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-rw-r--r--backgrounds/gm_forest.jpgbin0 -> 636237 bytes
-rw-r--r--backgrounds/gm_gunkanjima.jpgbin0 -> 146114 bytes
-rw-r--r--backgrounds/tf_loghouse_alpine.jpgbin0 -> 609716 bytes
-rw-r--r--entities/effects/gms_loot_effect.lua41
-rw-r--r--entities/effects/m9k_effect_mad_penetration_trace/init.lua45
-rw-r--r--entities/effects/m9k_effect_mad_ricochet_trace/init.lua100
-rw-r--r--entities/effects/m9k_rg_muzzle_rifle/init.lua117
-rw-r--r--entities/entities/gms_advancedtransmutator.lua13
-rw-r--r--entities/entities/gms_antlionbarrow.lua101
-rw-r--r--entities/entities/gms_base_entity.lua54
-rw-r--r--entities/entities/gms_buildsite.lua117
-rw-r--r--entities/entities/gms_clock_big.lua71
-rw-r--r--entities/entities/gms_copperfurnace.lua13
-rw-r--r--entities/entities/gms_copperworkbench.lua13
-rw-r--r--entities/entities/gms_factory.lua13
-rw-r--r--entities/entities/gms_food.lua99
-rw-r--r--entities/entities/gms_fridge.lua22
-rw-r--r--entities/entities/gms_goldfurnace.lua13
-rw-r--r--entities/entities/gms_goldworkbench.lua13
-rw-r--r--entities/entities/gms_gravestone.lua90
-rw-r--r--entities/entities/gms_grindingstone.lua13
-rw-r--r--entities/entities/gms_gunchunks.lua13
-rw-r--r--entities/entities/gms_hightechgunlab.lua13
-rw-r--r--entities/entities/gms_ironfurnace.lua13
-rw-r--r--entities/entities/gms_ironworkbench.lua13
-rw-r--r--entities/entities/gms_loot.lua24
-rw-r--r--entities/entities/gms_mithrilfactory.lua17
-rw-r--r--entities/entities/gms_mithrilworkbench.lua17
-rw-r--r--entities/entities/gms_obelisk.lua13
-rw-r--r--entities/entities/gms_pistolgunlab.lua13
-rw-r--r--entities/entities/gms_platinumfurnace.lua13
-rw-r--r--entities/entities/gms_platinumworkbench.lua13
-rw-r--r--entities/entities/gms_renbuyshop.lua13
-rw-r--r--entities/entities/gms_rensellshop.lua13
-rw-r--r--entities/entities/gms_resourcedrop.lua63
-rw-r--r--entities/entities/gms_resourcepack.lua70
-rw-r--r--entities/entities/gms_runealtar.lua17
-rw-r--r--entities/entities/gms_runicinfuser.lua17
-rw-r--r--entities/entities/gms_seed.lua160
-rw-r--r--entities/entities/gms_silverfurnace.lua13
-rw-r--r--entities/entities/gms_silverworkbench.lua13
-rw-r--r--entities/entities/gms_smggunlab.lua13
-rw-r--r--entities/entities/gms_steelfurnace.lua13
-rw-r--r--entities/entities/gms_steelworkbench.lua13
-rw-r--r--entities/entities/gms_stonefurnace.lua13
-rw-r--r--entities/entities/gms_stoneworkbench.lua13
-rw-r--r--entities/entities/gms_stove.lua13
-rw-r--r--entities/entities/gms_techfurnace.lua13
-rw-r--r--entities/entities/gms_techworkbench.lua13
-rw-r--r--entities/entities/gms_transmutator.lua13
-rw-r--r--entities/entities/gms_tree.lua22
-rw-r--r--entities/entities/gms_waterfountain.lua29
-rw-r--r--entities/weapons/bobs_blacklisted/shared.lua74
-rw-r--r--entities/weapons/bobs_gun_base/shared.lua1359
-rw-r--r--entities/weapons/bobs_scoped_base/cl_init.lua9
-rw-r--r--entities/weapons/bobs_scoped_base/init.lua17
-rw-r--r--entities/weapons/bobs_scoped_base/shared.lua461
-rw-r--r--entities/weapons/bobs_shotty_base/cl_init.lua9
-rw-r--r--entities/weapons/bobs_shotty_base/init.lua17
-rw-r--r--entities/weapons/bobs_shotty_base/shared.lua192
