EnableMotion( false ) end
- ent.PhysgunDisabled = true
-
- return ent
-end
-
-function GAMEMODE.MakeGenericPlantChild( ply, pos, mdl, parent )
- local ent = ents.Create( "prop_physics" )
- ent:SetAngles( Angle( 0, math.random( 0, 360 ) , 0 ) )
- ent:SetModel( mdl )
- ent:SetPos( pos )
- ent:Spawn()
- ent.IsPlantChild = true
-
- ent:SetHealth( 99999 )
- ent:Fadein()
-
- local phys = ent:GetPhysicsObject()
- if ( phys ) then phys:EnableMotion( false ) end
-
- ent.PlantParent = parent
- ent.PlantParentName = parent:GetName()
- parent.Children = parent.Children + 1
-
- if ( IsValid( ply ) ) then
- SPropProtection.PlayerMakePropOwner( ply, ent )
- else
- ent:SetNWString( "Owner", "World" )
- end
-
- ent.PhysgunDisabled = true
-
- return ent
-end
-
-function GAMEMODE.MakeTree( pos )
- //GAMEMODE.MakeGenericPlant( ply, pos, GMS.TreeModels[ math.random( 1, #GMS.TreeModels ) ], true )
- local ent = ents.Create( "gms_tree" )
- ent:SetPos( pos )
- ent:Spawn()
- ent.GMSAutoSpawned = true
- ent:SetNetworkedString( "Owner", "World" )
-end
-
-function GAMEMODE.MakeGrain( pos, ply )
- GAMEMODE.MakeGenericPlant( ply, pos + Vector( math.random( -10, 10 ), math.random( -10, 10 ), 0 ), "models/props_foliage/cattails.mdl" )
-end
-
-function GAMEMODE.MakeBush( pos, ply )
- GAMEMODE.MakeGenericPlant( ply, pos + Vector( math.random( -10, 10 ), math.random( -10, 10 ), 16 ), "models/props/pi_shrub.mdl" )
-end
-
-function GAMEMODE.MakeBanana( pos, num, ply )
- local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, -3 ), "models/props/de_dust/du_palm_tree01_skybx.mdl" )
- plant.Children = 0
-
- for i = 1, num do
- GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -7, 7 ), math.random( -7, 7 ), math.random( 48, 55 ) ), "models/props/cs_italy/bananna_bunch.mdl", plant )
- end
-end
-
-function GAMEMODE.MakeMelon( pos, num, ply )
- local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, 13 ), "models/props/CS_militia/fern01.mdl" )
- plant.Children = 0
-
- for i = 1, num do
- GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -25, 25 ), math.random( -25, 25 ), math.random( 5, 7 ) ), "models/props_junk/watermelon01.mdl", plant )
- end
-end
-
-function GAMEMODE.MakeOrange( pos, num, ply )
- local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, -12 ), "models/props/cs_office/plant01_p1.mdl" )
- plant.Children = 0
-
- plant:SetCollisionGroup( 0 )
- plant:SetSolid( SOLID_NONE )
- plant.Children = 0
-
- for i = 1, num do
- GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -5, 5 ), math.random( -5, 5 ), math.random( 13, 30 ) ), "models/props/cs_italy/orange.mdl", plant )
- end
-end
diff --git a/ftp_gmstranded/entities/entities/gms_silverfurnace.lua b/ftp_gmstranded/entities/entities/gms_silverfurnace.lua
deleted file mode 100644
index bd29e69..0000000
--- a/ftp_gmstranded/entities/entities/gms_silverfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Silver Furnace"
-
-ENT.Model = "models/props_wasteland/laundry_basket001.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_silverfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_silverworkbench.lua b/ftp_gmstranded/entities/entities/gms_silverworkbench.lua
deleted file mode 100644
index 467e4b8..0000000
--- a/ftp_gmstranded/entities/entities/gms_silverworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Tech Workbench"
-
-ENT.Model = "models/props/de_inferno/bench_concrete.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_silverworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_smggunlab.lua b/ftp_gmstranded/entities/entities/gms_smggunlab.lua
deleted file mode 100644
index c483e67..0000000
--- a/ftp_gmstranded/entities/entities/gms_smggunlab.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "SMG Gun Lab"
-
-ENT.Model = "models/props_wasteland/controlroom_storagecloset001a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_smggunlab" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_steelfurnace.lua b/ftp_gmstranded/entities/entities/gms_steelfurnace.lua
deleted file mode 100644
index 1621a67..0000000
--- a/ftp_gmstranded/entities/entities/gms_steelfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Steel Furnace"
-
-ENT.Model = "models/props_industrial/winch_deck.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_steelfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_steelworkbench.lua b/ftp_gmstranded/entities/entities/gms_steelworkbench.lua
deleted file mode 100644
index 848ea43..0000000
--- a/ftp_gmstranded/entities/entities/gms_steelworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Steel Workbench"
-
-ENT.Model = "models/props/de_nuke/equipment1.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_steelworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_stonefurnace.lua b/ftp_gmstranded/entities/entities/gms_stonefurnace.lua
deleted file mode 100644
index 742b1d4..0000000
--- a/ftp_gmstranded/entities/entities/gms_stonefurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Stone Furnace"
-
-ENT.Model = "models/props/de_inferno/ClayOven.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_stonefurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua b/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua
deleted file mode 100644
index 71f26e5..0000000
--- a/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Stone Workbench"
-
-ENT.Model = "models/props/de_piranesi/pi_merlon.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_stoneworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_stove.lua b/ftp_gmstranded/entities/entities/gms_stove.lua
deleted file mode 100644
index 897ef73..0000000
--- a/ftp_gmstranded/entities/entities/gms_stove.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Stove"
-
-ENT.Model = "models/props_c17/furniturestove001a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "Cooking" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_techfurnace.lua b/ftp_gmstranded/entities/entities/gms_techfurnace.lua
deleted file mode 100644
index 694d467..0000000
--- a/ftp_gmstranded/entities/entities/gms_techfurnace.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Tech Furnace"
-
-ENT.Model = "models/props/cs_militia/dryer.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_techfurnace" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_techworkbench.lua b/ftp_gmstranded/entities/entities/gms_techworkbench.lua
deleted file mode 100644
index 96d8c58..0000000
--- a/ftp_gmstranded/entities/entities/gms_techworkbench.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Tech Workbench"
-
-ENT.Model = "models/props_lab/reciever_cart.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_techworkbench" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_transmutator.lua b/ftp_gmstranded/entities/entities/gms_transmutator.lua
deleted file mode 100644
index 582622e..0000000
--- a/ftp_gmstranded/entities/entities/gms_transmutator.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Transmutator"
-
-ENT.Model = "models/props_wasteland/kitchen_stove002a.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- ply:OpenCombiMenu( "gms_transmutator" )
-end
diff --git a/ftp_gmstranded/entities/entities/gms_tree.lua b/ftp_gmstranded/entities/entities/gms_tree.lua
deleted file mode 100644
index cd73761..0000000
--- a/ftp_gmstranded/entities/entities/gms_tree.lua
+++ /dev/null
@@ -1,22 +0,0 @@
-//models/props_foliage/tree_springers_01a.mdl
-
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Tree"
-
-ENT.Model = "models/props_foliage/tree_springers_01a.mdl"
-
-ENT.DoWake = true
-
-ENT.Uses = 100
-
-if ( CLIENT ) then return end
-
-function ENT:OnInitialize()
- self:SetNetworkedString( "Owner", "World" )
-
- self:SetMoveType( MOVETYPE_NONE )
-
-end
diff --git a/ftp_gmstranded/entities/entities/gms_waterfountain.lua b/ftp_gmstranded/entities/entities/gms_waterfountain.lua
deleted file mode 100644
index 1cbf275..0000000
--- a/ftp_gmstranded/entities/entities/gms_waterfountain.lua
+++ /dev/null
@@ -1,29 +0,0 @@
-
-AddCSLuaFile()
-
-ENT.Base = "gms_base_entity"
-ENT.PrintName = "Water Fountain"
-
-ENT.Model = "models/props/de_inferno/fountain.mdl"
-
-if ( CLIENT ) then return end
-
-function ENT:OnUse( ply )
- if ( ply.Thirst >= 950 ) then
- ply.Thirst = 1000
- ply:UpdateNeeds()
- if ( ply.Hasdrunk == false or ply.Hasdrunk == nil ) then
- ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) )
- ply.Hasdrunk = true
- timer.Simple( 0.9, function() ply.Hasdrunk = false end )
- end
- elseif ( ply.Thirst < 950 ) then
- ply.Thirst = ply.Thirst + 50
- if ( ply.Hasdrunk == false or ply.Hasdrunk == nil ) then
- ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) )
- ply.Hasdrunk = true
- timer.Simple( 0.9, function() ply.Hasdrunk = false end )
- end
- ply:UpdateNeeds()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua b/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua
deleted file mode 100644
index 0ac5a6d..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua
+++ /dev/null
@@ -1,74 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("bobs_blacklisted")
-SWEP.Category = ""
-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 = "you're holding a blacklisted weapon!" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 1 -- Position in the slot
-SWEP.DrawAmmo = false -- 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
-SWEP.Weight = 0 -- rank relative ot other weapons. bigger is better
-SWEP.AutoSwitchTo = false -- Auto switch to if we pick it up
-SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
-SWEP.HoldType = "normal" -- 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.SelectiveFire = false
-
-SWEP.ViewModelFOV = 70
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_hands.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_suitcase_passenger.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = false
-SWEP.AdminSpawnable = false
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = ("") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 1 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 0 -- Size of a clip
-SWEP.Primary.DefaultClip = 0 -- Bullets you start with
-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 = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "false" -- 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 = 0 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 0 -- Base damage per bullet
-SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(0,0,0)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(0,0,0)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector (0,0,0)
-SWEP.RunSightsAng = Vector (0,0,0)
-
-SWEP.BlackListed = true
-
-function SWEP:PrimaryAttack()
-self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED")
-end
-function SWEP:SecondaryAttack()
-self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED")
-end
-
-function SWEP:Think()
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua
deleted file mode 100644
index 6e182de..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua
+++ /dev/null
@@ -1,1359 +0,0 @@
--- //Variables that are used on both client and server
-SWEP.Category = ""
-SWEP.Gun = ""
-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.DrawCrosshair = true -- Hell no, crosshairs r 4 nubz!
-SWEP.ViewModelFOV = 65 -- How big the gun will look
-SWEP.ViewModelFlip = true -- True for CSS models, False for HL2 models
-
-SWEP.Spawnable = false
-SWEP.AdminSpawnable = false
-
-SWEP.Primary.Sound = Sound("") -- Sound of the gun
-SWEP.Primary.Round = ("") -- What kind of bullet?
-SWEP.Primary.Cone = 0.2 -- 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.RPM = 0 -- This is in Rounds Per Minute
-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 side recoil (koolaid)
-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
-SWEP.Secondary.Ammo = ""
---//HAHA! GOTCHA, YA BASTARD!
-
--- SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
-
-SWEP.Penetration = true
-SWEP.Ricochet = true
-SWEP.MaxRicochet = 1
-SWEP.RicochetCoin = 1
-SWEP.BoltAction = false
-SWEP.Scoped = false
-SWEP.ShellTime = .35
-SWEP.Tracer = 0
-SWEP.CanBeSilenced = false
-SWEP.Silenced = false
-SWEP.NextSilence = 0
-SWEP.SelectiveFire = false
-SWEP.NextFireSelect = 0
-SWEP.OrigCrossHair = true
-
-local PainMulti = 1
-
-if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1.")
-else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
- end
-end
-
-function NewM9KDamageMultiplier(cvar, previous, new)
- print("multiplier has been changed ")
- if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1, you will notice no changes.")
- else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
- end
- end
-end
-cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplier)
-
-function NewDefClips(cvar, previous, new)
- print("Default clip multiplier has changed. A server restart will be required for these changes to take effect.")
-end
-cvars.AddChangeCallback("M9KDefaultClip", NewDefClips)
-
-if GetConVar("M9KDefaultClip") == nil then
- print("M9KDefaultClip is missing! You may have hit the lua limit!")
-else
- if GetConVar("M9KDefaultClip"):GetInt() >= 0 then
- print("M9K Weapons will now spawn with "..GetConVar("M9KDefaultClip"):GetFloat().." clips.")
- else
- print("Default clips will be not be modified")
- end
-end
-
-SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
-SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
-
-SWEP.VElements = {}
-SWEP.WElements = {}
-
-function SWEP:Initialize()
- self.Reloadaftershoot = 0 -- Can't reload when firing
- self:SetHoldType(self.HoldType)
- self.OrigCrossHair = self.DrawCrosshair
- if SERVER and self.Owner:IsNPC() then
- self:SetNPCMinBurst(3)
- self:SetNPCMaxBurst(10) -- None of this really matters but you need it here anyway
- self:SetNPCFireRate(1/(self.Primary.RPM/60))
- -- //self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
- end
-
- 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:Equip()
- self:SetHoldType(self.HoldType)
-end
-
-function SWEP:Deploy()
- self:SetIronsights(false, self.Owner) -- Set the ironsight false
- self:SetHoldType(self.HoldType)
-
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_DRAW_SILENCED )
- else
- self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
- end
-
- self.Weapon:SetNWBool("Reloading", false)
-
- if !self.Owner:IsNPC() and self.Owner != nil then
- if self.ResetSights and self.Owner:GetViewModel() != nil then
- self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
- end
- end
- return true
-end
-
-function SWEP:Holster()
-
- if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
-
- return true
-end
-
-function SWEP:OnRemove()
-
- if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
-
-end
-
-function SWEP:GetCapabilities()
- return CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1
-end
-
-function SWEP:Precache()
- util.PrecacheSound(self.Primary.Sound)
- util.PrecacheModel(self.ViewModel)
- util.PrecacheModel(self.WorldModel)
-end
-
-function SWEP:PrimaryAttack()
- OkaySoFar = true
- if not IsValid(self) then
- OkaySoFar = false
- else if not IsValid(self.Weapon) then
- OkaySoFar = false
- else if not IsValid(self.Owner) then
- OkaySoFar = false
- end end end
-
- if not OkaySoFar then return end
-
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
-
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
- self.Weapon:EmitSound(self.Primary.SilencedSound)
- else
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- end
-
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,4))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self.RicochetCoin = (math.random(1,4))
- end
-end
-
-function SWEP:CheckWeaponsAndAmmo()
- if SERVER and self.Weapon != nil and (GetConVar("M9KWeaponStrip"):GetBool()) then
- if self.Weapon:Clip1() == 0 && self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) == 0 then
- timer.Simple(.1, function() if SERVER then if not IsValid(self) then return end
- if self.Owner == nil then return end
- self.Owner:StripWeapon(self.Gun)
- end end)
- end
- end
-end
-
-
-/*---------------------------------------------------------
- Name: SWEP:ShootBulletInformation()
- Desc: This func add the damage, the recoil, the number of shots and the cone on the bullet.
------------------------------------------------------*/
-function SWEP:ShootBulletInformation()
-
- local CurrentDamage
- local CurrentRecoil
- local CurrentCone
- local basedamage
-
- if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then
- CurrentCone = self.Primary.IronAccuracy
- else
- CurrentCone = self.Primary.Spread
- end
- local damagedice = math.Rand(.85,1.3)
-
- basedamage = PainMulti * self.Primary.Damage
- CurrentDamage = basedamage * damagedice
- CurrentRecoil = self.Primary.Recoil
-
- -- //Player is aiming
- if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then
- self:ShootBullet(CurrentDamage, CurrentRecoil / 6, self.Primary.NumShots, CurrentCone)
- -- //Player is not aiming
- else
- if IsValid(self) then
- if IsValid(self.Weapon) then
- if IsValid(self.Owner) then
- self:ShootBullet(CurrentDamage, CurrentRecoil, self.Primary.NumShots, CurrentCone)
- end
- end
- end
- end
-
-end
-
-/*---------------------------------------------------------
- Name: SWEP:ShootBullet()
- Desc: A convenience func to shoot bullets.
------------------------------------------------------*/
-local TracerName = "Tracer"
-
-function SWEP:ShootBullet(damage, recoil, num_bullets, aimcone)
-
- num_bullets = num_bullets or 1
- aimcone = aimcone or 0
-
- self:ShootEffects()
-
- if self.Tracer == 1 then
- TracerName = "Ar2Tracer"
- elseif self.Tracer == 2 then
- TracerName = "AirboatGunHeavyTracer"
- else
- TracerName = "Tracer"
- end
-
- local bullet = {}
- bullet.Num = num_bullets
- bullet.Src = self.Owner:GetShootPos() -- Source
- bullet.Dir = self.Owner:GetAimVector() -- Dir of bullet
- bullet.Spread = Vector(aimcone, aimcone, 0) -- Aim Cone
- bullet.Tracer = 3 -- Show a tracer on every x bullets
- bullet.TracerName = TracerName
- bullet.Force = damage * 0.25 -- Amount of force to give to phys objects
- bullet.Damage = damage
- bullet.Callback = function(attacker, tracedata, dmginfo)
- return self:RicochetCallback(0, attacker, tracedata, dmginfo)
- end
- if IsValid(self) then
- if IsValid(self.Weapon) then
- if IsValid(self.Owner) then
- self.Owner:FireBullets(bullet)
- end
- end
- end
- -- //if SERVER and !self.Owner:IsNPC() then
- -- // local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
- -- // self.Owner:ViewPunch(anglo)
-
- -- // local eyes = self.Owner:EyeAngles()
- -- // eyes.pitch = eyes.pitch + anglo.pitch
- -- // eyes.yaw = eyes.yaw + anglo.yaw
- -- // if game.SinglePlayer() then self.Owner:SetEyeAngles(eyes) end
- -- //end
-
- local anglo1 = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
- self.Owner:ViewPunch(anglo1)
-
- if SERVER and game.SinglePlayer() and !self.Owner:IsNPC() then
- local offlineeyes = self.Owner:EyeAngles()
- offlineeyes.pitch = offlineeyes.pitch + anglo1.pitch
- offlineeyes.yaw = offlineeyes.yaw + anglo1.yaw
- if GetConVar("M9KDynamicRecoil"):GetBool() then
- self.Owner:SetEyeAngles(offlineeyes)
- end
- end
-
- if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
- local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
-
- local eyes = self.Owner:EyeAngles()
- eyes.pitch = eyes.pitch + (anglo.pitch/3)
- eyes.yaw = eyes.yaw + (anglo.yaw/3)
- if GetConVar("M9KDynamicRecoil"):GetBool() then
- self.Owner:SetEyeAngles(eyes)
- end
- end
-
-end
-
-/*---------------------------------------------------------
- Name: SWEP:RicochetCallback()
------------------------------------------------------*/
-
-function SWEP:RicochetCallback(bouncenum, attacker, tr, dmginfo)
-
- if not IsFirstTimePredicted() then
- return {damage = false, effects = false}
- end
-
- local PenetrationChecker = false
-
- if GetConVar("M9KDisablePenetration") == nil then
- PenetrationChecker = false
- else
- PenetrationChecker = GetConVar("M9KDisablePenetration"):GetBool()
- end
-
- if PenetrationChecker then return {damage = true, effects = DoDefaultEffect} end
-
- bulletmiss = {}
- bulletmiss[1]=Sound("weapons/fx/nearmiss/bulletLtoR03.wav")
- bulletmiss[2]=Sound("weapons/fx/nearmiss/bulletLtoR04.wav")
- bulletmiss[3]=Sound("weapons/fx/nearmiss/bulletLtoR06.wav")
- bulletmiss[4]=Sound("weapons/fx/nearmiss/bulletLtoR07.wav")
- bulletmiss[5]=Sound("weapons/fx/nearmiss/bulletLtoR09.wav")
- bulletmiss[6]=Sound("weapons/fx/nearmiss/bulletLtoR10.wav")
- bulletmiss[7]=Sound("weapons/fx/nearmiss/bulletLtoR13.wav")
- bulletmiss[8]=Sound("weapons/fx/nearmiss/bulletLtoR14.wav")
-
- local DoDefaultEffect = true
- if (tr.HitSky) then return end
-
- // -- Can we go through whatever we hit?
- if (self.Penetration) and (self:BulletPenetrate(bouncenum, attacker, tr, dmginfo)) then
- return {damage = true, effects = DoDefaultEffect}
- end
-
- // -- Your screen will shake and you'll hear the savage hiss of an approaching bullet which passing if someone is shooting at you.
- if (tr.MatType != MAT_METAL) then
- if (SERVER) then
- util.ScreenShake(tr.HitPos, 5, 0.1, 0.5, 64)
- sound.Play(table.Random(bulletmiss), tr.HitPos, 75, math.random(75,150), 1)
- end
-
- if self.Tracer == 0 or self.Tracer == 1 or self.Tracer == 2 then
- local effectdata = EffectData()
- effectdata:SetOrigin(tr.HitPos)
- effectdata:SetNormal(tr.HitNormal)
- effectdata:SetScale(20)
- util.Effect("AR2Impact", effectdata)
- elseif self.Tracer == 3 then
- local effectdata = EffectData()
- effectdata:SetOrigin(tr.HitPos)
- effectdata:SetNormal(tr.HitNormal)
- effectdata:SetScale(20)
- util.Effect("StunstickImpact", effectdata)
- end
-
- return
- end
-
- if (self.Ricochet == false) then return {damage = true, effects = DoDefaultEffect} end
-
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- self.MaxRicochet = 12
- elseif self.Primary.Ammo == "pistol" then -- pistols
- self.MaxRicochet = 2
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- self.MaxRicochet = 4
- elseif self.Primary.Ammo == "smg1" then -- smgs
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- self.MaxRicochet = 8
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- self.MaxRicochet = 1
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- self.MaxRicochet = 1
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- self.MaxRicochet = 8
- end
-
- if (bouncenum > self.MaxRicochet) then return end
-
- // -- Bounce vector
- local trace = {}
- trace.start = tr.HitPos
- trace.endpos = trace.start + (tr.HitNormal * 16384)
-
- local trace = util.TraceLine(trace)
-
- local DotProduct = tr.HitNormal:Dot(tr.Normal * -1)
-
- local ricochetbullet = {}
- ricochetbullet.Num = 1
- ricochetbullet.Src = tr.HitPos + (tr.HitNormal * 5)
- ricochetbullet.Dir = ((2 * tr.HitNormal * DotProduct) + tr.Normal) + (VectorRand() * 0.05)
- ricochetbullet.Spread = Vector(0, 0, 0)
- ricochetbullet.Tracer = 1
- ricochetbullet.TracerName = "m9k_effect_mad_ricochet_trace"
- ricochetbullet.Force = dmginfo:GetDamage() * 0.15
- ricochetbullet.Damage = dmginfo:GetDamage() * 0.5
- ricochetbullet.Callback = function(a, b, c)
- if (self.Ricochet) then
- local impactnum
- if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end
- return self:RicochetCallback(bouncenum + impactnum, a, b, c) end
- end
-
- timer.Simple(0, function() attacker:FireBullets(ricochetbullet) end)
-
- return {damage = true, effects = DoDefaultEffect}
-end
-
-
-/*---------------------------------------------------------
- Name: SWEP:BulletPenetrate()
------------------------------------------------------*/
-function SWEP:BulletPenetrate(bouncenum, attacker, tr, paininfo)
-
- local MaxPenetration
-
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- MaxPenetration = 20
- elseif self.Primary.Ammo == "pistol" then -- pistols
- MaxPenetration = 9
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- MaxPenetration = 12
- elseif self.Primary.Ammo == "smg1" then -- smgs
- MaxPenetration = 14
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- MaxPenetration = 16
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- MaxPenetration = 5
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- MaxPenetration = 5
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- MaxPenetration = 17
- else
- MaxPenetration = 14
- end
-
- local DoDefaultEffect = true
- // -- Don't go through metal, sand or player
-
- if self.Primary.Ammo == "pistol" or
- self.Primary.Ammo == "buckshot" or
- self.Primary.Ammo == "slam" then self.Ricochet = true
- else
- if self.RicochetCoin == 1 then
- self.Ricochet = true
- elseif self.RicochetCoin >= 2 then
- self.Ricochet = false
- end
- end
-
- if self.Primary.Ammo == "SniperPenetratedRound" then self.Ricochet = true end
-
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- self.MaxRicochet = 10
- elseif self.Primary.Ammo == "pistol" then -- pistols
- self.MaxRicochet = 2
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "smg1" then -- smgs
- self.MaxRicochet = 4
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- self.MaxRicochet = 0
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- self.MaxRicochet = 0
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- self.MaxRicochet = 8
- end
-
- if (tr.MatType == MAT_METAL and self.Ricochet == true and self.Primary.Ammo != "SniperPenetratedRound" ) then return false end
-
- // -- Don't go through more than 3 times
- if (bouncenum > self.MaxRicochet) then return false end
-
- // -- Direction (and length) that we are going to penetrate
- local PenetrationDirection = tr.Normal * MaxPenetration
-
- if (tr.MatType == MAT_GLASS or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_WOOD or tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then
- PenetrationDirection = tr.Normal * (MaxPenetration * 2)
- end
-
- local trace = {}
- trace.endpos = tr.HitPos
- trace.start = tr.HitPos + PenetrationDirection
- trace.mask = MASK_SHOT
- trace.filter = {self.Owner}
-
- local trace = util.TraceLine(trace)
-
- // -- Bullet didn't penetrate.
- if (trace.StartSolid or trace.Fraction >= 1.0 or tr.Fraction <= 0.0) then return false end
-
- // -- Damage multiplier depending on surface
- local fDamageMulti = 0.5
-
- if self.Primary.Ammo == "SniperPenetratedRound" then
- fDamageMulti = 1
- elseif(tr.MatType == MAT_CONCRETE or tr.MatType == MAT_METAL) then
- fDamageMulti = 0.3
- elseif (tr.MatType == MAT_WOOD or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_GLASS) then
- fDamageMulti = 0.8
- elseif (tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then
- fDamageMulti = 0.9
- end
-
- local damagedice = math.Rand(.85,1.3)
- local newdamage = self.Primary.Damage * damagedice
-
- // -- Fire bullet from the exit point using the original trajectory
- local penetratedbullet = {}
- penetratedbullet.Num = 1
- penetratedbullet.Src = trace.HitPos
- penetratedbullet.Dir = tr.Normal
- penetratedbullet.Spread = Vector(0, 0, 0)
- penetratedbullet.Tracer = 2
- penetratedbullet.TracerName = "m9k_effect_mad_penetration_trace"
- penetratedbullet.Force = 5
- penetratedbullet.Damage = paininfo:GetDamage() * fDamageMulti
- penetratedbullet.Callback = function(a, b, c) if (self.Ricochet) then
- local impactnum
- if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end
- return self:RicochetCallback(bouncenum + impactnum, a,b,c) end end
-
- timer.Simple(0, function() if attacker != nil then attacker:FireBullets(penetratedbullet) end end)
-
- return true
-end
-
-
-function SWEP:SecondaryAttack()
- return false
-end
-
-function SWEP:Reload()
- if not IsValid(self) then return end if not IsValid(self.Owner) then return end
-
- 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
-
-function SWEP:PostReloadScopeCheck()
- 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
-
-function SWEP:Silencer()
-
- if self.NextSilence > CurTime() then return end
-
- if self.Weapon != nil then
- self.Owner:SetFOV( 0, 0.3 )
- self:SetIronsights(false)
- self.Weapon:SetNWBool("Reloading", true) -- i know we're not reloading but it works
- end
-
- if self.Silenced then
- self:SendWeaponAnim(ACT_VM_DETACH_SILENCER)
- self.Silenced = false
- elseif not self.Silenced then
- self:SendWeaponAnim(ACT_VM_ATTACH_SILENCER)
- self.Silenced = true
- end
-
- siltimer = CurTime() + (self.Owner:GetViewModel():SequenceDuration()) + 0.1
- if self.Weapon:GetNextPrimaryFire() <= siltimer then
- self.Weapon:SetNextPrimaryFire(siltimer)
- end
- self.NextSilence = siltimer
-
- timer.Simple( ((self.Owner:GetViewModel():SequenceDuration()) + 0.1),
- 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
- 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()+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, 0.3 )
- else return end
- end
- end)
-
-end
-
-function SWEP:SelectFireMode()
-
- if self.Primary.Automatic then
- self.Primary.Automatic = false
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Semi-automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- else
- self.Primary.Automatic = true
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- end
-end
-
-
-/*---------------------------------------------------------
-IronSight
------------------------------------------------------*/
-function SWEP:IronSight()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
-
- if !self.Owner:IsNPC() then
- if self.ResetSights and CurTime() >= self.ResetSights then
- self.ResetSights = nil
-
- if self.Silenced then
- self:SendWeaponAnim(ACT_VM_IDLE_SILENCED)
- else
- self:SendWeaponAnim(ACT_VM_IDLE)
- end
- end end
-
- if self.CanBeSilenced and self.NextSilence < CurTime() then
- if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then
- self:Silencer()
- end
- 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
-
--- //copy this...
- if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you are running
- 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, 0.3 )
- self.DrawCrosshair = false
- end
-
- if self.Owner:KeyReleased (IN_SPEED) then -- If you release run then
- self:SetIronsights(false, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- self.DrawCrosshair = self.OrigCrossHair
- end -- Shoulder the gun
-
--- //down to this
- if !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- -- //If the key E (Use Key) is not pressed, then
-
- if self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) 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
- -- //Set the ironsight true
-
- if CLIENT then return end
- end
- end
-
- if self.Owner:KeyReleased(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- -- //If the right click is released, then
- self.Owner:SetFOV( 0, 0.3 )
- self.DrawCrosshair = self.OrigCrossHair
- self:SetIronsights(false, self.Owner)
- -- //Set the ironsight false
-
- if CLIENT then return end
- 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
-
-/*---------------------------------------------------------
-Think
------------------------------------------------------*/
-function SWEP:Think()
-
-self:IronSight()
-
-end
-
-/*---------------------------------------------------------
-GetViewModelPosition
------------------------------------------------------*/
-local IRONSIGHT_TIME = 0.3
--- //Time to enter in the ironsight mod
-
-function SWEP:GetViewModelPosition(pos, ang)
-
- if (not self.IronSightsPos) then return pos, ang end
-
- local bIron = self.Weapon:GetNWBool("M9K_Ironsights")
-
- if (bIron != self.bLastIron) then
- self.bLastIron = bIron
- self.fIronTime = CurTime()
-
- end
-
- local fIronTime = self.fIronTime or 0
-
- if (not bIron and fIronTime < CurTime() - IRONSIGHT_TIME) then
- return pos, ang
- end
-
- local Mul = 1.0
-
- if (fIronTime > CurTime() - IRONSIGHT_TIME) then
- Mul = math.Clamp((CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1)
-
- if not bIron then Mul = 1 - Mul end
- end
-
- local Offset = self.IronSightsPos
-
- if (self.IronSightsAng) then
- ang = ang * 1
- ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul)
- ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul)
- ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul)
- end
-
- local Right = ang:Right()
- local Up = ang:Up()
- local Forward = ang:Forward()
-
- pos = pos + Offset.x * Right * Mul
- pos = pos + Offset.y * Forward * Mul
- pos = pos + Offset.z * Up * Mul
-
- return pos, ang
-end
-
-/*---------------------------------------------------------
-SetIronsights
------------------------------------------------------*/
-function SWEP:SetIronsights(b)
- self.Weapon:SetNWBool("M9K_Ironsights", b)
-end
-
-function SWEP:GetIronsights()
- return self.Weapon:GetNWBool("M9K_Ironsights")
-end
-
-
-if CLIENT then
-
- SWEP.vRenderOrder = nil
- function SWEP:ViewModelDrawn()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- local vm = self.Owner:GetViewModel()
- if !IsValid(vm) then return end
-
- if (!self.VElements) then return end
-
- self:UpdateBonePositions(vm)
-
- if (!self.vRenderOrder) then
-
- -- // we build a render order because sprites need to be drawn after models
- self.vRenderOrder = {}
-
- for k, v in pairs( self.VElements ) do
- if (v.type == "Model") then
- table.insert(self.vRenderOrder, 1, k)
- elseif (v.type == "Sprite" or v.type == "Quad") then
- table.insert(self.vRenderOrder, k)
- end
- end
-
- end
-
- for k, name in ipairs( self.vRenderOrder ) do
-
- local v = self.VElements[name]
- if (!v) then self.vRenderOrder = nil break end
- if (v.hide) then continue end
-
- local model = v.modelEnt
- local sprite = v.spriteMaterial
-
- if (!v.bone) then continue end
-
- local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
-
- if (!pos) then continue end
-
- if (v.type == "Model" and IsValid(model)) then
-
- model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
-
- model:SetAngles(ang)
- -- //model:SetModelScale(v.size)
- local matrix = Matrix()
- matrix:Scale(v.size)
- model:EnableMatrix( "RenderMultiply", matrix )
-
- if (v.material == "") then
- model:SetMaterial("")
- elseif (model:GetMaterial() != v.material) then
- model:SetMaterial( v.material )
- end
-
- if (v.skin and v.skin != model:GetSkin()) then
- model:SetSkin(v.skin)
- end
-
- if (v.bodygroup) then
- for k, v in pairs( v.bodygroup ) do
- if (model:GetBodygroup(k) != v) then
- model:SetBodygroup(k, v)
- end
- end
- end
-
- if (v.surpresslightning) then
- render.SuppressEngineLighting(true)
- end
-
- render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
- render.SetBlend(v.color.a/255)
- model:DrawModel()
- render.SetBlend(1)
- render.SetColorModulation(1, 1, 1)
-
- if (v.surpresslightning) then
- render.SuppressEngineLighting(false)
- end
-
- elseif (v.type == "Sprite" and sprite) then
-
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
-
- elseif (v.type == "Quad" and v.draw_func) then
-
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
-
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
-
- end
-
- end
-
- end
-
- SWEP.wRenderOrder = nil
- function SWEP:DrawWorldModel()
-
- if (self.ShowWorldModel == nil or self.ShowWorldModel) then
- self:DrawModel()
- end
-
- if (!self.WElements) then return end
-
- if (!self.wRenderOrder) then
-
- self.wRenderOrder = {}
-
- for k, v in pairs( self.WElements ) do
- if (v.type == "Model") then
- table.insert(self.wRenderOrder, 1, k)
- elseif (v.type == "Sprite" or v.type == "Quad") then
- table.insert(self.wRenderOrder, k)
- end
- end
-
- end
-
- if (IsValid(self.Owner)) then
- bone_ent = self.Owner
- else
- -- // when the weapon is dropped
- bone_ent = self
- end
-
- for k, name in pairs( self.wRenderOrder ) do
-
- local v = self.WElements[name]
- if (!v) then self.wRenderOrder = nil break end
- if (v.hide) then continue end
-
- local pos, ang
-
- if (v.bone) then
- pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
- else
- pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
- end
-
- if (!pos) then continue end
-
- local model = v.modelEnt
- local sprite = v.spriteMaterial
-
- if (v.type == "Model" and IsValid(model)) then
-
- model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
-
- model:SetAngles(ang)
- -- //model:SetModelScale(v.size)
- local matrix = Matrix()
- matrix:Scale(v.size)
- model:EnableMatrix( "RenderMultiply", matrix )
-
- if (v.material == "") then
- model:SetMaterial("")
- elseif (model:GetMaterial() != v.material) then
- model:SetMaterial( v.material )
- end
-
- if (v.skin and v.skin != model:GetSkin()) then
- model:SetSkin(v.skin)
- end
-
- if (v.bodygroup) then
- for k, v in pairs( v.bodygroup ) do
- if (model:GetBodygroup(k) != v) then
- model:SetBodygroup(k, v)
- end
- end
- end
-
- if (v.surpresslightning) then
- render.SuppressEngineLighting(true)
- end
-
- render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
- render.SetBlend(v.color.a/255)
- model:DrawModel()
- render.SetBlend(1)
- render.SetColorModulation(1, 1, 1)
-
- if (v.surpresslightning) then
- render.SuppressEngineLighting(false)
- end
-
- elseif (v.type == "Sprite" and sprite) then
-
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
-
- elseif (v.type == "Quad" and v.draw_func) then
-
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
-
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
-
- end
-
- end
-
- end
-
- function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
-
- local bone, pos, ang
- if (tab.rel and tab.rel != "") then
-
- local v = basetab[tab.rel]
-
- if (!v) then return end
-
- -- // Technically, if there exists an element with the same name as a bone
- -- // you can get in an infinite loop. Let's just hope nobody's that stupid.
- pos, ang = self:GetBoneOrientation( basetab, v, ent )
-
- if (!pos) then return end
-
- pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
-
- else
-
- bone = ent:LookupBone(bone_override or tab.bone)
-
- if (!bone) then return end
-
- pos, ang = Vector(0,0,0), Angle(0,0,0)
- local m = ent:GetBoneMatrix(bone)
- if (m) then
- pos, ang = m:GetTranslation(), m:GetAngles()
- end
-
- if (IsValid(self.Owner) and self.Owner:IsPlayer() and
- ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
- ang.r = -ang.r --// Fixes mirrored models
- end
-
- end
-
- return pos, ang
- end
-
- function SWEP:CreateModels( tab )
-
- if (!tab) then return end
-
- -- // Create the clientside models here because Garry says we can't do it in the render hook
- for k, v in pairs( tab ) do
- if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
- string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
-
- v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
- if (IsValid(v.modelEnt)) then
- v.modelEnt:SetPos(self:GetPos())
- v.modelEnt:SetAngles(self:GetAngles())
- v.modelEnt:SetParent(self)
- v.modelEnt:SetNoDraw(true)
- v.createdModel = v.model
- else
- v.modelEnt = nil
- end
-
- elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
- and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
-
- local name = v.sprite.."-"
- local params = { ["$basetexture"] = v.sprite }
- -- // make sure we create a unique name based on the selected options
- local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
- for i, j in pairs( tocheck ) do
- if (v[j]) then
- params["$"..j] = 1
- name = name.."1"
- else
- name = name.."0"
- end
- end
-
- v.createdSprite = v.sprite
- v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
-
- end
- end
-
- end
-
- local allbones
- local hasGarryFixedBoneScalingYet = false
-
- function SWEP:UpdateBonePositions(vm)
-
- if self.ViewModelBoneMods then
-
- if (!vm:GetBoneCount()) then return end
-
- -- // !! WORKAROUND !! --//
- -- // We need to check all model names :/
- local loopthrough = self.ViewModelBoneMods
- if (!hasGarryFixedBoneScalingYet) then
- allbones = {}
- for i=0, vm:GetBoneCount() do
- local bonename = vm:GetBoneName(i)
- if (self.ViewModelBoneMods[bonename]) then
- allbones[bonename] = self.ViewModelBoneMods[bonename]
- else
- allbones[bonename] = {
- scale = Vector(1,1,1),
- pos = Vector(0,0,0),
- angle = Angle(0,0,0)
- }
- end
- end
-
- loopthrough = allbones
- end
- //!! ----------- !! --
-
- for k, v in pairs( loopthrough ) do
- local bone = vm:LookupBone(k)
- if (!bone) then continue end
-
- -- // !! WORKAROUND !! --//
- local s = Vector(v.scale.x,v.scale.y,v.scale.z)
- local p = Vector(v.pos.x,v.pos.y,v.pos.z)
- local ms = Vector(1,1,1)
- if (!hasGarryFixedBoneScalingYet) then
- local cur = vm:GetBoneParent(bone)
- while(cur >= 0) do
- local pscale = loopthrough[vm:GetBoneName(cur)].scale
- ms = ms * pscale
- cur = vm:GetBoneParent(cur)
- end
- end
-
- s = s * ms
- //!! ----------- !! --
-
- if vm:GetManipulateBoneScale(bone) != s then
- vm:ManipulateBoneScale( bone, s )
- end
- if vm:GetManipulateBoneAngles(bone) != v.angle then
- vm:ManipulateBoneAngles( bone, v.angle )
- end
- if vm:GetManipulateBonePosition(bone) != p then
- vm:ManipulateBonePosition( bone, p )
- end
- end
- else
- self:ResetBonePositions(vm)
- end
-
- end
-
- function SWEP:ResetBonePositions(vm)
-
- if (!vm:GetBoneCount()) then return end
- for i=0, vm:GetBoneCount() do
- vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
- vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
- vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
- end
-
- end
-
- /**************************
- Global utility code
- **************************/
-
- -- // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
- -- // Does not copy entities of course, only copies their reference.
- -- // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
- function table.FullCopy( tab )
-
- if (!tab) then return nil end
-
- local res = {}
- for k, v in pairs( tab ) do
- if (type(v) == "table") then
- res[k] = table.FullCopy(v) --// recursion ho!