-rw-r--r--entities/weapons/gmod_tool/stools/gms_rope.lua170
-rw-r--r--entities/weapons/gms_advancedfishingrod.lua38
-rw-r--r--entities/weapons/gms_base_weapon.lua275
-rw-r--r--entities/weapons/gms_bucket.lua23
-rw-r--r--entities/weapons/gms_chisel.lua34
-rw-r--r--entities/weapons/gms_copperhatchet.lua41
-rw-r--r--entities/weapons/gms_copperpickaxe.lua41
-rw-r--r--entities/weapons/gms_essencedrainer.lua38
-rw-r--r--entities/weapons/gms_fists.lua39
-rw-r--r--entities/weapons/gms_fryingpan.lua23
-rw-r--r--entities/weapons/gms_goldhatchet.lua41
-rw-r--r--entities/weapons/gms_goldpickaxe.lua41
-rw-r--r--entities/weapons/gms_hands.lua17
-rw-r--r--entities/weapons/gms_ironhatchet.lua41
-rw-r--r--entities/weapons/gms_ironpickaxe.lua41
-rw-r--r--entities/weapons/gms_mithrilpickaxe.lua41
-rw-r--r--entities/weapons/gms_pickaxeofdjarex.lua41
-rw-r--r--entities/weapons/gms_platinumhatchet.lua41
-rw-r--r--entities/weapons/gms_platinumpickaxe.lua41
-rw-r--r--entities/weapons/gms_runeapickaxe.lua41
-rw-r--r--entities/weapons/gms_runeepickaxe.lua41
-rw-r--r--entities/weapons/gms_runefpickaxe.lua41
-rw-r--r--entities/weapons/gms_runewpickaxe.lua41
-rw-r--r--entities/weapons/gms_shovel.lua69
-rw-r--r--entities/weapons/gms_sickle.lua23
-rw-r--r--entities/weapons/gms_silverhatchet.lua41
-rw-r--r--entities/weapons/gms_silverpickaxe.lua41
-rw-r--r--entities/weapons/gms_steelhatchet.lua41
-rw-r--r--entities/weapons/gms_steelpickaxe.lua41
-rw-r--r--entities/weapons/gms_stonehatchet.lua40
-rw-r--r--entities/weapons/gms_stonepickaxe.lua40
-rw-r--r--entities/weapons/gms_strainer.lua30
-rw-r--r--entities/weapons/gms_techhatchet.lua41
-rw-r--r--entities/weapons/gms_techpickaxe.lua41
-rw-r--r--entities/weapons/gms_woodenfishingrod.lua38
-rw-r--r--entities/weapons/gms_woodenspoon.lua23
-rw-r--r--entities/weapons/gms_wrench.lua23
-rw-r--r--entities/weapons/m9k_1887winchester/shared.lua89
-rw-r--r--entities/weapons/m9k_1897winchester/shared.lua85
-rw-r--r--entities/weapons/m9k_acr/shared.lua79
-rw-r--r--entities/weapons/m9k_ak47/shared.lua86
-rw-r--r--entities/weapons/m9k_ak74/shared.lua79
-rw-r--r--entities/weapons/m9k_amd65/shared.lua82
-rw-r--r--entities/weapons/m9k_an94/shared.lua167
-rw-r--r--entities/weapons/m9k_ares_shrike/shared.lua77
-rw-r--r--entities/weapons/m9k_auga3/shared.lua90
-rw-r--r--entities/weapons/m9k_aw50/shared.lua89
-rw-r--r--entities/weapons/m9k_barret_m82/shared.lua90
-rw-r--r--entities/weapons/m9k_bizonp19/shared.lua81
-rw-r--r--entities/weapons/m9k_browningauto5/shared.lua79
-rw-r--r--entities/weapons/m9k_colt1911/shared.lua79
-rw-r--r--entities/weapons/m9k_coltpython/shared.lua77
-rw-r--r--entities/weapons/m9k_contender/shared.lua233
-rw-r--r--entities/weapons/m9k_dbarrel/shared.lua316
-rw-r--r--entities/weapons/m9k_deagle/shared.lua79
-rw-r--r--entities/weapons/m9k_dragunov/shared.lua89
-rw-r--r--entities/weapons/m9k_f2000/shared.lua90
-rw-r--r--entities/weapons/m9k_fal/shared.lua80
-rw-r--r--entities/weapons/m9k_famas/shared.lua79
-rw-r--r--entities/weapons/m9k_fg42/shared.lua78
-rw-r--r--entities/weapons/m9k_g36/shared.lua80
-rw-r--r--entities/weapons/m9k_g3a3/shared.lua81
-rw-r--r--entities/weapons/m9k_glock/shared.lua79