- elseif (type(v) == "Vector") then
- res[k] = Vector(v.x, v.y, v.z)
- elseif (type(v) == "Angle") then
- res[k] = Angle(v.p, v.y, v.r)
- else
- res[k] = v
- end
- end
-
- return res
-
- end
-
-end
-
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
diff --git a/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua
deleted file mode 100644
index cb3dfa3..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_shotty_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_shotty_base/init.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua
deleted file mode 100644
index 3f157ab..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_shotty_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_shotty_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua
deleted file mode 100644
index dcfb499..0000000
--- a/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua
+++ /dev/null
@@ -1,192 +0,0 @@
-// Variables that are used on both client and server
--- Major thanks to rm-rf / for thinking up a solution to the reload glitch. Good man!
-
-SWEP.Category = ""
-SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
-SWEP.Contact = ""
-SWEP.Purpose = ""
-SWEP.Instructions = ""
-SWEP.Base = "bobs_gun_base"
-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 // Hell no, crosshairs r 4 nubz!
-SWEP.ViewModelFOV = 65 // How big the gun will look
-SWEP.ViewModelFlip = true // True for CSS models, False for HL2 models
-
-SWEP.Spawnable = false
-SWEP.AdminSpawnable = false
-
-SWEP.Primary.Sound = Sound("") // Sound of the gun
-SWEP.Primary.RPM = 0 // This is in Rounds Per Minute
-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 side recoil (koolaid)
-SWEP.Primary.Automatic = true // Automatic/Semi Auto
-SWEP.Primary.Ammo = "none" // What kind of ammo
-SWEP.Primary.Reloading = false // Reloading func
-
--- 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
-SWEP.Secondary.Ammo = ""
-SWEP.Secondary.IronFOV = 0 // How much you 'zoom' in. Less is more!
-
-SWEP.data = {} -- The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
-SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
-
-SWEP.ShotgunReloading = false
-SWEP.ShotgunFinish = 0.5
-SWEP.ShellTime = 0.35
-SWEP.InsertingShell = false
-
-SWEP.NextReload = 0
-
-/*---------------------------------------------------------
- Name: SWEP:Think()
- Desc: Called every frame.
----------------------------------------------------------*/
-function SWEP:Think()
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
- if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- --if the owner presses shoot while the timer is in effect, then...
- if (self.Owner:KeyPressed(IN_ATTACK)) and (self.Weapon:GetNextPrimaryFire() <= CurTime()) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then
- if self:CanPrimaryAttack() then --well first, if we actually can attack, then...
-
- timer.Destroy(timerName) -- kill the timer, and
- self:PrimaryAttack()-- ATTAAAAACK!
-
- end
- end
-
- if self.InsertingShell == true and self.Owner:Alive() then
- vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works!
- vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer?
- vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess?
- self.InsertingShell = false -- You get paid for this, what's your excuse?
- end
-
- self:IronSight()
-
-end
-
-/*---------------------------------------------------------
- Name: SWEP:Deploy()
- Desc: Whip it out.
----------------------------------------------------------*/
-function SWEP:Deploy()
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
-
- self:SetHoldType(self.HoldType)
-
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- if (timer.Exists(timerName)) then
- timer.Destroy(timerName)
- end
-
- self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
-
- self.Weapon:SetNextPrimaryFire(CurTime() + .25)
- self.Weapon:SetNextSecondaryFire(CurTime() + .25)
- self.ActionDelay = (CurTime() + .25)
-
- if (SERVER) then
- self:SetIronsights(false)
- end
-
- self.Owner.NextReload = CurTime() + 1
-
- return true
-end
-
-/*---------------------------------------------------------
- Name: SWEP:Reload()
- Desc: Reload is being pressed.
----------------------------------------------------------*/
-function SWEP:Reload()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
-
- local maxcap = self.Primary.ClipSize
- local spaceavail = self.Weapon:Clip1()
- local shellz = (maxcap) - (spaceavail) + 1
-
- if (timer.Exists("ShotgunReload_" .. self.Owner:UniqueID())) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end
-
- if self.Owner:IsPlayer() then
-
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+2) then
- self.Weapon:SetNextPrimaryFire(CurTime() + 2) -- wait TWO seconds before you can shoot again
- end
- self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
- self.Owner:SetAnimation( PLAYER_RELOAD )
-
- self.Owner.NextReload = CurTime() + 1
-
- if (SERVER) then
- self.Owner:SetFOV( 0, 0.15 )
- self:SetIronsights(false)
- end
-
- if SERVER and self.Owner:Alive() then
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- timer.Create(timerName,
- (self.ShellTime + .05),
- shellz,
- function() if not IsValid(self) then return end
- if IsValid(self.Owner) and IsValid(self.Weapon) then
- if self.Owner:Alive() then
- self:InsertShell()
- end
- end end)
- end
-
- elseif self.Owner:IsNPC() then
- self.Weapon:DefaultReload(ACT_VM_RELOAD)
- end
-
-end
-
-function SWEP:InsertShell()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
-
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- if self.Owner:Alive() then
- local curwep = self.Owner:GetActiveWeapon()
- if curwep:GetClass() != self.Gun then
- timer.Destroy(timerName)
- return end
-
- if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then
- -- if clip is full or ammo is out, then...
- self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim
- timer.Destroy(timerName) -- kill the timer
- elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then
- self.InsertingShell = true --well, I tried!
- timer.Simple( .05, function() self:ShellAnimCaller() end)
- self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
- self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
- end
- else
- timer.Destroy(timerName) -- kill the timer
- end
-
-end
-
-function SWEP:ShellAnimCaller()
- self.Weapon:SendWeaponAnim(ACT_VM_RELOAD)
-end
diff --git a/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua b/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua
deleted file mode 100644
index b7cac72..0000000
--- a/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua
+++ /dev/null
@@ -1,170 +0,0 @@
-
-if ( !GMS ) then TOOL.AddToMenu = false end
-
-TOOL.Category = "Constraints"
-TOOL.Name = "#tool.rope.name"
-TOOL.Command = nil
-TOOL.ConfigName = nil
-
-TOOL.ClientConVar[ "forcelimit" ] = "0"
-TOOL.ClientConVar[ "addlength" ] = "0"
-TOOL.ClientConVar[ "material" ] = "cable/rope"
-TOOL.ClientConVar[ "width" ] = "2"
-TOOL.ClientConVar[ "rigid" ] = "0"
-
-function TOOL:LeftClick( trace )
-
- if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
-
- -- If there's no physics object then we can't constraint it!
- if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
-
- local iNum = self:NumObjects()
-
- local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
- self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
-
- if ( iNum > 0 ) then
-
- if ( CLIENT ) then
-
- self:ClearObjects()
- return true
-
- end
-
- -- Get client's CVars
- local forcelimit = self:GetClientNumber( "forcelimit" )
- local addlength = self:GetClientNumber( "addlength" )
- local material = self:GetClientInfo( "material" )
- local width = self:GetClientNumber( "width" )
- local rigid = self:GetClientNumber( "rigid" ) == 1
-
- -- Get information we're about to use
- local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
- local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
- local WPos1, WPos2 = self:GetPos(1), self:GetPos(2)
- local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
- local length = ( WPos1 - WPos2):Length()
-
- local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
-
- -- Clear the objects so we're ready to go again
- self:ClearObjects()
-
- -- Add The constraint to the players undo table
-
- undo.Create("Rope")
- undo.AddEntity( constraint )
- undo.AddEntity( rope )
- undo.SetPlayer( self:GetOwner() )
- undo.Finish()
-
- self:GetOwner():AddCleanup( "ropeconstraints", constraint )
- self:GetOwner():AddCleanup( "ropeconstraints", rope )
- if ( GMS ) then self:GetOwner():DecResource( "Rope", 1 ) end
- else
-
- self:SetStage( iNum+1 )
-
- end
-
- return true
-
-end
-
-function TOOL:RightClick( trace )
-
- if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
-
- local iNum = self:NumObjects()
-
- local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
- self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
-
- if ( iNum > 0 ) then
-
- if ( CLIENT ) then
-
- self:ClearObjects()
- return true
-
- end
-
- -- Get client's CVars
- local forcelimit = self:GetClientNumber( "forcelimit" )
- local addlength = self:GetClientNumber( "addlength" )
- local material = self:GetClientInfo( "material" )
- local width = self:GetClientNumber( "width" )
- local rigid = self:GetClientNumber( "rigid" ) == 1
-
- -- Get information we're about to use
- local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
- local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
- local WPos1, WPos2 = self:GetPos(1),self:GetPos(2)
- local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
- local length = ( WPos1 - WPos2 ):Length()
-
- local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
-
- -- Clear the objects and set the last object as object 1
- self:ClearObjects()
- iNum = self:NumObjects()
- self:SetObject( iNum + 1, Ent2, trace.HitPos, Phys, Bone2, trace.HitNormal )
- self:SetStage( iNum+1 )
-
- -- Add The constraint to the players undo table
-
- undo.Create("Rope")
- undo.AddEntity( constraint )
- if rope then undo.AddEntity( rope ) end
- undo.SetPlayer( self:GetOwner() )
- undo.Finish()
-
- self:GetOwner():AddCleanup( "ropeconstraints", constraint )
- self:GetOwner():AddCleanup( "ropeconstraints", rope )
-
- if ( GMS ) then self:GetOwner():DecResource( "Rope", 1 ) end
- else
-
- self:SetStage( iNum+1 )
-
- end
-
- return true
-
-end
-
-function TOOL:Reload( trace )
-
- if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end
- if ( CLIENT ) then return true end
-
- local bool = constraint.RemoveConstraints( trace.Entity, "Rope" )
- return bool
-
-
-end
-
-function TOOL.BuildCPanel( CPanel )
-
- CPanel:AddControl( "Header", { Text = "#tool.rope.name", Description = "#tool.rope.help" } )
-
- CPanel:AddControl( "ComboBox",
- {
- Label = "#tool.presets",
- MenuButton = 1,
- Folder = "rope",
- Options = { Default = { rope_forcelimit = '0', rope_addlength='0', rope_width='1', rope_material='cable/rope', rope_rigid='0' } },
- CVars = { "rope_forcelimit", "rope_addlength", "rope_width", "rope_material", "rope_rigid" }
- })
-
- CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Type = "Float", Command = "rope_forcelimit", Min = "0", Max = "1000", Help=true } )
- CPanel:AddControl( "Slider", { Label = "#tool.rope.addlength", Type = "Float", Command = "rope_addlength", Min = "-500", Max = "500", Help=true } )
-
- CPanel:AddControl( "CheckBox", { Label = "#tool.rope.rigid", Command = "rope_rigid", Help=true } )
-
- CPanel:AddControl( "Slider", { Label = "#tool.rope.width", Type = "Float", Command = "rope_width", Min = "0", Max = "10" } )
- CPanel:AddControl( "RopeMaterial", { Label = "#tool.rope.material", convar = "rope_material" } )
-
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua b/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua
deleted file mode 100644
index 56f6322..0000000
--- a/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua
+++ /dev/null
@@ -1,38 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Advanced Fishing Rod"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_junk/harpoon002a.mdl"
-
-SWEP.Purpose = "Used for fishing"
-SWEP.Instructions = "Primary fire: Fish from the water"
-
-SWEP.HoldType = "revolver"
-SWEP.NoTraceFix = true
-SWEP.HitDistance = 512
-SWEP.Mask = bit.bor( MASK_WATER, MASK_SOLID )
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" )
-end
-
-function SWEP:OnHit( tr )
- if ( CLIENT ) then return end
-
- if ( tr.Hit && ( tr.MatType == MAT_SLOSH || string.find( tr.HitTexture, "water" ) ) ) then
- self.Owner:DoProcess( "AdvancedFishing", 6, {
- Chance = 70
- } )
- end
-
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 30, 2.5, -1 )
-SWEP.FixWorldModelAng = Angle( 90, 0, 90 )
-SWEP.FixWorldModelScale = 1
diff --git a/ftp_gmstranded/entities/weapons/gms_base_weapon.lua b/ftp_gmstranded/entities/weapons/gms_base_weapon.lua
deleted file mode 100644
index ec4124a..0000000
--- a/ftp_gmstranded/entities/weapons/gms_base_weapon.lua
+++ /dev/null
@@ -1,275 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.PrintName = "GMS Base Weapon"
-SWEP.Author = "Stranded Team"
-SWEP.Contact = ""
-
-SWEP.AutoSwitchTo = false
-SWEP.AutoSwitchFrom = false
-SWEP.DrawAmmo = false
-SWEP.ViewModelFOV = 54
-SWEP.Slot = 0
-SWEP.SlotPos = 1
-
-SWEP.Spawnable = false
-
-SWEP.Primary.Damage = 4
-SWEP.Primary.Delay = 0.7
-SWEP.Primary.ClipSize = -1
-SWEP.Primary.DefaultClip = -1
-SWEP.Primary.Automatic = true
-SWEP.Primary.Ammo = "none"
-
-SWEP.Secondary.ClipSize = -1
-SWEP.Secondary.DefaultClip = -1
-SWEP.Secondary.Automatic = true
-SWEP.Secondary.Ammo = "none"
-
-SWEP.HoldType = "fist"
-SWEP.Skin = 0
-SWEP.HitDistance = 75
-
-function SWEP:Initialize()
- self:SetWeaponHoldType( self.HoldType )
- if ( self.Skin ) then self:SetSkin( self.Skin ) end
-end
-
-function SWEP:SecondaryAttack()
-end
-
-function SWEP:Reload()
-end
-
-function SWEP:PreDrawViewModel( vm )
- if ( self.Skin && IsValid( vm ) ) then vm:SetSkin( self.Skin ) end
-end
-
-function SWEP:Deploy()
- self:SendWeaponAnim( ACT_VM_DRAW )
-
- self:Idle()
-
- return true
-end
-
-function SWEP:Holster()
- if ( self.Owner.InProcess || ProcessCompleteTime ) then return false end
- if ( self.Skin && self.Owner.GetViewModel && IsValid( self.Owner:GetViewModel() ) ) then self.Owner:GetViewModel():SetSkin( 0 ) end
-
- timer.Destroy( "rb655_idle" .. self:EntIndex() )
-
- return true
-end
-
-function SWEP:Equip( newOwner )
- SPropProtection.PlayerMakePropOwner( newOwner, self )
-end
-
-function SWEP:OnDrop()
- timer.Destroy( "rb655_idle" .. self:EntIndex() )
-end
-
-function SWEP:PrimaryAttack()
-
- local tr = util.TraceLine( {
- start = self.Owner:GetShootPos(),
- endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,
- filter = self.Owner,
- mask = self.Mask
- } )
-
- if ( !IsValid( tr.Entity ) && !self.NoTraceFix ) then
- tr = util.TraceHull( {
- start = self.Owner:GetShootPos(),
- endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance,
- filter = self.Owner,
- mask = self.Mask
- } )
- end
-
- if ( tr.Hit ) then
- self:OnHit( tr )
- elseif ( tr.HitWorld ) then
- self:PlayHitSound()
- end
-
- self:DoEffects( tr )
-
- self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
-
-end
-
-function SWEP:DoImpactEffects( tr )
- if ( !tr.MatType ) then return end
- if ( tr.MatType == MAT_GRATE ) then tr.Entity:EmitSound( "physics/metal/metal_chainlink_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) return end
-
- local vecSrc = tr.StartPos
- local vecDirection = tr.Normal
- local pPlayer = self.Owner
-
- if ( pPlayer && pPlayer:IsPlayer() ) then
- vecSrc = pPlayer:GetShootPos()
- vecDirection = pPlayer:GetAimVector()
- else
- pPlayer = GetWorldEntity()
- end
-
- local bullet = {}
- bullet.Src = vecSrc
- bullet.Dir = vecDirection
- bullet.Num = 1
- bullet.Damage = 0
- bullet.Force = 0
- bullet.Tracer = 0
- bullet.Callback = function( attacker, tr, dmginfo )
- local doEffects = true
- if ( tr.HitPos:Distance( vecSrc ) > self.HitDistance ) then doEffects = false end
- if ( tr.HitPos:Distance( vecSrc ) > 96 ) then doEffects = false end
-
- return {
- damage = false,
- effects = doEffects
- }
- end
-
- pPlayer:FireBullets( bullet )
-end
-
-function SWEP:DoEffects( tr )
- if ( IsFirstTimePredicted() ) then
- self:PlaySwingAnimation( !tr.Hit )
- self:PlaySwingSound()
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self:DoImpactEffects( tr )
- end
-end
-
-function SWEP:PlaySound( snd )
- if ( CLIENT ) then return end
- self.Owner:EmitSound( snd )
-end
-
-function SWEP:PlaySwingAnimation( missed )
- timer.Destroy( "rb655_idle" .. self:EntIndex() )
- self:DoAnimation( missed )
- self:Idle()
-end
-
-function SWEP:DoAnimation( missed )
- if ( missed ) then self:SendWeaponAnim( ACT_VM_MISSCENTER ) return end
- self:SendWeaponAnim( ACT_VM_HITCENTER )
-end
-
-function SWEP:OnHit( tr )
- local ent = tr.Entity
- if ( !IsValid( ent ) ) then self:PlayHitSound() return end
- if ( CLIENT ) then return end
-
- if ( ent:Health() > 0 ) then
- if ( ent:IsNPC() || ( ent:IsPlayer() && GetConVarNumber( "gms_PVPDamage" ) > 0 ) ) then ent:TakeDamage( self.Primary.Damage, self.Owner, self ) end
- self:PlayHitSound()
- else
- self:DoToolHit( ent )
- end
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() ) then
- self.Owner:DoProcess( "WoodCutting", 3, {
- Entity = ent,
- Chance = 33,
- MinAmount = 1,
- MaxAmount = 3
- } )
- elseif ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 3, {
- Entity = ent,
- Chance = 33,
- MinAmount = 1,
- MaxAmount = 2
- } )
- else
- self:PlayHitSound()
- end
-end
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/slam/throw.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "Flesh.ImpactHard" )
-end
-
-function SWEP:DoIdleAnimation()
- self:SendWeaponAnim( ACT_VM_IDLE )
-end
-
---------------------- IDLE ANIMS ---------------------
-
-function SWEP:DoIdle()
- self:DoIdleAnimation()
- timer.Adjust( "rb655_idle" .. self:EntIndex(), self:GetAnimationTime(), 0, function()
- if ( !IsValid( self ) ) then timer.Destroy( "rb655_idle" .. self:EntIndex() ) return end
- self:DoIdleAnimation()
- end )
-end
-
-function SWEP:GetAnimationTime()
- local time = self:SequenceDuration()
- if ( time == 0 ) then time = self.Owner:GetViewModel():SequenceDuration() end
- return time
-end
-
-function SWEP:Idle()
- if ( CLIENT ) then return end
- timer.Create( "rb655_idle" .. self:EntIndex(), self:GetAnimationTime(), 1, function()
- if ( !IsValid( self ) ) then return end
- self:DoIdle()
- end )
-end
-
-if ( SERVER ) then return end
-
-SWEP.FixWorldModel = false
-SWEP.FixWorldModelPos = Vector( 0, 0, 0 )
-SWEP.FixWorldModelAng = Angle( 0, 0, 0 )
-SWEP.FixWorldModelScale = 1
-
-function SWEP:RevertModel()
- self:SetRenderOrigin( self:GetNetworkOrigin() )
- self:SetRenderAngles( self:GetNetworkAngles() )
-end
-
-function SWEP:DoFixWorldModel()
- if ( !self.FixWorldModel ) then return end
- if ( !IsValid( self.Owner ) ) then self:RevertModel() return end
-
- local bone = self.Owner:LookupBone( "ValveBiped.Bip01_R_Hand" )
- if ( !bone ) then self:RevertModel() return end
-
- local pos, ang = self.Owner:GetBonePosition( bone )
- ang:RotateAroundAxis( ang:Forward(), 180 )
-
- ang:RotateAroundAxis( ang:Forward(), self.FixWorldModelAng.p )
- ang:RotateAroundAxis( ang:Right(), self.FixWorldModelAng.y )
- ang:RotateAroundAxis( ang:Up(), self.FixWorldModelAng.r )
-
- pos = pos + ang:Forward() * self.FixWorldModelPos.x + ang:Right() * self.FixWorldModelPos.y + ang:Up() * self.FixWorldModelPos.z
-
- self:SetModelScale( self.FixWorldModelScale, 0 )
-
- self:SetRenderOrigin( pos )
- self:SetRenderAngles( ang )
-end
-
-function SWEP:DrawWorldModel()
- self:DoFixWorldModel()
- self:DrawModel()
-end
-
-function SWEP:DrawWorldModelTranslucent()
- self:DrawWorldModel()
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_bucket.lua b/ftp_gmstranded/entities/weapons/gms_bucket.lua
deleted file mode 100644
index 191ba09..0000000
--- a/ftp_gmstranded/entities/weapons/gms_bucket.lua
+++ /dev/null
@@ -1,23 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 5
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Bucket"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/gmod_tower/kfcbucket.mdl"
-
-SWEP.Purpose = "Get 10 water bottles at a time!"
-SWEP.Instructions = "Bottle water faster"
-
-SWEP.HoldType = "knife"
-
-function SWEP:PrimaryAttack()
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( -1.5, 1, 1 )
-SWEP.FixWorldModelAng = Angle( 90, 180, 180 )
-SWEP.FixWorldModelScale = 1
diff --git a/ftp_gmstranded/entities/weapons/gms_chisel.lua b/ftp_gmstranded/entities/weapons/gms_chisel.lua
deleted file mode 100644
index 0355b49..0000000
--- a/ftp_gmstranded/entities/weapons/gms_chisel.lua
+++ /dev/null
@@ -1,34 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Chisel"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_c17/TrapPropeller_Lever.mdl"
-
-SWEP.Purpose = "Effective Cutting Stone"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "knife"
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 3.5,3,1)
-SWEP.FixWorldModelAng = Angle( 90, 180, 180 )
-SWEP.FixWorldModelScale = 0.8
-
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 50,
- MinAmount = 5,
- MaxAmount = 10,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua b/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua
deleted file mode 100644
index e0a7954..0000000
--- a/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Copper Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 7
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 1
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 60,
- MinAmount = 2,
- MaxAmount = 9,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua
deleted file mode 100644
index 634f6d9..0000000
--- a/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Copper Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 7
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 1
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 60,
- MinAmount = 2,
- MaxAmount = 9,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua b/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua
deleted file mode 100644
index c23f65d..0000000
--- a/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua
+++ /dev/null
@@ -1,38 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Essence Drainer"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_combine/breentp_rings.mdl"
-
-SWEP.Purpose = "Drain the essence of things around you"
-SWEP.Instructions = "Primary fire: essence drain"
-
-SWEP.HoldType = "slam"
-
-SWEP.Primary.Damage = 0
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 4, -3.5, 3.5 )
-SWEP.FixWorldModelAng = Angle( 180, 180, 180 )
-SWEP.FixWorldModelScale = 0.05
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 25,
- MinAmount = 1,
- MaxAmount = 1,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_fists.lua b/ftp_gmstranded/entities/weapons/gms_fists.lua
deleted file mode 100644
index ad9b81c..0000000
--- a/ftp_gmstranded/entities/weapons/gms_fists.lua
+++ /dev/null
@@ -1,39 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 1
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Fists"
-SWEP.ViewModel = "models/weapons/v_gms_fists.mdl"
-SWEP.WorldModel = ""
-
-SWEP.Purpose = "Pick up stuff, as well as poor harvesting."
-SWEP.Instructions = "Primary fire: Attack/Harvest"
-SWEP.HitDistance = 54
-
-function SWEP:DoAnimation()
- self:SendWeaponAnim( ACT_VM_HITCENTER )
-end
-
-
-function SWEP:DoToolHit( ent )
- if ( ent:GetClass() == "gms_tree" || ent:IsTreeModel() ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 20,
- MinAmount = 1,
- MaxAmount = 3
- } )
- elseif ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 20,
- MinAmount = 1,
- MaxAmount = 3
- } )
- else
- self:PlayHitSound()
- end
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/gms_fryingpan.lua b/ftp_gmstranded/entities/weapons/gms_fryingpan.lua
deleted file mode 100644
index 7c9f530..0000000
--- a/ftp_gmstranded/entities/weapons/gms_fryingpan.lua
+++ /dev/null
@@ -1,23 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Frying Pan"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_c17/metalPot002a.mdl"
-
-SWEP.Purpose = "Shortens down cooking times"
-SWEP.Instructions = "Cook normally"
-
-SWEP.HoldType = "knife"
-
-function SWEP:PrimaryAttack()
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 10, -1, -3.7 )
-SWEP.FixWorldModelAng = Angle( 0, 90, 0 )
-SWEP.FixWorldModelScale = 1
diff --git a/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua b/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua
deleted file mode 100644
index 8d350ae..0000000
--- a/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Gold Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 9
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 85,
- MinAmount = 5,
- MaxAmount = 21,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua
deleted file mode 100644
index 6a3a993..0000000
--- a/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Gold Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 9
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 85,
- MinAmount = 5,
- MaxAmount = 21,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_hands.lua b/ftp_gmstranded/entities/weapons/gms_hands.lua
deleted file mode 100644
index 3067424..0000000
--- a/ftp_gmstranded/entities/weapons/gms_hands.lua
+++ /dev/null
@@ -1,17 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 1
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Fists"
-SWEP.ViewModel = "models/weapons/v_gms_fists.mdl"
-SWEP.WorldModel = ""
-
-SWEP.Purpose = "Pick up stuff, as well as poor harvesting."
-SWEP.Instructions = "Primary fire: Attack/Harvest"
-
-function SWEP:DoAnimation()
- self:SendWeaponAnim( ACT_VM_HITCENTER )
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_inventory.lua b/ftp_gmstranded/entities/weapons/gms_inventory.lua
deleted file mode 100644
index 15aaa27..0000000
--- a/ftp_gmstranded/entities/weapons/gms_inventory.lua
+++ /dev/null
@@ -1,277 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 5
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Inventory"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_c17/tools_wrench01a.mdl"
-
-SWEP.Purpose = "Lets the user keep structures on them for a certain amount of time."
-SWEP.Instructions = "Left click on a structure to pick up a structure."
-
-SWEP.HoldType = "knife"
-
-SWEP.Structures = {}
-SWEP.StructureModels = {}
-
-local active = false
-
-// setting time to 0 will make it unlimited
-
-local dSlot = 4
-local dTime = 24
-
-group = {
-
- {
-
- rank = "superadmin",
- slot = 8,
- time = 0,
- },
-
- {
-
- rank = "admin",
- slot = 8,
- time = 0,
-
- },
-
-
-}
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( -1.5, 1, -3 )
-SWEP.FixWorldModelAng = Angle( 90, 90, 0 )
-SWEP.FixWorldModelScale = 1
-
-local strTBL = {}
-local mdlTBL = {}
-
-if (SERVER) then
-
-util.AddNetworkString('invStructures')
-util.AddNetworkString('createEntity')
-
-net.Receive('createEntity', function(len, pl)
-
- strTBL = net.ReadTable()
- local slot = net.ReadInt(32)
- mdlTBL = net.ReadTable()
-
- local tr = pl:TraceFromEyes( 200 )
- local loc = tr.HitPos + Vector( 0, 0, 10 )
-
-
-
-
- mbEnt=ents.Create(strTBL[slot])
-
- if ( strTBL[slot] == "gms_fridge" ) then loc = loc + (mbEnt:GetUp() * 50) else mbEnt:DropToGround() end
-
- mbEnt:SetModel(mdlTBL[slot])
- mbEnt:SetPos(loc)
- mbEnt:Spawn()
- SPropProtection.PlayerMakePropOwner( pl, mbEnt )
-
- pl:PrintMessage(HUD_PRINTTALK, strTBL[slot])
- pl:PrintMessage(HUD_PRINTTALK, slot)
- pl:PrintMessage(HUD_PRINTTALK, mdlTBL[slot])
-
- table.remove(strTBL,slot)
- table.remove(mdlTBL, slot)
-
-
-
-end)
-
-function SWEP:Think()
-
- self.Structures = strTBL
- self.StructureModels = mdlTBL
-
-end
-
-function SWEP:PrimaryAttack()
-
- self.Structures = strTBL
-
- local ent = self.Owner:GetEyeTrace().Entity
- if ( SPropProtection.PlayerIsPropOwner( self.Owner, ent ) ) then
- table.insert(self.Structures, ent:GetClass())
- table.insert(self.StructureModels, ent:GetModel())
- ent:Remove()
-
- net.Start('invStructures')
-
- net.WriteTable(self.Structures)
- net.WriteTable(self.StructureModels)
-
- net.Send(self.Owner)
-
- end
-
-end
-
-
-end
-
-
-
-if (CLIENT) then
-
-local StructuresTbl = strTBL
-local StructureModelsTbl = mdlTBL
-
-function SWEP:SecondaryAttack()
-
- net.Receive('invStructures', function(len, pl)
- StructuresTbl = net.ReadTable()
- StructureModelsTbl = net.ReadTable()
- //PrintTable(StructuresTbl)
- end)
-
- if ( active == false ) then
- local df = vgui.Create("invPanel")
- active = true
- end
-
-end
-
-
-
-local PANEL = {}
-
-function PANEL:Init()
- self:SetTitle("")
-
- rowAmount = 1
-
- for k,v in pairs( group ) do
- if (LocalPlayer():IsUserGroup(v['rank'])) then
- dSlot = v['slot']
- dTime = v['time']
- end
-
- end
-
- for i=1,dSlot do
- if (i % 5 == 0) then rowAmount=rowAmount+1 end
- end
-
- OffSet = 5
-
- self:SetSize(400 + (OffSet*5),(rowAmount*100) + (OffSet*(rowAmount+1)) + 20)
- self:SetPos((ScrW()/2)-(self:GetWide()/2),ScrH()-self:GetTall())
- self:ShowCloseButton(true)
- gui.EnableScreenClicker(true)
-
-
- row = 1
- col = 1
-
-
-
- for i=1,dSlot do
- local button = vgui.Create("slotPanel", self)
-
- print(StructuresTbl[i])
-
- if (StructuresTbl[i] != nil and StructureModelsTbl[i] != nil) then
-
-
- local icon = vgui.Create( "DModelPanel", button )
- icon:SetSize( 100, 150 );
- icon:SetCamPos( Vector( 50,50,50 ) );
- icon:SetLookAt( Vector( 0, 0, -40 ) );
- //icon:SetLookAt( Vector( right, left, up/down ) );
- icon:SetModel( StructureModelsTbl[i] )
- icon:SetText(tostring(StructuresTbl[i]))
-
- icon.DoClick = function()
-
- local mb = DermaMenu()
-
- mb:AddOption("Drop", function()
-
- net.Start('createEntity')
-
- net.WriteTable( StructuresTbl )
- net.WriteInt( i, 32 )
- net.WriteTable( StructureModelsTbl )
-
- net.SendToServer()
-
- table.remove( StructuresTbl, i )
- table.remove( StructureModelsTbl, i )
-
- self:Close()
- local df = vgui.Create("invPanel")
- active = true
-
- end)
-
- mb:Open()
-
- end
- end
-
-
- if (i/4 <= col) then
-
- button:SetPos((row-1)*button:GetWide() + (OffSet*row),(col-1)*button:GetTall() + (OffSet*col) + 20)
- row=row+1
-
- else
-
- row=1
- col=col+1
- button:SetPos((row-1)*button:GetWide() + (OffSet*row),(col-1)*button:GetTall() + (OffSet*col) + 20)
- row=row+1
-
- end
- end
-
-end
-
-function PANEL:Paint(w,h)
- if (!LocalPlayer():HasWeapon("gms_inventory")) then return end
- if (LocalPlayer():GetActiveWeapon():GetClass() != "gms_inventory") then
- self:Close()
- end
-
- draw.RoundedBox( 0, 0, 0, w, h, Color( 48, 48, 48, 255 ) )
-
-end
-
-function PANEL:Close()
- active = false
- gui.EnableScreenClicker( false )
- self:Remove()
-end
-
-vgui.Register("invPanel", PANEL, "DFrame")
-
-local PANEL = {}
-
-function PANEL:Init()
-
- self:SetSize(100,100)
- self:SetPos(0,0)
- self:SetText("")
-
-end
-
-function PANEL:Paint(w,h)
- if (!LocalPlayer():HasWeapon("gms_inventory")) then return end
- draw.RoundedBox( 0, 0, 0, w, h, Color( 24, 24, 24, 255 ) )
-
-end
-
-vgui.Register("slotPanel", PANEL, "DButton")
-
-end \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua b/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua
deleted file mode 100644
index 656878e..0000000
--- a/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Iron Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 8
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 70,
- MinAmount = 3,
- MaxAmount = 12,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua
deleted file mode 100644
index 79427e6..0000000
--- a/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Iron Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 8
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 70,
- MinAmount = 3,
- MaxAmount = 12,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua
deleted file mode 100644
index 2326d8e..0000000
--- a/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Mithril Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 10,
- MaxAmount = 33,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua b/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua
deleted file mode 100644
index d1411b1..0000000
--- a/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Pickaxe of Djarex"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 50,
- MinAmount = 1,
- MaxAmount = 10,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua b/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua
deleted file mode 100644
index 2a8d14c..0000000
--- a/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Platinum Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 7,
- MaxAmount = 24,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua
deleted file mode 100644
index 33f89b5..0000000
--- a/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Platinum Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 7,
- MaxAmount = 24,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua
deleted file mode 100644
index 18455bf..0000000
--- a/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Air Rune Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 5,
- MaxAmount = 18,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua
deleted file mode 100644
index c0429f5..0000000
--- a/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Earth Rune Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 20,
- MaxAmount = 42,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua
deleted file mode 100644
index db208b2..0000000
--- a/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Fire Rune Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 10,
- MaxAmount = 20,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua
deleted file mode 100644
index 9571432..0000000
--- a/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Water Rune Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 100,
- MinAmount = 10,
- MaxAmount = 20,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_shovel.lua b/ftp_gmstranded/entities/weapons/gms_shovel.lua
deleted file mode 100644
index 8c64910..0000000
--- a/ftp_gmstranded/entities/weapons/gms_shovel.lua
+++ /dev/null
@@ -1,69 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Shovel"
-SWEP.ViewModel = "models/weapons/c_gms_shovel.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_shovel.mdl"
-
-SWEP.Purpose = "Dig"
-SWEP.Instructions = "Use primary to dig"
-
-SWEP.HoldType = "melee"
-SWEP.UseHands = true
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1.5
-SWEP.HitDistance = 92
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "weapons/gms_shovel" .. math.random( 1, 4 ) .. ".wav" )
-end
-
-function SWEP:OnHit( tr )
-
- local ent = tr.Entity
- if ( SERVER && ent:Health() > 0 ) then
- if ( ent:IsNPC() ) then ent:TakeDamage( self.Primary.Damage, self.Owner, self ) end
- self:PlayHitSound()
- end
-
- if ( !tr.HitWorld || CLIENT ) then
- if ( tr.Hit && SERVER ) then self:PlayHitSound() end
- return end
-
- if ( tr.MatType == MAT_DIRT || tr.MatType == MAT_GRASS || tr.MatType == MAT_SAND ) then
- self.Owner:DoProcess( "Dig", 5, {
- Sand = ( tr.MatType == MAT_SAND )
- } )
- else
- self.Owner:SendMessage( "Can't dig on this terrain!", 3, Color( 200, 0, 0, 255 ) )
- self:PlayHitSound()
- end
-
-end
-
-function SWEP:DoAnimation( missed )
- if ( missed ) then self:SendWeaponAnim( ACT_VM_MISSCENTER ) return end
- self:SendWeaponAnim( ACT_VM_HITCENTER )
-end
-
-function SWEP:DoEffects( tr )
- if ( IsFirstTimePredicted() ) then
- self:PlaySwingAnimation( !tr.HitWorld )
- self:PlaySwingSound()
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- if ( !tr.HitWorld || ( tr.MatType != MAT_DIRT && tr.MatType != MAT_GRASS && tr.MatType != MAT_SAND ) ) then
- self:DoImpactEffects( tr )
- else
- util.Decal( "impact.sand", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal )
- end
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_sickle.lua b/ftp_gmstranded/entities/weapons/gms_sickle.lua
deleted file mode 100644
index 801f564..0000000
--- a/ftp_gmstranded/entities/weapons/gms_sickle.lua
+++ /dev/null
@@ -1,23 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Sickle"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_c17/tools_pliers01a.mdl"
-
-SWEP.Purpose = "Effectivizes harvesting processes"
-SWEP.Instructions = "Harvest when active"
-
-SWEP.HoldType = "melee"
-
-function SWEP:PrimaryAttack()
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 5, -3, -2 )
-SWEP.FixWorldModelAng = Angle( 90, 0, -10 )
-SWEP.FixWorldModelScale = 1
diff --git a/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua b/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua
deleted file mode 100644
index 9889131..0000000
--- a/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Silver Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 9
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 80,
- MinAmount = 4,
- MaxAmount = 18,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua
deleted file mode 100644
index ef75952..0000000
--- a/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Silver Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 9
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 80,
- MinAmount = 4,
- MaxAmount = 18,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua b/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua
deleted file mode 100644
index 02c570c..0000000
--- a/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Steel Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 90,
- MinAmount = 6,
- MaxAmount = 21,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua
deleted file mode 100644
index a60066f..0000000
--- a/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Steel Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 10
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 90,
- MinAmount = 6,
- MaxAmount = 21,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua b/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua
deleted file mode 100644
index 980b44c..0000000
--- a/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua
+++ /dev/null
@@ -1,40 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Stone Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 7
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 50,
- MinAmount = 1,
- MaxAmount = 6,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua b/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua
deleted file mode 100644
index 6cec759..0000000
--- a/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua
+++ /dev/null
@@ -1,40 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Stone Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool, allows you to mine Copper Ore"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 7
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 50,
- MinAmount = 1,
- MaxAmount = 6,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_strainer.lua b/ftp_gmstranded/entities/weapons/gms_strainer.lua
deleted file mode 100644
index 03edd78..0000000
--- a/ftp_gmstranded/entities/weapons/gms_strainer.lua
+++ /dev/null
@@ -1,30 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Strainer"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_junk/PlasticCrate01a.mdl"
-
-SWEP.Purpose = "Get fine materials"
-SWEP.Instructions = "Use on/with some materials to filter them"
-
-SWEP.HoldType = "slam"
-
-function SWEP:OnHit( tr )
-
- if ( !tr.HitWorld || CLIENT ) then return end
-
- if ( tr.MatType == MAT_DIRT || tr.MatType == MAT_GRASS || tr.MatType == MAT_SAND ) then
- self.Owner:DoProcess( "FilterGround", 3 )
- end
-
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 2, -10, 0 )
-SWEP.FixWorldModelAng = Angle( 30, 30, 0 )
-SWEP.FixWorldModelScale = 0.6
diff --git a/ftp_gmstranded/entities/weapons/gms_techhatchet.lua b/ftp_gmstranded/entities/weapons/gms_techhatchet.lua
deleted file mode 100644
index 3b5cc4b..0000000
--- a/ftp_gmstranded/entities/weapons/gms_techhatchet.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 4
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Tech Hatchet"
-SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl"
-
-SWEP.Purpose = "Effective woodcutting tool"
-SWEP.Instructions = "Primary fire: Chop wood from a tree"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 8
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
- self.Owner:DoProcess( "WoodCutting", 2, {
- Entity = ent,
- Chance = 75,
- MinAmount = 4,
- MaxAmount = 15,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua
deleted file mode 100644
index 0154a56..0000000
--- a/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua
+++ /dev/null
@@ -1,41 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 3
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Tech Pickaxe"
-SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl"
-SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl"
-
-SWEP.Purpose = "Effective mining tool"
-SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface"
-
-SWEP.HoldType = "melee"
-
-SWEP.Primary.Damage = 8
-SWEP.Primary.Delay = 1
-SWEP.UseHands = true
-SWEP.Skin = 2
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" )
-end
-
-function SWEP:PlayHitSound()
- self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" )
-end
-
-function SWEP:DoToolHit( ent )
- if ( ent:IsRockModel() ) then
- self.Owner:DoProcess( "Mining", 2, {
- Entity = ent,
- Chance = 75,
- MinAmount = 4,
- MaxAmount = 15,
- } )
- else
- self:PlayHitSound()
- end
-end
diff --git a/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua b/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua
deleted file mode 100644
index 29d2f6f..0000000
--- a/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua
+++ /dev/null
@@ -1,38 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 1
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Wooden Fishing Rod"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_junk/harpoon002a.mdl"
-
-SWEP.Purpose = "Used for fishing"
-SWEP.Instructions = "Primary fire: Fish from the water"
-
-SWEP.HoldType = "revolver"
-SWEP.NoTraceFix = true
-SWEP.HitDistance = 512
-SWEP.Mask = bit.bor( MASK_WATER, MASK_SOLID )
-
-function SWEP:PlaySwingSound()
- self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" )
-end
-
-function SWEP:OnHit( tr )
- if ( CLIENT ) then return end
-
- if ( tr.MatType == MAT_SLOSH || string.find( tr.HitTexture, "water" ) ) then
- self.Owner:DoProcess( "Fishing", 10, {
- Chance = 60
- } )
- end
-
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( 20, 2.5, -1 )
-SWEP.FixWorldModelAng = Angle( 90, 0, 90 )
-SWEP.FixWorldModelScale = 0.5
diff --git a/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua b/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua
deleted file mode 100644
index 89d4b2c..0000000
--- a/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua
+++ /dev/null
@@ -1,23 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 1
-SWEP.SlotPos = 1
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Wooden Spoon"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_interiors/pot02a.mdl"
-
-SWEP.Purpose = "For eating fruits"
-SWEP.Instructions = "Eat some fruits"
-
-SWEP.HoldType = "knife"
-
-function SWEP:PrimaryAttack()
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( -1, -4, -4 )
-SWEP.FixWorldModelAng = Angle( 90, 90, 0 )
-SWEP.FixWorldModelScale = 0.6
diff --git a/ftp_gmstranded/entities/weapons/gms_wrench.lua b/ftp_gmstranded/entities/weapons/gms_wrench.lua
deleted file mode 100644
index d05ef61..0000000
--- a/ftp_gmstranded/entities/weapons/gms_wrench.lua
+++ /dev/null
@@ -1,23 +0,0 @@
-
-AddCSLuaFile()
-
-SWEP.Slot = 2
-SWEP.SlotPos = 5
-
-SWEP.Base = "gms_base_weapon"
-SWEP.PrintName = "Wrench"
-SWEP.ViewModel = "models/Weapons/v_hands.mdl"
-SWEP.WorldModel = "models/props_c17/tools_wrench01a.mdl"
-
-SWEP.Purpose = "Shortens down weapon crafting time"
-SWEP.Instructions = "Craft weapons faster"
-
-SWEP.HoldType = "knife"
-
-function SWEP:PrimaryAttack()
-end
-
-SWEP.FixWorldModel = true
-SWEP.FixWorldModelPos = Vector( -1.5, 1, -3 )
-SWEP.FixWorldModelAng = Angle( 90, 90, 0 )
-SWEP.FixWorldModelScale = 1
diff --git a/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua b/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua
deleted file mode 100644
index ac3754f..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_1887winchester") -- 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 Shotguns"
-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 = "Winchester 87" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 30 -- 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 = 3 -- 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 = "shotgun" -- 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_1887winchester.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_winchester_1887.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("1887winch.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 4 -- Size of a clip
-SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "slam" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.ShellTime = .67
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 10 -- Base damage per bullet
-SWEP.Primary.Spread = .042 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .042 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.84, 0, 1.2)
-SWEP.IronSightsAng = Vector(0, 0, 2.295)
-SWEP.SightsPos = Vector(4.84, 0, 1.2)
-SWEP.SightsAng = Vector(0, 0, 2.295)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
-
-if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
- SWEP.Primary.Ammo = "slam"
- SWEP.Slot = 1 -- Slot in the weapon selection menu
- SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
-else
- SWEP.Primary.Ammo = "buckshot"
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua b/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua
deleted file mode 100644
index 6140f08..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua
+++ /dev/null
@@ -1,85 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_1897winchester") -- 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 Shotguns"
-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 = "Winchester 1897" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 31 -- 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 = 3 -- 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 = "shotgun" -- 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_1897trenchshot.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_winchester_1897_trench.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Trench_97.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 4 -- Size of a clip
-SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 0.9 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "slam" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.ShellTime = .6
-
-SWEP.Primary.NumShots = 11 //how many bullets to shoot, use with shotguns
-SWEP.Primary.Damage = 10 //base damage, scaled by game
-SWEP.Primary.Spread = .04 //define from-the-hip accuracy (1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .04 // has to be the same as primary.spread
--- Because irons don't magically give you less pellet spread!