-rw-r--r--entities/weapons/m9k_hk45/shared.lua79
-rw-r--r--entities/weapons/m9k_honeybadger/shared.lua101
-rw-r--r--entities/weapons/m9k_intervention/shared.lua88
-rw-r--r--entities/weapons/m9k_ithacam37/shared.lua79
-rw-r--r--entities/weapons/m9k_jackhammer/shared.lua77
-rw-r--r--entities/weapons/m9k_kac_pdw/shared.lua94
-rw-r--r--entities/weapons/m9k_l85/shared.lua91
-rw-r--r--entities/weapons/m9k_luger/shared.lua78
-rw-r--r--entities/weapons/m9k_m14sp/shared.lua79
-rw-r--r--entities/weapons/m9k_m16a4_acog/shared.lua88
-rw-r--r--entities/weapons/m9k_m1918bar/shared.lua77
-rw-r--r--entities/weapons/m9k_m24/shared.lua89
-rw-r--r--entities/weapons/m9k_m249lmg/shared.lua77
-rw-r--r--entities/weapons/m9k_m29satan/shared.lua77
-rw-r--r--entities/weapons/m9k_m3/shared.lua80
-rw-r--r--entities/weapons/m9k_m416/shared.lua83
-rw-r--r--entities/weapons/m9k_m4a1/shared.lua79
-rw-r--r--entities/weapons/m9k_m60/shared.lua77
-rw-r--r--entities/weapons/m9k_m92beretta/shared.lua79
-rw-r--r--entities/weapons/m9k_m98b/shared.lua90
-rw-r--r--entities/weapons/m9k_magpulpdr/shared.lua80
-rw-r--r--entities/weapons/m9k_minigun/shared.lua125
-rw-r--r--entities/weapons/m9k_model3russian/shared.lua77
-rw-r--r--entities/weapons/m9k_model500/shared.lua77
-rw-r--r--entities/weapons/m9k_model627/shared.lua78
-rw-r--r--entities/weapons/m9k_mossberg590/shared.lua80
-rw-r--r--entities/weapons/m9k_mp40/shared.lua80
-rw-r--r--entities/weapons/m9k_mp5/shared.lua81
-rw-r--r--entities/weapons/m9k_mp5sd/shared.lua81
-rw-r--r--entities/weapons/m9k_mp7/shared.lua95
-rw-r--r--entities/weapons/m9k_mp9/shared.lua87
-rw-r--r--entities/weapons/m9k_pkm/shared.lua80
-rw-r--r--entities/weapons/m9k_psg1/shared.lua90
-rw-r--r--entities/weapons/m9k_ragingbull/shared.lua77
-rw-r--r--entities/weapons/m9k_remington1858/shared.lua77
-rw-r--r--entities/weapons/m9k_remington7615p/shared.lua89
-rw-r--r--entities/weapons/m9k_remington870/shared.lua80
-rw-r--r--entities/weapons/m9k_scar/shared.lua84
-rw-r--r--entities/weapons/m9k_scoped_taurus/shared.lua85
-rw-r--r--entities/weapons/m9k_sig_p229r/shared.lua79
-rw-r--r--entities/weapons/m9k_sl8/shared.lua90
-rw-r--r--entities/weapons/m9k_smgp90/shared.lua79
-rw-r--r--entities/weapons/m9k_spas12/shared.lua80
-rw-r--r--entities/weapons/m9k_sten/shared.lua84
-rw-r--r--entities/weapons/m9k_striker12/shared.lua74
-rw-r--r--entities/weapons/m9k_svt40/shared.lua91
-rw-r--r--entities/weapons/m9k_svu/shared.lua89
-rw-r--r--entities/weapons/m9k_tar21/shared.lua81
-rw-r--r--entities/weapons/m9k_tec9/shared.lua87
-rw-r--r--entities/weapons/m9k_thompson/shared.lua88
-rw-r--r--entities/weapons/m9k_ump45/shared.lua79
-rw-r--r--entities/weapons/m9k_usas/shared.lua149
-rw-r--r--entities/weapons/m9k_usc/shared.lua77
-rw-r--r--entities/weapons/m9k_usp/shared.lua79
-rw-r--r--entities/weapons/m9k_uzi/shared.lua87
-rw-r--r--entities/weapons/m9k_val/shared.lua77
-rw-r--r--entities/weapons/m9k_vector/shared.lua81
-rw-r--r--entities/weapons/m9k_vikhr/shared.lua77
-rw-r--r--entities/weapons/m9k_winchester73/shared.lua91
-rw-r--r--entities/weapons/pill_pigeon/pigeon.lua266
-rw-r--r--entities/weapons/pill_pigeon/shared.lua118
-rw-r--r--gamemode/chatcommands.lua466
-rw-r--r--gamemode/cl_deathmenu.lua366
-rw-r--r--gamemode/cl_hud.lua412
-rw-r--r--gamemode/cl_init.lua605
-rw-r--r--gamemode/cl_panels.lua1158
-rw-r--r--gamemode/cl_qmenu.lua989
-rw-r--r--gamemode/cl_scoreboard.lua231
-rw-r--r--gamemode/combinations.lua3358
-rw-r--r--gamemode/combinations2.lua1196
-rw-r--r--gamemode/combirenbuy.lua21
-rw-r--r--gamemode/combirensell.lua1500
-rw-r--r--gamemode/init.lua3256
-rw-r--r--gamemode/processes.lua1269
-rw-r--r--gamemode/resources.lua68
-rw-r--r--gamemode/shared.lua1027
-rw-r--r--gamemode/spp/cl_init.lua101
-rw-r--r--gamemode/spp/sh_cppi.lua87
-rw-r--r--gamemode/spp/sh_spp.lua96
-rw-r--r--gamemode/spp/sv_init.lua369
-rw-r--r--gamemode/time_weather.lua185
-rw-r--r--gamemode/unlocks.lua153
-rw-r--r--gms_changelog.txt18
-rw-r--r--gmstranded.txt7
-rw-r--r--icon24.pngbin0 -> 1118 bytes
-rw-r--r--logo.pngbin0 -> 6997 bytes
209 files changed, 30477 insertions, 0 deletions
diff --git a/backgrounds/gm_forest.jpg b/backgrounds/gm_forest.jpg
new file mode 100644
index 0000000..519fffc
--- /dev/null
+++ b/backgrounds/gm_forest.jpg
Binary files differ
diff --git a/backgrounds/gm_gunkanjima.jpg b/backgrounds/gm_gunkanjima.jpg
new file mode 100644
index 0000000..c8da547
--- /dev/null
+++ b/backgrounds/gm_gunkanjima.jpg
Binary files differ
diff --git a/backgrounds/tf_loghouse_alpine.jpg b/backgrounds/tf_loghouse_alpine.jpg
new file mode 100644
index 0000000..cf50edc
--- /dev/null
+++ b/backgrounds/tf_loghouse_alpine.jpg
Binary files differ
diff --git a/entities/effects/gms_loot_effect.lua b/entities/effects/gms_loot_effect.lua
new file mode 100644
index 0000000..0b8d1ef
--- /dev/null
+++ b/entities/effects/gms_loot_effect.lua
@@ -0,0 +1,41 @@
+
+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/entities/effects/m9k_effect_mad_penetration_trace/init.lua b/entities/effects/m9k_effect_mad_penetration_trace/init.lua
new file mode 100644
index 0000000..24a23e8
--- /dev/null
+++ b/entities/effects/m9k_effect_mad_penetration_trace/init.lua
@@ -0,0 +1,45 @@
+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/entities/effects/m9k_effect_mad_ricochet_trace/init.lua b/entities/effects/m9k_effect_mad_ricochet_trace/init.lua
new file mode 100644
index 0000000..1a9ebaf
--- /dev/null
+++ b/entities/effects/m9k_effect_mad_ricochet_trace/init.lua
@@ -0,0 +1,100 @@
+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/entities/effects/m9k_rg_muzzle_rifle/init.lua b/entities/effects/m9k_rg_muzzle_rifle/init.lua
new file mode 100644
index 0000000..2b9b210
--- /dev/null
+++ b/entities/effects/m9k_rg_muzzle_rifle/init.lua
@@ -0,0 +1,117 @@
+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/entities/entities/gms_advancedtransmutator.lua b/entities/entities/gms_advancedtransmutator.lua
new file mode 100644
index 0000000..c939201
--- /dev/null
+++ b/entities/entities/gms_advancedtransmutator.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_antlionbarrow.lua b/entities/entities/gms_antlionbarrow.lua
new file mode 100644
index 0000000..9c6000d
--- /dev/null
+++ b/entities/entities/gms_antlionbarrow.lua
@@ -0,0 +1,101 @@
+
+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/entities/entities/gms_base_entity.lua b/entities/entities/gms_base_entity.lua