-
-
-SWEP.IronSightsPos = Vector(2.809, 0, 1.48)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(2.809, 0, 1.48)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
-SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
-
-if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
- SWEP.Primary.Ammo = "slam"
-else
- SWEP.Primary.Ammo = "buckshot"
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua
deleted file mode 100644
index 317ce1d..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_acr") -- 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 = "ACR" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 21 -- 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 = "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.SelectiveFire = true
-
-SWEP.ViewModelFOV = 70
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_rif_msda.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_masada_acr.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Masada.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 825 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(2.668, 0, 0.675)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(2.668, 0, 0.675)
-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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua
deleted file mode 100644
index f968369..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua
+++ /dev/null
@@ -1,86 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ak47") -- 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 = "AK-47" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 22 -- 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 = "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.SelectiveFire = true
-
-SWEP.ViewModelFOV = 70
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_dot_ak47.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_ak47_m9k.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("47ak.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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 = 65 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
--- SWEP.IronSightsPos = Vector(4.394, -3.75, 1.48)
--- SWEP.IronSightsAng = Vector(1.419, -0.35, 0)
--- SWEP.SightsPos = Vector(4.394, -3.75, 1.48)
--- SWEP.SightsAng = Vector(1.419, -0.35, 0)
-
-SWEP.IronSightsPos = Vector(4.539, -4.238, 1.799)
-SWEP.IronSightsAng = Vector(0.958, -0.021, 0)
-SWEP.SightsPos = Vector(4.539, -4.238, 1.799)
-SWEP.SightsAng = Vector(0.958, -0.021, 0)
-SWEP.RunSightsPos = Vector(-1.841, -3.386, 0.708)
-SWEP.RunSightsAng = Vector(-7.441, -41.614, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua
deleted file mode 100644
index 4ba7b6f..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ak74") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "AK-74" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 23 -- 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 = "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.SelectiveFire = true
-
-SWEP.ViewModelFOV = 65
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_tct_ak47.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_tct_ak47.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Tactic_AK47.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- 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 = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- 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 = 55 -- 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 = 31 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (2.0378, -3.8941, 0.8809)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (2.0378, -3.8941, 0.8809)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua b/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua
deleted file mode 100644
index a333318..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua
+++ /dev/null
@@ -1,82 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_amd65") -- must be the name of your swep
-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 = "AMD 65" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 24 -- 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 = "ar2" -- how others view you carrying the weapon
-
-SWEP.ViewModelFOV = 70
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_amd_65.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_amd_65.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("amd65.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = .7 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "ar2"
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 31 -- Base damage per bullet
-SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .011 -- Ironsight accuracy, should be the same for shotguns
-
-
-SWEP.SelectiveFire = true
-
-//just cleaning up an empty spot that bugs me
-SWEP.VElements = {
- ["element"] = { type = "Model", model = "models/Mechanics/wheels/wheel_speed_72.mdl", bone = "Havana Daydreamin", rel = "", pos = Vector(-0.15, -5.336, 1.608), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
-}
-
-SWEP.IronSightsPos = Vector(3.5, -2.21, 2.115)
-SWEP.IronSightsAng = Vector(-3.701, 0, 0)
-SWEP.SightsPos = Vector(3.5, -2.21, 2.115)
-SWEP.SightsAng = Vector(-3.701, 0, 0)
-SWEP.RunSightsPos = Vector(-5.198, -9.164, 0)
-SWEP.RunSightsAng = Vector(-8.825, -70, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua b/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua
deleted file mode 100644
index 801f127..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua
+++ /dev/null
@@ -1,167 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_an94") -- 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 = "AN-94" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 25 -- 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 = "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 = 55
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_rif_an_94.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_rif_an_94.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("an94.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 31 -- Base damage per bullet
-SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.552, 0, 3.062)
-SWEP.IronSightsAng = Vector(0.93, -0.5, 0)
-SWEP.SightsPos = Vector(4.552, 0, 3.062)
-SWEP.SightsAng = Vector(0.93, -0.5, 0)
-SWEP.RunSightsPos = Vector(-5.277, -8.584, 2.598)
-SWEP.RunSightsAng = Vector(-12.954, -52.088, 0)
-
-SWEP.Primary.Burst = false
-
-function SWEP:SelectFireMode()
-
- if self.Primary.Burst then
- self.Primary.Burst = false
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- self.Primary.NumShots = 1
- self.Primary.Sound = Sound("an94.single")
- self.Primary.Automatic = true
- else
- self.Primary.Burst = true
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Burst fire selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- self.Primary.NumShots = 2
- self.Primary.Sound = Sound("an94.double")
- self.Primary.Automatic = false
- end
-end
-
-SWEP.Primary.PrevShots = SWEP.Primary.NumShots
-
-function SWEP:PrimaryAttack()
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- self.ShootThese = self.Primary.NumShots
-
- if self.Primary.Burst then
- if self.Primary.NumShots > self.Owner:GetActiveWeapon():Clip1() then
- self.Primary.NumShots = 1
- self.ShootThese = 1
- self.Primary.Sound = Sound("an94.single")
- else
- self.Primary.NumShots = 2
- self.ShootThese = 2
- self.Primary.Sound = Sound("an94.double")
- end
- end
-
-
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(self.ShootThese)
-
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
- self.Weapon:EmitSound(self.Primary.SilencedSound)
- else
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- end
-
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,4))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(self.ShootThese)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self.RicochetCoin = (math.random(1,4))
- 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
diff --git a/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua
deleted file mode 100644
index ebb0456..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ares_shrike") -- 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 = "Ares Shrike" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 39 -- 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 = "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 = 65
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_ares_shrike01.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_ares_shrike.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_shrk.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 650 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 200 -- Size of a clip
-SWEP.Primary.DefaultClip = 400 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-3.804, 0, 0.495)
-SWEP.IronSightsAng = Vector(0.119, -0.019, 0)
-SWEP.SightsPos = Vector(-3.804, 0, 0.495)
-SWEP.SightsAng = Vector(0.119, -0.019, 0)
-SWEP.RunSightsPos = Vector(1.639, -3.444, 0)
-SWEP.RunSightsAng = Vector(-7.46, 47.048, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua
deleted file mode 100644
index 5458b3c..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_auga3") -- 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 = "Steyr AUG A3" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 26 -- 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 = 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.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 = "smg" -- 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_auga3sa.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_auga3.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("aug_a3.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 700 -- 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 = false -- 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 = true
-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 = 22 --base damage per bullet
-SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua b/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua
deleted file mode 100644
index 513d6f1..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_aw50") -- 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 = "AI AW50" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 50 -- 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 = true
-SWEP.ViewModel = "models/weapons/v_aw50_awp.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_acc_int_aw50.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weaponaw50.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = "SniperPenetratedRound" -- 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 = 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 = true
-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 = 95 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(3.68, 0, 1.08)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(3.68, 0, 1.08)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua b/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua
deleted file mode 100644
index 286c8de..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_barret_m82") -- 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 = "Barret M82" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 51 -- 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 = false -- 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 = true
-SWEP.ViewModel = "models/weapons/v_50calm82.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_barret_m82.mdl" -- Weapon world model
---oops
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("BarretM82.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 200 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = "SniperPenetratedRound" -- 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 = 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 = true
-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 = 110 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .00001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector (2.894, 0, 1.7624)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (2.894, 0, 1.7624)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua b/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua
deleted file mode 100644
index 688baad..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_bizonp19") -- 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 Submachine 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 = "Bizon PP19" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 42 -- 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 = "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 = 65
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_bizon19.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_pp19_bizon.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_P19.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 675 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 64 -- Size of a clip
-SWEP.Primary.DefaultClip = 128 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 60 -- 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 = 19 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- 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(3.359, 0, 0.839)
-SWEP.IronSightsAng = Vector(0.744, -0.588, 0)
-SWEP.SightsPos = Vector(3.359, 0, 0.839)
-SWEP.SightsAng = Vector(0.744, -0.588, 0)
-SWEP.GSightsPos = Vector (0, 0, 0)
-SWEP.GSightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua b/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua
deleted file mode 100644
index 5652aec..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_browningauto5") -- 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 Shotguns"
-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 = "Browning Auto 5" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- 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
-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 = "shotgun" -- 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_brown_auto5.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_browning_auto.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_a5.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 250 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.ShellTime = .35
-
-SWEP.Primary.NumShots = 9 //how many bullets to shoot, use with shotguns
-SWEP.Primary.Damage = 10 //base damage, scaled by game
-SWEP.Primary.Spread = .03 //define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .03 // has to be the same as primary.spread
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(1.953, 0, 1.388)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(1.953, 0, 1.388)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
-SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua b/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua
deleted file mode 100644
index 321ee9c..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_colt1911") -- 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 Pistols"
-SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "Colt 1911" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 43 -- 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 = 3 -- 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 = "pistol" -- 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/f_dmgf_co1911.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/s_dmgf_co1911.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Dmgfok_co1911.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 700 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 7 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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 = 60 -- 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 = 17 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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 (-2.6004, -1.3877, 1.1892)
-SWEP.IronSightsAng = Vector (0.3756, -0.0032, 0.103)
-SWEP.SightsPos = Vector (-2.6004, -1.3877, 1.1892)
-SWEP.SightsAng = Vector (0.3756, -0.0032, 0.103)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
--- SWEP.RunSightsPos = Vector (-0.7883, 0, 2.4235)
--- SWEP.RunSightsAng = Vector (-14.417, -0.7137, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua b/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua
deleted file mode 100644
index 325abf9..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_coltpython") -- 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 Pistols"
-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 = "Colt Python" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 57 -- 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 = 3 -- 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 = "revolver" -- 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_pist_python.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_colt_python.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_ColtPython.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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, use with shotguns
-SWEP.Primary.Damage = 29 --base damage, scaled by game
-SWEP.Primary.Spread = .02 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- has to be the same as primary.spread
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.743, -1.676, 1.796)
-SWEP.IronSightsAng = Vector(0.611, 0.185, 0)
-SWEP.SightsPos = Vector(-2.743, -1.676, 1.796)
-SWEP.SightsAng = Vector(0.611, 0.185, 0)
-SWEP.RunSightsPos = Vector(2.124, -9.365, -3.987)
-SWEP.RunSightsAng = Vector(48.262, -8.214, 0)
-
-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
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
diff --git a/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua b/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua
deleted file mode 100644
index 2de2a9d..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua
+++ /dev/null
@@ -1,316 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_dbarrel") -- 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 Shotguns"
-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 = "Double Barrel Shotgun" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 21 -- 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 = "shotgun" -- 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_doublebarrl.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_double_barrel_shotgun.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Double_Barrel.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 180 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 2 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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.ShellTime = .5
-
-SWEP.Primary.NumShots = 18 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 10 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(0, 0, 0)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(0, 0, 0)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(11.475, -7.705, -2.787)
-SWEP.RunSightsAng = Vector(0.574, 51.638, 5.737)
-
-SWEP.Secondary.Sound = Sound("dbarrel_dblast")
-
-local PainMulti = 1
-
-if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1.")
-else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
- end
-end
-
-function NewM9KDamageMultiplierDB(cvar, previous, new)
- print("multiplier has been changed ")
- if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1, you will notice no changes.")
- else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- end
- end
-end
-cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplierDB)
-
-function SWEP:SecondaryAttack()
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- if (timer.Exists(timerName)) then return end
-
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- if self.Weapon:Clip1() == 2 then
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation2()
- self.Weapon:TakePrimaryAmmo(2)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Secondary.Sound)
- --self.Owner:ViewPunch(Angle(-15, math.Rand(-20,-25), 0))
-
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,8))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self.Weapon:Clip1() == 1 then
- self.Weapon:PrimaryAttack()
- self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60))
- elseif self.Weapon:Clip1() == 0 then
- self:Reload()
- end
- end
-end
-
-function SWEP:PrimaryAttack()
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- if (timer.Exists(timerName)) then return end
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
-
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
- self.Weapon:EmitSound(self.Primary.SilencedSound)
- else
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- end
-
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,4))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self.RicochetCoin = (math.random(1,4))
- end
-end
-
-
-function SWEP:ShootBulletInformation2()
-
- local CurrentDamage
- local CurrentRecoil
- local CurrentCone
- local basedamage
-
- CurrentCone = self.Primary.Spread
-
- local damagedice = math.Rand(.85,1.3)
-
- basedamage = PainMulti * self.Primary.Damage
- CurrentDamage = basedamage * damagedice
- CurrentRecoil = self.Primary.Recoil
-
- self:ShootBullet(CurrentDamage, CurrentRecoil, 31, .06)
-
-end
-
-/*---------------------------------------------------------
- Name: SWEP:Reload()
- Desc: Reload is being pressed.
----------------------------------------------------------*/
-function SWEP:Reload()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
-
- local maxcap = self.Primary.ClipSize
- local spaceavail = self.Weapon:Clip1()
- local shellz = (maxcap) - (spaceavail) + 1
-
- if (timer.Exists("ShotgunReload")) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end
-
- if self.Owner:IsPlayer() then
-
- self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- wait one second before you can shoot again
- self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
- self.Owner:SetAnimation( PLAYER_RELOAD )
-
- self.Owner.NextReload = CurTime() + 1
-
- if (SERVER) then
- self.Owner:SetFOV( 0, 0.15 )
- self:SetIronsights(false)
- end
-
- if SERVER and self.Owner:Alive() then
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- timer.Create(timerName,
- (self.ShellTime + .05),
- shellz,
- function() if not IsValid(self) then return end
- if IsValid(self.Owner) and IsValid(self.Weapon) then
- if self.Owner:Alive() then
- self:InsertShell()
- end
- end end)
- end
-
- elseif self.Owner:IsNPC() then
- self.Weapon:DefaultReload(ACT_VM_RELOAD)
- end
-
-end
-
-function SWEP:Think()
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
- if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- --if the owner presses shoot while the timer is in effect, then...
- -- if (self.Owner:KeyPressed(IN_ATTACK)) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then
- -- if self:CanPrimaryAttack() then --well first, if we actually can attack, then...
- -- timer.Destroy(timerName) -- kill the timer, and
- -- self:PrimaryAttack()-- ATTAAAAACK!
- -- end
- -- end
-
- if self.InsertingShell == true and self.Owner:Alive() then
- vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works!
- vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer?
- vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess?
- self.InsertingShell = false -- You get paid for this, what's your excuse?
- end
-
- self:IronSight()
-
-end
-
-function SWEP:InsertShell()
-
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if not self.Owner:IsPlayer() then return end
-
- local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
- if self.Owner:Alive() then
- local curwep = self.Owner:GetActiveWeapon()
- if curwep:GetClass() != self.Gun then
- timer.Destroy(timerName)
- return end
-
- if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then
- -- if clip is full or ammo is out, then...
- self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim
- timer.Destroy(timerName) -- kill the timer
- self.Weapon:SetNextPrimaryFire(CurTime()+.55)
- self.Weapon:SetNextSecondaryFire(CurTime()+.55)
- elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then
- self.InsertingShell = true --well, I tried!
- timer.Simple( .05, function() self:ShellAnimCaller() end)
- self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
- self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
- end
- else
- timer.Destroy(timerName) -- kill the timer
- 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
diff --git a/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua b/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua
deleted file mode 100644
index c671ebf..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_deagle") -- 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 Pistols"
-SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "Desert Eagle" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 21 -- 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 = 3 -- 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 = "pistol" -- 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_tcom_deagle.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_tcom_deagle.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_TDegle.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 7 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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 (-1.7102, 0, 0.2585)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (-1.7102, 0, 0.2585)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
--- SWEP.RunSightsPos = Vector (-0.3967, 0, 2.2339)
--- SWEP.RunSightsAng = Vector (-17.3454, -2.6248, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua b/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua
deleted file mode 100644
index 942e2ba..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_dragunov") -- 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 = "SVD Dragunov" -- Weapon name (Shown on HUD)
-SWEP.Slot = 4 -- Slot in the weapon selection menu
-SWEP.SlotPos = 41 -- 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 = false -- 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 = 65
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_dragunov02.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_svd_dragunov.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_svd01.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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 = false -- I mean it, only one
-SWEP.Secondary.UseSVD = true -- 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 = 90 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .00012 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-1.241, -1.476, 0)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-1.241, -1.476, 0)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(3.934, -5.41, 0)
-SWEP.RunSightsAng = Vector(-11.476, 35, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua b/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua
deleted file mode 100644
index 9734a83..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_f2000") -- 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 = "iron angles by Mr Fokkusu"
-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 = "F2000" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 27 -- 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.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
-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.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_tct_f2000.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_fn_f2000.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_F2000.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 850 -- 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 = .4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "smg1" -- 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 = 23 --base damage per bullet
-SWEP.Primary.Spread = .025 --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(3.499, 0, 1.08)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(3.499, 0, 1.08)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-7.705, -2.623, 1.475)
-SWEP.RunSightsAng = Vector(-11.476, -55.083, -2.296)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua b/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua
deleted file mode 100644
index 0a4af98..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_fal") -- 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 = "FN FAL" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 28 -- 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 = "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 = 55
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_fnfalnato.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_fn_fal.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("fnfal.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-3.161, -1.068, 1.24)
-SWEP.IronSightsAng = Vector(0.425, 0.05, 0)
-SWEP.SightsPos = Vector(-3.161, -1.068, 1.24)
-SWEP.SightsAng = Vector(0.425, 0.05, 0)
-SWEP.RunSightsPos = Vector(2.598, -2.441, 0.36)
-SWEP.RunSightsAng = Vector(-7.993, 37.756, -6.89)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua b/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua
deleted file mode 100644
index 6f20bde..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_famas") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "FAMAS" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 29 -- 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 = "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 = 65
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_tct_famas.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_tct_famas.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_FAMTC.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 950 -- 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 = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 29 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(-3.342, 0, 0.247)
-SWEP.IronSightsAng = Vector(0, -0.438, 0)
-SWEP.SightsPos = Vector(-3.342, 0, 0.247)
-SWEP.SightsAng = Vector(0, -0.438, 0)
-SWEP.RunSightsPos = Vector (0.9926, -3.6313, 0.4169)
-SWEP.RunSightsAng = Vector (-9.1165, 43.8507, -18.2067)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua b/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua
deleted file mode 100644
index ae86d31..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua
+++ /dev/null
@@ -1,78 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_fg42") -- 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 = "FG 42" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 33 -- 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 = "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_fg42.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_fg42.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("FG42_weapon.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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 metal peircing shotgun slug
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 38 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(3.47, -6.078, 1.93)
-SWEP.IronSightsAng = Vector(0.216, -0.082, 0)
-SWEP.SightsPos = Vector(3.47, -6.078, 1.93)
-SWEP.SightsAng = Vector(0.216, -0.082, 0)
-SWEP.RunSightsPos = Vector(-5.738, -1.803, 0)
-SWEP.RunSightsAng = Vector(-7.46, -47.624, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua b/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua
deleted file mode 100644
index c8ed03a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_g36") -- 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 = "G36" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 31 -- 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 = "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_g362.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_g36c.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("G36.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 28 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.865, -0.857, 1.06)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(2.865, -0.857, 1.06)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-6, -2.571, -0.04)
-SWEP.RunSightsAng = Vector(-11, -43, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua
deleted file mode 100644
index 272f3eb..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_g3a3") -- 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 = "HK G3A3" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 30 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_hk_g3_rif.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_g3.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("hk_g3_weapon.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 550 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 33 -- Base damage per bullet
-SWEP.Primary.Spread = .026 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.419, -2.069, 1.498)
-SWEP.IronSightsAng = Vector(-0.109, -0.281, 0)
-SWEP.SightsPos = Vector(-2.419, -2.069, 1.498)
-SWEP.SightsAng = Vector(-0.109, -0.281, 0)
-SWEP.RunSightsPos = Vector(3.384, -3.044, -0.264)
-SWEP.RunSightsAng = Vector(-7.402, 43.334, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua b/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua
deleted file mode 100644
index 6d2ab5c..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_glock") -- 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 Pistols"
-SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "Glock 18" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 22 -- 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 = 3 -- 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 = "pistol" -- 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_dmg_glock.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_dmg_glock.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Dmgfok_glock.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 1200 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 32 -- Size of a clip
-SWEP.Primary.DefaultClip = 64 -- Bullets you start with
-SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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.IronFOV = 60 -- 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 = 12 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (2.2042, 0, 1.7661)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (2.2042, 0, 1.7661)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (0.4751, 0, 1.8442)
-SWEP.RunSightsAng = Vector (-17.6945, -1.4012, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua b/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua
deleted file mode 100644
index 2d7318b..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_hk45") -- 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 Pistols"
-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 = "HK45C" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 23 -- 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 = 3 -- 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 = "pistol" -- 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 = 60
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_pist_hk45.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk45c.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_hk45.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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 = 55 -- 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 = .025 -- 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(-2.32, 0, 0.86)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-2.32, 0, 0.86)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
--- SWEP.RunSightsPos = Vector(0, -3.143, 0.857)
--- SWEP.RunSightsAng = Vector(-11, 9, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua b/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua
deleted file mode 100644
index 476c1c8..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua
+++ /dev/null
@@ -1,101 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_honeybadger") -- 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 Submachine 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 = "AAC Honey Badger" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 43 -- 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 = false
-SWEP.ViewModel = "models/weapons/v_aacbadger.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_aac_honeybadger.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_HoneyB.single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 791 -- 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 = .5 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .3 -- 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 = 3.5
-SWEP.Secondary.UseACOG = false -- 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 = true
-
-SWEP.data = {}
-SWEP.data.ironsights = 1
-SWEP.ScopeScale = 0.7
-
-SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 24 --base damage per bullet
-SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-3.096, -3.695, 0.815)
-SWEP.IronSightsAng = Vector(0.039, 0, 0)
-SWEP.SightsPos = Vector(-3.096, -3.695, 0.815)
-SWEP.SightsAng = Vector(0.039, 0, 0)
-SWEP.RunSightsPos = Vector(4.094, -2.454, -0.618)
-SWEP.RunSightsAng = Vector(-8.957, 53.188, -9.195)
-
-SWEP.WElements = {
- ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.671, 0.832, -8.141), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} },
- ["scope"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-2.543, 0.463, 1.733), angle = Angle(-180, 90, 0), size = Vector(1.45,1.45,1.45), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["lense+"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.041, 0.832, -8.1), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
-}
-
-SWEP.VElements = {
- ["aimpoint"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "Gun", rel = "", pos = Vector(0.228, 7.487, -4.416), angle = Angle(0, 180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "Gun", rel = "aimpoint", pos = Vector(0.298, 4.546, 6.756), angle = Angle(0, 90, 38.293), size = Vector(0.024, 0.024, 0.024), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
-}
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua b/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua
deleted file mode 100644
index 8e4a17a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua
+++ /dev/null
@@ -1,88 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_intervention") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "Intervention" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 42 -- 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 = true
-SWEP.ViewModel = "models/weapons/v_snip_int.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_snip_int.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_INT.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 5 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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 = 10
-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.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 95 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector (2.2263, -0.0007, 0.115)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (2.2263, -0.0007, 0.115)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 1.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua
deleted file mode 100644
index ea57e06..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ithacam37") -- 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 Shotguns"
-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 = "Ithaca M37" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 22 -- 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 = "shotgun" -- 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_ithaca_m37shot.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_ithaca_m37.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("IthacaM37.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 60 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = .9 -- 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 = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-SWEP.ShellTime = .4
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 8 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 12 -- Base damage per bullet
-SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .023 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.16, -1.429, 0.6)
-SWEP.IronSightsAng = Vector(3, 0, 0)
-SWEP.SightsPos = Vector(2.16, -1.429, 0.6)
-SWEP.SightsAng = Vector(3, 0, 0)
-SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
-SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua b/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua
deleted file mode 100644
index b069e27..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_jackhammer") -- 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 Shotguns"
-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 = "Pancor Jackhammer" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 23 -- 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 = "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_jackhammer2.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_pancor_jackhammer.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_Jackhammer.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 240 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 10 -- Base damage per bullet
-SWEP.Primary.Spread = .045 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .045 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.026, -2.296, 0.917)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.026, -2.296, 0.917)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
-SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua b/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua
deleted file mode 100644
index 72e2383..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua
+++ /dev/null
@@ -1,94 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_kac_pdw") -- 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 Submachine 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 = "KAC PDW" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 44 -- 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 = "smg" -- 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_kac_pdw1.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_kac_pdw.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("KAC_PDW.Single") -- Script that calls the primary fire sound
-SWEP.Primary.SilencedSound = Sound("KAC_PDW.SilentSingle")
-SWEP.Primary.RPM = 600 -- 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 = 0.1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 55 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.CanBeSilenced = true
-
-SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 15 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(3.342, 0, 0.759)
-SWEP.IronSightsAng = Vector(2.46, -0.025, 0)
-SWEP.SightsPos = Vector(3.342, 0, 0.759)
-SWEP.SightsAng = Vector(2.46, -0.025, 0)
-SWEP.RunSightsPos = Vector(-4.646, -4.173, 0)
-SWEP.RunSightsAng = Vector(-10.197, -53.189, 0)
-
-SWEP.WElements = {
- ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-7.539, 1.485, 10.295), angle = Angle(-172.297, 180, 0), size = Vector(1.378, 1.378, 1.378), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
-}
-
-SWEP.VElements = {
- ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "DrawCall_0", rel = "", pos = Vector(-0.281, 10.85, -6.398), angle = Angle(0, 90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
-}
-
-SWEP.ViewModelBoneMods = {
- ["DrawCall_0009"] = { scale = Vector(1, 1, 1), pos = Vector(-0.154, 0, 0), angle = Angle(0, 0, 0) }
-}
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua b/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua
deleted file mode 100644
index 1e30308..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua
+++ /dev/null
@@ -1,91 +0,0 @@
--- 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua b/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua
deleted file mode 100644
index aebad26..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua
+++ /dev/null
@@ -1,78 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_luger") -- 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 Pistols"
-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 = "P08 Luger" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 24 -- 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 = 3 -- 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 = "pistol" -- 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_p08_luger.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_luger_p08.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("weapon_luger.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 0.35 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol"
--- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
--- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 23 -- Base damage per bullet
-SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .011 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.71, -2.122, 2.27)
-SWEP.IronSightsAng = Vector(0.563, -0.013, 0)
-SWEP.SightsPos = Vector(2.71, -2.122, 2.27)
-SWEP.SightsAng = Vector(0.563, -0.013, 0)
-SWEP.RunSightsPos = Vector(0, 0, 2.575)
-SWEP.RunSightsAng = Vector(-14.657, 0, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua
deleted file mode 100644
index d4bf65c..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m14sp") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "M14" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 34 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_snip_m14sp.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_snip_m14sp.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_M14SP.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- 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 = false -- 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 = 45 -- How much you 'zoom' in. Less is more!
-
-SWEP.SelectiveFire = true
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 32 -- Base damage per bullet
-SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (-2.7031, -1.0539, 1.6562)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (-2.7031, -1.0539, 1.6562)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (0.9642, -0.6371, 0.4936)
-SWEP.RunSightsAng = Vector (-11.0116, 47.5223, -15.3199)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua
deleted file mode 100644
index 952eb89..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua
+++ /dev/null
@@ -1,88 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m16a4_acog") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "M16A4 ACOG" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 35 -- 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 = 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.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_M16_acog.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_dmg_m16ag.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Dmgfok_M16A4.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 850 -- 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 = .6 -- 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.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.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 = 30 --base damage per bullet
-SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua
deleted file mode 100644
index e227975..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m1918bar") -- 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 = "M1918 BAR" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 36 -- 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 = "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 = 65
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_m1918bar.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_m1918_bar.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_bar1.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 450 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 40 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(3.313, 0, 1.399)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(3.313, 0, 1.399)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-7.049, -8.525, -2.132)
-SWEP.RunSightsAng = Vector(0, -58.526, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua
deleted file mode 100644
index 6c7cf25..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m24") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "M24" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 43 -- 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 = true
-SWEP.ViewModel = "models/weapons/v_dmg_m24s.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_snip_m24_6.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Dmgfok_M24SN.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 40 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 5 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = .6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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 = 97 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .000115 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector (2.894, 0, 1.7624)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (2.894, 0, 1.7624)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua
deleted file mode 100644
index 4d7f08a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m249lmg") -- 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 = "M249 LMG" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 35 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_machinegun249.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_m249_machine_gun.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_249M.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 855 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 150 -- Size of a clip
-SWEP.Primary.DefaultClip = 300 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 27 -- Base damage per bullet
-SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .024 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-4.015, 0, 1.764)
-SWEP.IronSightsAng = Vector(0, -0.014, 0)
-SWEP.SightsPos = Vector(-4.015, 0, 1.764)
-SWEP.SightsAng = Vector(0, -0.014, 0)
-SWEP.RunSightsPos = Vector(5.081, -4.755, -1.476)
-SWEP.RunSightsAng = Vector(0, 41.884, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua
deleted file mode 100644
index 03359aa..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m29satan") -- 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 Pistols"
-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 = "M29 Satan" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 25 -- 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 = 3 -- 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 = "revolver" -- 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 = 60
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_pist_satan2.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_m29_satan.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("weapon_satan1.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 32 -- Base damage per bullet
-SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.82, -1.247, 0.456)
-SWEP.IronSightsAng = Vector(0.505, 2.407, 0)
-SWEP.SightsPos = Vector(-2.82, -1.247, 0.456)
-SWEP.SightsAng = Vector(0.505, 2.407, 0)
-SWEP.RunSightsPos = Vector(2.068, -9.632, -5.983)
-SWEP.RunSightsAng = Vector(61.171, -5.269, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua
deleted file mode 100644
index f49fb21..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m3") -- 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 Shotguns"
-SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "Benelli M3" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 24 -- 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 = "shotgun" -- 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_benelli_m3_s90.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_benelli_m3.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("BenelliM3.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 0.8 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.ShellTime = .45
-
-SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 10 -- Base damage per bullet
-SWEP.Primary.Spread = .0326 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0326 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.279, -1.007, 1.302)
-SWEP.IronSightsAng = Vector(0.47, -0.024, 0)
-SWEP.SightsPos = Vector(2.279, -1.007, 1.302)
-SWEP.SightsAng = Vector(0.47, -0.024, 0)
-SWEP.RunSightsPos = Vector(-7.639, -7.796, 0.865)
-SWEP.RunSightsAng = Vector(-17.362, -69.724, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua
deleted file mode 100644
index 3849658..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua
+++ /dev/null
@@ -1,83 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m416") -- 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 = "HK 416" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 36 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_hk416rif.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_416.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("hk416weapon.UnsilSingle") -- Script that calls the primary fire sound
-SWEP.Primary.SilencedSound = Sound("hk416weapon.SilencedSingle")
-SWEP.Primary.RPM = 800 -- 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 = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.CanBeSilenced = true
-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 = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(-2.892, -2.132, 0.5)
-SWEP.IronSightsAng = Vector(-0.033, 0.07, 0)
-SWEP.SightsPos = Vector(-2.892, -2.132, 0.5)
-SWEP.SightsAng = Vector(-0.033, 0.07, 0)
-SWEP.RunSightsPos = Vector(2.125, -0.866, 1.496)
-SWEP.RunSightsAng = Vector(-18.08, 30.59, 0)
-
-SWEP.SelectiveFire = true
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua
deleted file mode 100644
index ddad4da..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m4a1") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "M4A1 Iron" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 33 -- 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 = "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_m4a1_iron.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_m4a1_iron.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Dmgfok_M4A1.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 800 -- 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 = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 60 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
-SWEP.IronSightsAng = Vector (-0.0105, -0.0061, 0)
-SWEP.SightsPos = Vector (2.4537, 1.0923, 0.2696)
-SWEP.SightsAng = Vector (-0.0105, -0.0061, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua
deleted file mode 100644
index 85aca0a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m60") -- 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 = "M60 Machine Gun" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 34 -- 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 = "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 = 65
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_m60machinegun.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_m60_machine_gun.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_M_60.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 575 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 200 -- Size of a clip
-SWEP.Primary.DefaultClip = 400 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 33 -- Base damage per bullet
-SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .025 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-5.851, -2.763, 3.141)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-5.851, -2.763, 3.141)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(8.689, -3.444, -0.82)
-SWEP.RunSightsAng = Vector(0, 44.18, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua
deleted file mode 100644
index 9a9e646..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m92beretta") -- 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 Pistols"
-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 = "M92 Beretta" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 26 -- 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 = 3 -- 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 = "pistol" -- 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_pistberettam92.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_beretta_m92.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_m92b.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 15 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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 = 65 -- 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, use with shotguns
-SWEP.Primary.Damage = 14 //base damage, scaled by game
-SWEP.Primary.Spread = .027 //define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .019 // has to be the same as primary.spread
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.379, 0, 1.205)
-SWEP.IronSightsAng = Vector(0.05, 0, 0)
-SWEP.SightsPos = Vector(-2.379, 0, 1.205)
-SWEP.SightsAng = Vector(0.05, 0, 0)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
--- SWEP.RunSightsPos = Vector(0, 0, 0)
--- SWEP.RunSightsAng = Vector(-10.903, 6.885, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua
deleted file mode 100644
index 882aefe..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_m98b") -- 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 = "Barret M98B" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 44 -- 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_m98bravo.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_barrett_m98b.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("M98.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = "SniperPenetratedRound" -- 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 = 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 = true
-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 = 90 --base damage per bullet
-SWEP.Primary.Spread = .001 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-2.196, -2, 1)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-2.196, -2, 1)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(3.714, -3.714, 0.286)
-SWEP.RunSightsAng = Vector(-7, 43, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua
deleted file mode 100644
index 3246a4b..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_magpulpdr") -- 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 Submachine 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 = "Magpul PDR" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 45 -- 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 = "smg" -- 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_pdr_smg.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_magpul_pdr.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("MAG_PDR.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 575 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.8, 0, 2.079)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.8, 0, 2.079)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-2.437, -1.364, 1.45)
-SWEP.RunSightsAng = Vector(-15.263, -41.1, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua b/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua
deleted file mode 100644
index 3d23239..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua
+++ /dev/null
@@ -1,125 +0,0 @@
--- 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
diff --git a/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua
deleted file mode 100644
index 9007923..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_model3russian") -- 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 Pistols"
-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 = "S & W Model 3 Russian" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 27 -- 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 = 3 -- 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 = "revolver" -- 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 = 60
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_pist_model3.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_model_3_rus.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Model3.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.06, 0, 0.876)
-SWEP.IronSightsAng = Vector(-0.207, 0, 0)
-SWEP.SightsPos = Vector(4.06, 0, 0.876)
-SWEP.SightsAng = Vector(-0.207, 0, 0)
-SWEP.RunSightsPos = Vector(-0.165, -10.329, -5.41)
-SWEP.RunSightsAng = Vector(70, 0, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua
deleted file mode 100644
index 5d1b2cf..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_model500") -- 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 Pistols"
-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 = "S&W Model 500" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 28 -- 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 = 3 -- 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 = "revolver" -- 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_swmodel_500.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_sw_model_500.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Model_500.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 100 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 5 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 40 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- 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(-1.923, -1.675, 0.374)
-SWEP.IronSightsAng = Vector(0.052, 0, 0)
-SWEP.SightsPos = Vector(-1.923, -1.675, 0.374)
-SWEP.SightsAng = Vector(0.052, 0, 0)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua
deleted file mode 100644
index 1cd7a4b..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua
+++ /dev/null
@@ -1,78 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_model627") -- 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 Pistols"
-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 = "S&W Model 627" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 29 -- 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 = 3 -- 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 = "revolver" -- 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_swmodel_627.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_sw_model_627.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("model_627perf.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 120 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 60 -- 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 = 20 -- Base damage per bullet
-SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.68, 0.019, 1.521)
-SWEP.IronSightsAng = Vector(-0.141, -0.139, 0)
-SWEP.SightsPos = Vector(2.68, 0.019, 1.521)
-SWEP.SightsAng = Vector(-0.141, -0.139, 0)
-SWEP.RunSightsPos = Vector(-2.419, -4.467, -4.693)
-SWEP.RunSightsAng = Vector(56.766, 0, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua
deleted file mode 100644
index f03b634..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mossberg590") -- 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 Shotguns"
-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 = "Mossberg 590" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 25 -- 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 = "shotgun" -- 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 = 60
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_shot_mberg_590.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_mossberg_590.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Mberg_590.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 75 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.8 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-SWEP.ShellTime = .5
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 9 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.72, -3.143, 1.26)
-SWEP.IronSightsAng = Vector(0, -0.75, 3)
-SWEP.SightsPos = Vector(-2.72, -3.143, 1.26)
-SWEP.SightsAng = Vector(0, -0.75, 3)
-SWEP.RunSightsPos = Vector(7, -9.429, -0.857)
-SWEP.RunSightsAng = Vector(-7, 63, 0)
-
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua
deleted file mode 100644
index bbc194d..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mp40") -- 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 Submachine 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 = "MP40" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 50 -- 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 = "smg" -- 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 = 55
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_mp40smg.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_mp40smg.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("mp40.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 32 -- Size of a clip
-SWEP.Primary.DefaultClip = 64 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 55 -- 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 = .022 -- 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(3.881, 0.187, 1.626)
-SWEP.IronSightsAng = Vector(-0.047, 0, 0)
-SWEP.SightsPos = Vector(3.881, 0.187, 1.626)
-SWEP.SightsAng = Vector(-0.047, 0, 0)
-SWEP.RunSightsPos = Vector(-5.119, -4.173, 0.865)
-SWEP.RunSightsAng = Vector(-9.094, -56.496, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua
deleted file mode 100644
index 1af1e02..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mp5") -- 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 Submachine 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 = "HK MP5" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 46 -- 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 = "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_navymp5.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_mp5.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("mp5_navy_Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 800 -- 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 = 0.1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 55 -- 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 = 22 -- Base damage per bullet
-SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.549, -0.927, 1.09)
-SWEP.IronSightsAng = Vector(0.125, -0.071, 0)
-SWEP.SightsPos = Vector(2.549, -0.927, 1.09)
-SWEP.SightsAng = Vector(0.125, -0.071, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua
deleted file mode 100644
index 52a8ffe..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mp5sd") -- 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 Submachine 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 = "MP5SD" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 47 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_hkmp5sd.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_mp5sd.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_hkmp5sd.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 700 -- 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 = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 65 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(-2.284, -1.446, 0.884)
-SWEP.IronSightsAng = Vector(2.368, 0, 0)
-SWEP.SightsPos = Vector(-2.284, -1.446, 0.884)
-SWEP.SightsAng = Vector(2.368, 0, 0)
-SWEP.RunSightsPos = Vector(3.858, -1.655, -0.866)
-SWEP.RunSightsAng = Vector(-4.634, 49.493, 0)
-
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua
deleted file mode 100644
index dc62838..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua
+++ /dev/null
@@ -1,95 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mp7") -- 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 Submachine 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 = "HK MP7" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 48 -- 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_mp7_silenced.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_mp7_silenced.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_MP7.single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 950 -- 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 = .5 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "smg1" -- 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 = false -- 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 = true
-
-SWEP.data = {}
-SWEP.data.ironsights = 1
-SWEP.ScopeScale = 0.7
-
-SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 24 --base damage per bullet
-SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector (3, -5, 1.5)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (3, -5, 1.5)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-3.1731, -5.3573, 1.4608)
-SWEP.RunSightsAng = Vector (-18.7139, -48.1596, 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
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua
deleted file mode 100644
index ce01a55..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua
+++ /dev/null
@@ -1,87 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_mp9") -- 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 Submachine 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 = "MP9" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 49 -- 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 = "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_b_t_mp9.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_brugger_thomet_mp9.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_mp9.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- 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 = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.2 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 20 -- Base damage per bullet
-SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.073, -3.438, 1.259)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.073, -3.438, 1.259)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.708, -6.172, 0)
-SWEP.RunSightsAng = Vector(-7.661, -62.523, 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
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua b/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua
deleted file mode 100644
index e1c223a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_pkm") -- 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 = "PKM" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 38 -- 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 = "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 = 55
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_mach_russ_pkm.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_mach_russ_pkm.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("pkm.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- 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 = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- 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 = 33 -- Base damage per bullet
-SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.215, -2.116, 0.36)
-SWEP.IronSightsAng = Vector(-0.13, 0.054, 0)
-SWEP.SightsPos = Vector(-2.215, -2.116, 0.36)
-SWEP.SightsAng = Vector(-0.13, 0.054, 0)
-SWEP.RunSightsPos = Vector(5.276, -3.859, 0)
-SWEP.RunSightsAng = Vector(-14.606, 52.087, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua b/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua
deleted file mode 100644
index 50ff7d9..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_psg1") -- 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 = "PSG-1" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 45 -- 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 = false -- 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 = true
-SWEP.ViewModel = "models/weapons/v_psg1_snipe.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_psg1.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_psg_1.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = "SniperPenetratedRound" -- 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 = 90 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(5.2, 0, 1.16)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(5.2, 0, 1.16)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua
deleted file mode 100644
index 0bd6da7..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ragingbull") -- 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 Pistols"
-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 = "Raging Bull" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 30 -- 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 = 3 -- 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 = "revolver" -- 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 = true
-SWEP.ViewModel = "models/weapons/v_raging_bull.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_taurus_raging_bull.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("weapon_r_bull.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 31 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.773, 0, 0.846)
-SWEP.IronSightsAng = Vector(-0.157, 0, 0)
-SWEP.SightsPos = Vector(2.773, 0, 0.846)
-SWEP.SightsAng = Vector(-0.157, 0, 0)
-SWEP.RunSightsPos = Vector(0, 2.95, 0)
-SWEP.RunSightsAng = Vector(-13.197, 5.737, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua
deleted file mode 100644
index ff573c1..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_remington1858") -- 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 Pistols"
-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 = "Remington 1858" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 31 -- 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 = 3 -- 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 = "revolver" -- 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 = true
-SWEP.ViewModel = "models/weapons/v_pist_re1858.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_remington_1858.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Remington.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 150 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 0.9 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 34 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .012 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(5.44, 0, 1.72)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(5.44, 0, 1.72)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-0.165, -10.329, -5.41)
-SWEP.RunSightsAng = Vector(70, 0, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua
deleted file mode 100644
index 611b9b5..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_remington7615p") -- 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 = "Remington 7615P" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 46 -- 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 = false -- Auto switch from if you pick up a better weapon
-SWEP.BoltAction = true -- 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_remington_7615p.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_remington_7615p.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("7615p_remington.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = 7
-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 = 35 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(3.079, -1.333, 0.437)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua
deleted file mode 100644
index 3ce0bb7..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_remington870") -- 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 Shotguns"
-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 = "Remington 870" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 26 -- 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 = "shotgun" -- 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_rem870tactical.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_remington_870_tact.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("WepRem870.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 1.25 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.ShellTime = .45
-
-SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 10 -- 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
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.014, 0.1, 1.2)
-SWEP.IronSightsAng = Vector(0.551, 0.028, 0)
-SWEP.SightsPos = Vector(-2.014, 0.1, 1.2)
-SWEP.SightsAng = Vector(0.551, 0.028, 0)
-SWEP.RunSightsPos = Vector(6.534, -4.646, 1.654)
-SWEP.RunSightsAng = Vector(-19.567, 68.622, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua b/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua
deleted file mode 100644
index 1a20aa7..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua
+++ /dev/null
@@ -1,84 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_scar") -- 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 = "SCAR" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_fnscarh.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_fn_scar_h.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Wep_fnscarh.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 625 -- 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 = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
-SWEP.SelectiveFire = true
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.652, 0.187, -0.003)
-SWEP.IronSightsAng = Vector(2.565, 0.034, 0)
-SWEP.SightsPos = Vector(-2.652, 0.187, -0.003)
-SWEP.SightsAng = Vector(2.565, 0.034, 0)
-SWEP.RunSightsPos = Vector(6.063, -1.969, 0)
-SWEP.RunSightsAng = Vector(-11.655, 57.597, 3.582)
-
-SWEP.VElements = {
- ["rect"] = { type = "Model", model = "models/hunter/plates/plate1x1.mdl", bone = "gun_root", rel = "", pos = Vector(0, -0.461, 3.479), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/eotech/rect", skin = 0, bodygroup = {} }
-}
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua b/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua
deleted file mode 100644
index cedd3f2..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua
+++ /dev/null
@@ -1,85 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_scoped_taurus") -- 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 Pistols"
-SWEP.Author = ""
-SWEP.Contact = ""
-SWEP.Purpose = ""
-SWEP.Instructions = ""
-SWEP.PrintName = "Raging Bull - Scoped" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- 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 = 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.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 = "revolver" -- 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 = true
-SWEP.ViewModel = "models/weapons/v_raging_bull_scoped.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_raging_bull_scoped.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("weapon_r_bull.single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 6 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Bullets you start with
-SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "357" -- 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 = 3
-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.data = {}
-SWEP.data.ironsights = 1
-SWEP.ScopeScale = 0.7
-SWEP.ReticleScale = 0.6
-
-SWEP.Primary.Damage = 31 --base damage per bullet
-SWEP.Primary.Spread = .02 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.773, 0, 0.846)
-SWEP.IronSightsAng = Vector(-0.157, 0, 0)
-SWEP.SightsPos = Vector(2.773, 0, 0.846)
-SWEP.SightsAng = Vector(-0.157, 0, 0)
-SWEP.RunSightsPos = Vector(0, 2.95, 0)
-SWEP.RunSightsAng = Vector(-13.197, 5.737, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua
deleted file mode 100644
index 7164fc0..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_sig_p229r") -- 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 Pistols"
-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 = "SIG Sauer P229R" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 33 -- 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 = 3 -- 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 = "pistol" -- 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_sick_p228.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_sig_229r.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Sauer1_P228.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 12 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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 = 60 -- 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 = 17 -- Base damage per bullet
-SWEP.Primary.Spread = .025 -- 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(-2.653, -.686, 1.06)
-SWEP.IronSightsAng = Vector(0.3, 0, 0)
-SWEP.SightsPos = Vector(-2.653, -.686, 1.06)
-SWEP.SightsAng = Vector(0.3, 0, 0)
-
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua
deleted file mode 100644
index 873b03b..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua
+++ /dev/null
@@ -1,90 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_sl8") -- 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 = "HK SL8" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 47 -- 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 = 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_hk_sl8.mdl"
-SWEP.WorldModel = "models/weapons/w_hk_sl8.mdl"
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_hksl8.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 300 -- 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 = .6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .6 -- 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 = 0.9
-SWEP.ReticleScale = 0.7
-
-SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 60 --base damage per bullet
-SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(3.079, -1.333, 0.437)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-6.22, -5.277, 0)
-SWEP.RunSightsAng = Vector(-10.671, -64.598, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua b/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua
deleted file mode 100644
index e2e8d71..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_smgp90") -- 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 Submachine 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 = "FN P90" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 51 -- 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 = "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 = 65
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_p90_smg.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_fn_p90.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("P90_weapon.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 50 -- Size of a clip
-SWEP.Primary.DefaultClip = 100 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 60 -- 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 = 18 -- Base damage per bullet
-SWEP.Primary.Spread = .032 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.707, -2.46, 2.219)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(2.707, -2.46, 2.219)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 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 \ No newline at end of file
diff --git a/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua b/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua
deleted file mode 100644
index 00542e3..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua
+++ /dev/null
@@ -1,80 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_spas12") -- 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 Shotguns"
-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 = "SPAS 12" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 27 -- 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 = "shotgun" -- 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_spas12_shot.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_spas_12.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("spas_12_shoty.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 1.5 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-SWEP.ShellTime = .4
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 10 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.657, .394, 1.659)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(2.657, .394, 1.659)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
-SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
-
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua
deleted file mode 100644
index b8a8a30..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua
+++ /dev/null
@@ -1,84 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_sten") -- 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 Submachine 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 = "STEN" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 52 -- 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 = "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 = 65
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_smgsten.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_sten.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weaponsten.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 32 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 20 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.367, -1.476, 3.119)
-SWEP.IronSightsAng = Vector(-0.213, -0.426, 0)
-SWEP.SightsPos = Vector(4.367, -1.476, 3.119)
-SWEP.SightsAng = Vector(-0.213, -0.426, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
-
-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
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua b/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua
deleted file mode 100644
index 31bfb5c..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua
+++ /dev/null
@@ -1,74 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_striker12") -- must be the name of your swep
-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 Shotguns"
-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 = "Striker 12" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 28 -- 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 to 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 = "ar2"
-
-SWEP.ViewModelFOV = 70
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_striker_12g.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_striker_12g.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("ShotStriker12.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 365 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 12 -- Size of a clip
-SWEP.Primary.DefaultClip = 36 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = 4 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "buckshot"
-
-SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
-
-SWEP.ShellTime = .3
-
-SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull, AKA pellets
-SWEP.Primary.Damage = 8 -- Base damage per bullet
-SWEP.Primary.Spread = .04 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .04 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(3.805, -1.045, 1.805)
-SWEP.IronSightsAng = Vector(2.502, 3.431, 0)
-SWEP.SightsPos = Vector(3.805, -1.045, 1.805)
-SWEP.SightsAng = Vector(2.502, 3.431, 0)
-SWEP.RunSightsPos = Vector(-3.237, -6.376, 1.167)
-SWEP.RunSightsAng = Vector(-8.391, -63.543, 0)
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua b/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua
deleted file mode 100644
index 06b3c9b..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua
+++ /dev/null
@@ -1,91 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_svt40") -- 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 = "SVT 40" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 48 -- 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 = false -- 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_snip_svt40.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_svt_40.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_SVT40.single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = 5
-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 = 80 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-3.462, -1.775, 0.079)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-3.462, -1.775, 0.079)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(3.388, -4.501, 0)
-SWEP.RunSightsAng = Vector(-9.096, 47.727, 0)
-
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua b/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua
deleted file mode 100644
index fbdbadc..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua
+++ /dev/null
@@ -1,89 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_svu") -- 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 = "Dragunov SVU" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 49 -- 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 = false -- 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_sniper_svu.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_dragunov_svu.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_SVU.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 10 -- 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 = "SniperPenetratedRound" -- 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 = false -- I mean it, only one
-SWEP.Secondary.UseSVD = true -- 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 = 93 --base damage per bullet
-SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-3.24, 0, 0.88)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(-3.24, 0, 0.88)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(3.143, -6, 0.286)
-SWEP.RunSightsAng = Vector(-5, 55, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua b/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua
deleted file mode 100644
index 571f758..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_tar21") -- 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 = "TAR-21" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 38 -- 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 = "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_imi_tavor.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_imi_tar21.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Wep_imitavor.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet
-SWEP.Primary.Spread = .027 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns
-
-SWEP.SelectiveFire = true
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-1.825, 0.685, 0.155)
-SWEP.IronSightsAng = Vector(0.768, 0, 0)
-SWEP.SightsPos = Vector(-1.825, 0.685, 0.155)
-SWEP.SightsAng = Vector(0.768, 0, 0)
-SWEP.RunSightsPos = Vector(3.858, 0.079, -1.025)
-SWEP.RunSightsAng = Vector(-5.237, 49.648, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua b/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua
deleted file mode 100644
index 56130ae..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua
+++ /dev/null
@@ -1,87 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_tec9") -- 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 Submachine 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 = "TEC-9" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 53 -- 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 = "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 = 60
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_tec_9_smg.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_intratec_tec9.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_Tec9.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 32 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.1 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 60 -- 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 = 17 -- Base damage per bullet
-SWEP.Primary.Spread = .029 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .019 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.314, -1.216, 2.135)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.314, -1.216, 2.135)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-5.434, -1.181, 0.393)
-SWEP.RunSightsAng = Vector(-6.89, -42.166, 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
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua b/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua
deleted file mode 100644
index f3ec11a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua
+++ /dev/null
@@ -1,88 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_thompson") -- 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 Submachine 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 = "Tommy Gun" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 54 -- 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 = "smg" -- 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 = true
-SWEP.ViewModel = "models/weapons/v_tommy_g.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_tommy_gun.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_tmg.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 575 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 75 -- Size of a clip
-SWEP.Primary.DefaultClip = 150 -- Bullets you start with
-SWEP.Primary.KickUp = 0.7 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.65 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 60 -- 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 = 22 -- Base damage per bullet
-SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .019 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(3.359, 0, 1.84)
-SWEP.IronSightsAng = Vector(-2.166, -4.039, 0)
-SWEP.SightsPos = Vector(3.359, 0, 1.84)
-SWEP.SightsAng = Vector(-2.166, -4.039, 0)
-SWEP.GSightsPos = Vector (0, 0, 0)
-SWEP.GSightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
-
-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
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua
deleted file mode 100644
index 10965bf..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_ump45") -- 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 Submachine 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 = "HK UMP45" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 55 -- 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 = "smg" -- 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_hk_ump_45.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_ump45.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("m9k_hk_ump45.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 25 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.45 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 55 -- 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 = 20 -- Base damage per bullet
-SWEP.Primary.Spread = .028 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .018 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(2.826, -1.601, 1.259)
-SWEP.IronSightsAng = Vector(-0.055, 0, 0)
-SWEP.SightsPos = Vector(2.826, -1.601, 1.259)
-SWEP.SightsAng = Vector(-0.055, 0, 0)
-SWEP.RunSightsPos = Vector(-3.386, -4.488, 1.18)
-SWEP.RunSightsAng = Vector(-17.362, -48.78, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua
deleted file mode 100644
index d62387d..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua
+++ /dev/null
@@ -1,149 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_usas") -- 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 Shotguns"
-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 = "USAS" -- Weapon name (Shown on HUD)
-SWEP.Slot = 3 -- Slot in the weapon selection menu
-SWEP.SlotPos = 29 -- 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 = "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_usas12_shot.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_usas_12.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_usas.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 260 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "buckshot" -- 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.IronFOV = 55 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 7 -- Base damage per bullet
-SWEP.Primary.Spread = .048 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .048 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.519, -2.159, 1.039)
-SWEP.IronSightsAng = Vector(0.072, 0.975, 0)
-SWEP.SightsPos = Vector(4.519, -2.159, 1.039)
-SWEP.SightsAng = Vector(0.072, 0.975, 0)
-SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
-SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
-
-SWEP.ReloadPos = Vector (-3.0328, 0, 1.888)
-SWEP.ReloadsAng = Vector (-24.2146, -36.522, 10)
-
-SWEP.WElements = {
- ["fix2"] = { type = "Model", model = "models/hunter/blocks/cube025x05x025.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.416, 2.073, -5.571), angle = Angle(0, 0, -90), size = Vector(0.899, 0.118, 0.1), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["magfix"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.482, 1.389, 0.078), angle = Angle(-8.098, 0, 0), size = Vector(0.2, 0.589, 0.589), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
-}
-
-function SWEP:Reload()
-
- if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and (self.Owner:GetAmmoCount("buckshot") > 0 ) and not (self.Weapon:GetNWBool("Reloading")) then
- self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
- self.Weapon:SetNWBool("Reloading", true)
- if SERVER and !self.Owner:IsNPC() then
- self.ResetSights = CurTime() + 1.65
- self.Owner:SetFOV( 0, 0.3 )
- self:SetIronsights(false)
- end
- timer.Simple(.65, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
- if IsValid(self.Owner) and self.Weapon:GetClass() == self.Gun then
- self.Weapon:EmitSound(Sound("Weapon_usas.draw"))
- end
- end)
- timer.Simple(.8, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
- if IsValid(self.Owner) and self.Weapon != nil then self:ReloadFinish() end end)
- end
-
-end
-
-function SWEP:ReloadFinish()
-if not IsValid(self) then return end
- if IsValid(self.Owner) and self.Weapon != nil then
- if self.Owner:Alive() and self.Weapon:GetClass() == self.Gun then
- self.Weapon:DefaultReload(ACT_SHOTGUN_RELOAD_FINISH)
-
- if !self.Owner:IsNPC() then
- self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
- end
- if SERVER and self.Weapon != nil then
- if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
- self.Owner:SetFOV( 0, 0.3 )
- self:SetIronsights(false)
- end
-
- local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
- timer.Simple(waitdammit + .1,
- function() 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 == 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
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- 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 )
- else return end
- 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
diff --git a/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua
deleted file mode 100644
index 8136921..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_usc") -- 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 Submachine 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 = "HK USC" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 56 -- 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 = "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_hkoch_usc.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_hk_usc.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_hkusc.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 25 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.45 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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 = 55 -- 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 = 23 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.698, -2.566, 2.038)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.698, -2.566, 2.038)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.RunSightsPos = Vector(-3.814, -8.615, 0)
-SWEP.RunSightsAng = Vector(-9.016, -64.764, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua
deleted file mode 100644
index 2301724..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua
+++ /dev/null
@@ -1,79 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_usp") -- 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 Pistols"
-SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "HK USP" -- Weapon name (Shown on HUD)
-SWEP.Slot = 1 -- Slot in the weapon selection menu
-SWEP.SlotPos = 34 -- 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 = 3 -- 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 = "pistol" -- 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_pist_fokkususp.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_pist_fokkususp.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_fokkususp.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 15 -- Size of a clip
-SWEP.Primary.DefaultClip = 45 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "pistol" -- 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 = 55 -- 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 = 16 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (-2.5944, 0, 1.1433)
-SWEP.IronSightsAng = Vector (0, 0, 0)
-SWEP.SightsPos = Vector (-2.5944, 0, 1.1433)
-SWEP.SightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
-SWEP.RunSightsAng = Vector(60.695, 0, 0)
--- SWEP.RunSightsPos = Vector (-1.0917, 0, 1.496)
--- SWEP.RunSightsAng = Vector (-9.6507, -2.5621, 0)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua b/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua
deleted file mode 100644
index 02cb39f..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua
+++ /dev/null
@@ -1,87 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_uzi") -- 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 Submachine 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 = "UZI" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 57 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_imi_uzi01.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_uzi_imi.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Weapon_uzi.single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 32 -- Size of a clip
-SWEP.Primary.DefaultClip = 64 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 65 -- 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 = 20 -- Base damage per bullet
-SWEP.Primary.Spread = .028 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .018 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(-2.951, -2.629, 1.633)
-SWEP.IronSightsAng = Vector(0.109, -0.772, 1.725)
-SWEP.SightsPos = Vector(-2.951, -2.629, 1.633)
-SWEP.SightsAng = Vector(0.109, -0.772, 1.725)
-SWEP.RunSightsPos = Vector(3.858, -2.945, 0.057)
-SWEP.RunSightsAng = Vector(-5.237, 40.471, 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
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_val/shared.lua b/ftp_gmstranded/entities/weapons/m9k_val/shared.lua
deleted file mode 100644
index b4e8b5a..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_val/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_val") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "AS VAL" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 39 -- 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_dmg_vally.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_dmg_vally.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Dmgfok_vally.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 20 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- 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 = 60 -- 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 = 27 -- Base damage per bullet
-SWEP.Primary.Spread = .019 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .008 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (-2.2442, -1.8353, 1.0599)
-SWEP.IronSightsAng = Vector (1.0513, 0.0322, 0)
-SWEP.SightsPos = Vector (-2.2442, -1.8353, 1.0599)
-SWEP.SightsAng = Vector (1.0513, 0.0322, 0)
-SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273)
-SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua b/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua
deleted file mode 100644
index 8cc8ff1..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua
+++ /dev/null
@@ -1,81 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_vector") -- 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 Submachine 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 = "KRISS Vector" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 58 -- 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 = "smg" -- 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_kriss_svs.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_kriss_vector.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("kriss_vector.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 1000 -- 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 = 0.2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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.IronFOV = 50 -- 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 = 18 -- Base damage per bullet
-SWEP.Primary.Spread = .026 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(3.943, -0.129, 1.677)
-SWEP.IronSightsAng = Vector(-1.922, 0.481, 0)
-SWEP.SightsPos = Vector(3.943, -0.129, 1.677)
-SWEP.SightsAng = Vector(-1.922, 0.481, 0)
-SWEP.RunSightsPos = Vector(-3.701, -6.064, -0.551)
-SWEP.RunSightsAng = Vector(-4.685, -62.559, 9.093)
-
-
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua
deleted file mode 100644
index 2ba9b44..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua
+++ /dev/null
@@ -1,77 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_vikhr") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
-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 = "SR-3M Vikhr" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- 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 = 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 = "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 = false
-SWEP.ViewModel = "models/weapons/v_dmg_vikhr.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_dmg_vikhr.mdl" -- Weapon world model
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("Dmgfok_vikhr.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 29 -- Base damage per bullet
-SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector (-2.2363, -1.0859, 0.5292)
-SWEP.IronSightsAng = Vector (1.4076, 0.0907, 0)
-SWEP.SightsPos = Vector (-2.2363, -1.0859, 0.5292)
-SWEP.SightsAng = Vector (1.4076, 0.0907, 0)
-SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273)
-SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039)
-
-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
diff --git a/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua b/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua
deleted file mode 100644
index 11e9b0f..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua
+++ /dev/null
@@ -1,91 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_winchester73") -- 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 = "73 Winchester Carbine" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 41 -- 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 = 3 -- 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 = "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_winchester1873.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_winchester_1873.mdl" -- Weapon world model
-SWEP.Base = "bobs_shotty_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_73.Single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 66 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 8 -- Size of a clip
-SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
-SWEP.Primary.KickUp = .2 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.1 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = false -- Automatic/Semi Auto
-SWEP.Primary.Ammo = "AirboatGun" -- 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 = 60 -- How much you 'zoom' in. Less is more!
-SWEP.ShellTime = .54
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull, AKA pellets
-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 = .001 -- Ironsight accuracy, should be the same for shotguns
--- Because irons don't magically give you less pellet spread!, but this isn't a shotgun so whatever, man!
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.356, 0, 2.591)
-SWEP.IronSightsAng = Vector(0, 0, 0)
-SWEP.SightsPos = Vector(4.356, 0, 2.591)
-SWEP.SightsAng = Vector(0, 0, 0)
-SWEP.GSightsPos = Vector (0, 0, 0)
-SWEP.GSightsAng = Vector (0, 0, 0)
-SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
-SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
-
-SWEP.ViewModelBoneMods = {
- ["shell"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 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
-
-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
diff --git a/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua b/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua
deleted file mode 100644
index c9dd11d..0000000
--- a/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua
+++ /dev/null
@@ -1,266 +0,0 @@
-
-CROW = {}
-
-CROW.BURROWIN = 1
-CROW.BURROWOUT = 2
-CROW.BURROWED = 3
-
-CROW.damage = 25
-CROW.model = Model( "models/crow.mdl" )
-CROW.sounds = {}
-CROW.sounds.attack = Sound( "Weapon_Bugbait.Splat" )
-CROW.sounds.attackHit = Sound( "Weapon_Crowbar.Melee_Hit" )
-CROW.sounds.banghowdy = Sound( "Weapon_Bugbait.Splat" )
-CROW.sounds.burrowIn = Sound( "NPC_CROW.BurrowIn" )
-CROW.sounds.burrowOut = Sound( "NPC_CROW.BurrowOut" )
-
-CROW.Hooks = {}
-
-function CROW.SetSpeeds( ply, run, sprint, crouch )
- ply:SetWalkSpeed( run )
- ply:SetRunSpeed( sprint )
- ply:SetCrouchedWalkSpeed( crouch )
-end
-
-function CROW.Enable( ply )
- if ( ply.CROW ) then return end
- if ( CLIENT ) then
- ply.CROW = true
- return
- end
-
- CROW.BangHowdy( ply )
- ply.CROW = {}
- ply.CROW.burrowed = nil
- ply.CROW.burrowedTimer = 0
-
- ply.CROW.model = ply:GetModel()
- ply.CROW.color = ply:GetColor()
- ply.CROW.speeds = { run = ply:GetWalkSpeed(), sprint = ply:GetRunSpeed(), crouch = ply:GetCrouchedWalkSpeed() }
-
- CROW.SetSpeeds( ply, 100, 100, 100 )
- ply:SetHull( Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) )
- ply:SetHullDuck( Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) )
-
- ply:SetModel( CROW.model )
- ply:SetRenderMode( RENDERMODE_TRANSALPHA )
- ply:SetColor( Color( 255, 255, 255, 0 ) )
-
- ply.CROW.ghost = CROW.Ghost( ply )
- ply:SetNetworkedEntity( "CROW.ghost", ply.CROW.ghost )
- if ( !ply.CROWHasPrinted ) then
- ply:PrintMessage( HUD_PRINTTALK, "You're a Crow! AWESOME!\nJump to start flying and then jump again to speed up.\nSprint to hop forward.\nReload to make a cute noise.\nMouse 1 or 2 to eat some ground and gain health.\n" )
- ply.CROWHasPrinted = true
- end
- ply.CROW.LastEatenTimer = CurTime() + 15
-end
-
-function CROW.Disable( ply )
- ply:ResetHull()
-
- if ( CLIENT ) then
- ply.CROW = false
- return
- end
-
- if ( !ply.CROW ) then return end
- CROW.BangHowdy( ply )
- ply.CROW.ghost:Remove()
- ply:SetNetworkedEntity( "CROW.ghost", nil )
- ply:SetModel( ply.CROW.model )
- ply:SetColor( ply.CROW.color )
- CROW.SetSpeeds( ply, ply.CROW.speeds.run, ply.CROW.speeds.sprint, ply.CROW.speeds.crouch )
- ply:SetMoveType( MOVETYPE_WALK )
- ply.CROW = nil
-
- /*if ( ply:HasUnlock( "Sprinting_II" ) ) then
- GAMEMODE:SetPlayerSpeed( ply, 400, 100 )
- elseif ( ply:HasUnlock( "Sprinting_I" ) ) then
- GAMEMODE:SetPlayerSpeed( ply, 250, 400 )
- else
- GAMEMODE:SetPlayerSpeed( ply, 250, 250 )
- end*/
-end
-
-if ( CLIENT ) then
- usermessage.Hook( "CROW.enable", function( um )
- if ( !IsValid( LocalPlayer() ) || !LocalPlayer().GetActiveWeapon ) then return end
- local weapon = LocalPlayer():GetActiveWeapon()
- if ( !IsValid( weapon ) or !weapon:IsWeapon() or weapon:GetClass() != "pill_pigeon" ) then return end
- CROW.Enable( LocalPlayer() )
- end )
-
- usermessage.Hook( "CROW.disable", function( um )
- if ( !IsValid( LocalPlayer() ) || !LocalPlayer().GetActiveWeapon ) then return end
- local weapon = LocalPlayer():GetActiveWeapon()
- if ( IsValid( weapon ) and weapon:IsWeapon() and weapon:GetClass() == "pill_pigeon" ) then return end
- CROW.Disable( LocalPlayer() )
- end )
-end
-
-function CROW.BangHowdy( ply )
- local ed = EffectData()
- ed:SetOrigin( ply:GetPos() )
- ed:SetStart( ply:GetPos() )
- ed:SetScale( 1000 )
- util.Effect( "cball_explode", ed )
- ply:EmitSound( CROW.sounds.banghowdy )
-end
-
-function CROW.Burrow( ply )
- if ( ply.CROW.burrowed != CROW.BURROWED and CurTime() < ply.CROW.burrowedTimer ) then return end
- if ( !ply.CROW.burrowed ) then
- if ( ply.CROW.attacking or not ply:OnGround() ) then return end
- local t = {}
- t.start = ply:GetPos()
- t.endpos = t.start + Vector( 0, 0, -20 )
- t.filter = ply
- local tr = util.TraceLine( t )
- if ( !tr.HitWorld or !( tr.MatType == MAT_DIRT or tr.MatType == MAT_FOLIAGE or tr.MatType == MAT_SAND ) ) then
- ply:PrintMessage( HUD_PRINTTALK, "You can't eat that. Look for some dirt!" )
- return
- end
- ply:EmitSound( CROW.sounds.burrowIn )
- ply:SetMoveType( MOVETYPE_WALK )
- ply.CROW.burrowed = CROW.BURROWIN
- ply.CROW.burrowedTimer = CurTime() + 0.5
- else
- ply:EmitSound( CROW.sounds.burrowOut )
- ply:DrawShadow( true )
- ply.CROW.ghost:DrawShadow( true )
- ply.CROW.burrowed = CROW.BURROWOUT
- ply.CROW.burrowedTimer = CurTime() + 0.5
- end
- ply.CROW.LastEatenTimer = CurTime() + 15
-end
-
-function CROW.BurrowThink( ply )
- local health = ply:Health()
- if ( health >= ply:GetMaxHealth() ) then
- ply.CROW.burrowed = false
- end
- if ( !ply.CROW.burrowed ) then return end
- if ( CurTime() >= ply.CROW.burrowedTimer ) then
- if ( ply.CROW.burrowed == CROW.BURROWIN ) then
- ply:DrawShadow( false )
- ply.CROW.ghost:DrawShadow( false )
- ply.CROW.burrowed = CROW.BURROWED
- elseif ( ply.CROW.burrowed == CROW.BURROWOUT ) then
- ply:SetMoveType( MOVETYPE_WALK )
- ply.CROW.burrowed = false
- elseif ( ply.CROW.burrowed == CROW.BURROWED ) then
- if ( health < ply:GetMaxHealth() ) then ply:SetHealth( math.min( health + 2, ply:GetMaxHealth() ) ) end
- ply.CROW.burrowedTimer = CurTime() + 1
- end
- end
-end
-
-function CROW.Ghost( ply )
- local e = ents.Create( "prop_dynamic" )
- e:SetAngles( ply:GetAngles() )
- e:SetPos( ply:GetPos() )
- e:SetModel( CROW.model )
- e:SetCollisionGroup( COLLISION_GROUP_NONE )
- e:SetMoveType( MOVETYPE_NONE )
- e:SetSolid( SOLID_NONE )
- e:SetParent( ply )
- e:Spawn()
- return e
-end
-
-function CROW.Hooks.KeyPress( ply, key )
- local health = ply:Health()
- if ( !ply.CROW ) then return end
-
- if ( ply.CROW.burrowed ) then
- ply:SetMoveType( 0 )
- return
- end
-
- if ( health < 30 ) then
- GAMEMODE:SetPlayerSpeed( ply, 50, 100 )
- end
-
- if ( health >= 30 ) then
- if ( key == IN_JUMP and ply:IsOnGround() ) then
- ply:SetMoveType( 4 )
- ply:SetVelocity( ply:GetForward() * 300 + Vector( 0, 0, 100 ) )
- elseif ( key == IN_JUMP and ply:IsOnGround() ) then
- ply:SetMoveType( 2 )
- elseif ( key == IN_JUMP and !ply:IsOnGround() ) then
- ply:SetVelocity( ply:GetForward() * 300 + ply:GetAimVector() )
- elseif ply:IsOnGround() then
- ply:SetMoveType( 2 )
- elseif ( !ply:IsOnGround() and key == IN_WALK ) then
- ply:SetMaxSpeed( 250 )
- else
- ply:SetMoveType( 0 )
- end
- else
- ply:SetMoveType( 0 )
- end
-
- if ( health < 50 ) then return end
-
- if ( ply:OnGround() and key == IN_SPEED ) then
- ply:SetVelocity( ply:GetForward() * 1500 + Vector( 0, 0, 100 ) )
- ply:SetMoveType( 2 )
- end
-end
-
-function CROW.Hooks.UpdateAnimation( ply )
- if ( !ply.CROW ) then return end
-
- local sequence = "idle01"
- local rate = 1
- local speed = ply:GetVelocity():Length()
-
- if ( !ply.CROW.burrowed ) then
- if ( ply:IsOnGround() ) then
- ply:SetMoveType( 2 )
- if ( speed > 0 ) then
- sequence = "Walk"
- rate = 2
- ply:SetMaxSpeed( 200 )
- if ( speed > 200 ) then
- sequence = "Run"
- end
- end
- elseif ( !ply:IsOnGround() ) then
- ply:SetMoveType( 4 )
- ply:SetMaxSpeed( 100 )
- sequence = "Soar"
- if ( speed > 400 ) then sequence = "Fly01" end
-
- if ( ply:Health() < 30 ) then
- ply:SetMoveType( 2 )
- sequence = "Ragdoll"
- end
- elseif ( ply:WaterLevel() > 1 ) then
- sequence = "Soar"
- end
- elseif ( ply.CROW.burrowed == CROW.BURROWED ) then
- sequence = "Eat_a"
- end
-
- local sequenceIndex = ply:LookupSequence( sequence )
- if ( ply:GetSequence() != sequenceIndex ) then
- ply:Fire( "setanimation", sequence, 0 )
- end
- sequenceIndex = ply.CROW.ghost:LookupSequence( sequence )
- if ( ply.CROW.ghost:GetSequence() != sequenceIndex ) then
- ply.CROW.ghost:Fire( "setanimation", sequence, 0 )
- end
- ply:SetPlaybackRate( rate )
- ply.CROW.ghost:SetPlaybackRate( rate )
-end
-
-if ( CLIENT ) then return end
-
-hook.Add( "KeyPress", "CROW.KeyPress", CROW.Hooks.KeyPress )
-hook.Add( "UpdateAnimation", "CROW.UpdateAnimation", CROW.Hooks.UpdateAnimation )
-hook.Add( "PlayerSetModel", "CROW.PlayerSetModel", function( ply ) if ( ply.CROW ) then return false end end )
-hook.Add( "SetPlayerAnimation", "CROW.SetPlayerAnimation", function( ply, animation ) if ( ply.CROW ) then return false end end )
-hook.Add( "PlayerHurt", "CROW.PlayerHurt", function( ply, attacker )
- if ( ply.CROW ) then ply:EmitSound( Sound( "npc/crow/pain" .. math.random( 1, 2 ) .. ".wav", 100, math.random( 95, 105 ) ) ) end
-end )
diff --git a/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua b/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua
deleted file mode 100644
index 445f1d2..0000000
--- a/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua
+++ /dev/null
@@ -1,118 +0,0 @@
-
-AddCSLuaFile()
-AddCSLuaFile( "pigeon.lua" )
-
-include( "pigeon.lua" )
-
-SWEP.PrintName = "Crow Pill"
-SWEP.Slot = 5
-SWEP.SlotPos = 1
-SWEP.DrawAmmo = false
-SWEP.DrawCrosshair = false
-
-SWEP.Weight = 5
-SWEP.AutoSwitchTo = false
-SWEP.AutoSwitchFrom = false
-
-SWEP.Author = "grea$emonkey"
-SWEP.Contact = ""
-SWEP.Purpose = ""
-SWEP.Instructions = "Press reload to make a cute sound.\nJump to start flying, jump again to speed up."
-
-SWEP.Spawnable = false
-
-SWEP.Primary.ClipSize, SWEP.Secondary.ClipSize = -1, -1
-SWEP.Primary.DefaultClip, SWEP.Secondary.DefaultClip = -1, -1
-SWEP.Primary.Automatic, SWEP.Primary.Automatic = false, false
-SWEP.Primary.Ammo, SWEP.Secondary.Ammo = "none", "none"
-SWEP.ViewModel = Model( "models/weapons/v_hands.mdl" )
-SWEP.WorldModel = Model( "models/weapons/w_crowbar.mdl" )
-
-function SWEP:Deploy()
- CROW.Enable( self.Owner )
- if ( CLIENT ) then return end
- self.Owner:DrawViewModel( false )
- timer.Simple( 0.01, function() self.Owner:DrawViewModel( false ) end )
- self.Owner:DrawWorldModel( false )
- umsg.Start( "CROW.enable", self.Owner )
- umsg.End()
- return true
-end
-
-function SWEP:Holster()
- CROW.Disable( self.Owner )
- if ( CLIENT ) then return end
- if ( self.Owner:Health() <= 0 ) then
- umsg.Start( "CROW.disable", self.Owner )
- umsg.End()
- end
- return true
-end
-
-if ( CLIENT ) then
-
-function SWEP:PrimaryAttack()
-end
-
-function SWEP:SecondaryAttack()
-end
-
-function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
- draw.SimpleText( "5", "HL2MPTypeDeath", x + wide / 2, y + tall * 0.2, Color( 255, 210, 0, 255 ), TEXT_ALIGN_CENTER )
-end
-
-function SWEP:CalcView( ply, pos, ang, fov )
- if ( !ply.CROW ) then return end
- ang = ply:GetAimVector():Angle()
- local ghost = ply:GetNetworkedEntity( "CROW.ghost" )
- if ( ghost and ghost:IsValid() ) then
- if ( GetViewEntity() == ply ) then
- ghost:SetColor( Color( 255, 255, 255, 255 ) )
- else
- ghost:SetColor( Color( 255, 255, 255, 255 ) )
- return
- end
- end
-
- local t = {}
- t.start = ply:GetPos() + ang:Up() * 20
- t.endpos = t.start + ang:Forward() * -50
- t.filter = ply
- local tr = util.TraceLine( t )
- pos = tr.HitPos
-
- if ( tr.Fraction < 1 ) then pos = pos + tr.HitNormal * 2 end
- return pos, ang, fov
-end
-
-return end
-
-function SWEP:Destroy()
- hook.Remove( "KeyPress","CROW.KeyPress" )
- hook.Remove( "PlayerHurt", "CROW.PlayerHurt" )
- hook.Remove( "PlayerSetModel", "CROW.PlayerSetModel" )
- hook.Remove( "SetPlayerAnimation", "CROW.SetPlayerAnimation" )
- hook.Remove( "UpdateAnimation", "CROW.UpdateAnimation" )
-end
-
-function SWEP:PrimaryAttack()
- CROW.Burrow( self.Owner )
-end
-
-function SWEP:SecondaryAttack()
- self:PrimaryAttack()
-end
-
-SWEP.NextCrowTimer = 0
-function SWEP:Reload()
- if ( CurTime() >= self.NextCrowTimer ) then
- self.NextCrowTimer = CurTime() + 2
- self.Owner:EmitSound( Sound( "npc/crow/idle" .. math.random( 1, 4 ) .. ".wav", 100, math.random( 90, 110 ) ) )
- end
-end
-
-function SWEP:Think()
- self.Owner.CROW.ghost:SetLocalAngles( self.Owner:GetAngles() )
- self.Owner.CROW.ghost:SetAngles( self.Owner:GetAngles() )
- CROW.BurrowThink( self.Owner )
-end