new file mode 100644
index 0000000..074633e
--- /dev/null
+++ b/entities/entities/gms_base_entity.lua
@@ -0,0 +1,54 @@
+
+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/entities/entities/gms_buildsite.lua b/entities/entities/gms_buildsite.lua
new file mode 100644
index 0000000..5fb4698
--- /dev/null
+++ b/entities/entities/gms_buildsite.lua
@@ -0,0 +1,117 @@
+
+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/entities/entities/gms_clock_big.lua b/entities/entities/gms_clock_big.lua
new file mode 100644
index 0000000..4fe66e2
--- /dev/null
+++ b/entities/entities/gms_clock_big.lua
@@ -0,0 +1,71 @@
+
+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/entities/entities/gms_copperfurnace.lua b/entities/entities/gms_copperfurnace.lua
new file mode 100644
index 0000000..1aaa970
--- /dev/null
+++ b/entities/entities/gms_copperfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_copperworkbench.lua b/entities/entities/gms_copperworkbench.lua
new file mode 100644
index 0000000..ab6e8c4
--- /dev/null
+++ b/entities/entities/gms_copperworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_factory.lua b/entities/entities/gms_factory.lua
new file mode 100644
index 0000000..7de9677
--- /dev/null
+++ b/entities/entities/gms_factory.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_food.lua b/entities/entities/gms_food.lua
new file mode 100644
index 0000000..2ad1297
--- /dev/null
+++ b/entities/entities/gms_food.lua
@@ -0,0 +1,99 @@
+
+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/entities/entities/gms_fridge.lua b/entities/entities/gms_fridge.lua
new file mode 100644
index 0000000..14bf3d1
--- /dev/null
+++ b/entities/entities/gms_fridge.lua
@@ -0,0 +1,22 @@
+
+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/entities/entities/gms_goldfurnace.lua b/entities/entities/gms_goldfurnace.lua
new file mode 100644
index 0000000..1302d67
--- /dev/null
+++ b/entities/entities/gms_goldfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_goldworkbench.lua b/entities/entities/gms_goldworkbench.lua
new file mode 100644
index 0000000..647bc69
--- /dev/null
+++ b/entities/entities/gms_goldworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_gravestone.lua b/entities/entities/gms_gravestone.lua
new file mode 100644
index 0000000..c1fff07
--- /dev/null
+++ b/entities/entities/gms_gravestone.lua
@@ -0,0 +1,90 @@
+
+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:OnInitialize()
+
+ self:SetMoveType( MOVETYPE_NONE )
+
+
+end
+
+function ENT:SetupDataTables()
+
+ self:NetworkVar( "String", 0, "plName" )
+
+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/entities/entities/gms_grindingstone.lua b/entities/entities/gms_grindingstone.lua
new file mode 100644
index 0000000..0e394d6
--- /dev/null
+++ b/entities/entities/gms_grindingstone.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_gunchunks.lua b/entities/entities/gms_gunchunks.lua
new file mode 100644
index 0000000..3218bc0
--- /dev/null
+++ b/entities/entities/gms_gunchunks.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_hightechgunlab.lua b/entities/entities/gms_hightechgunlab.lua
new file mode 100644
index 0000000..bd5f8c2
--- /dev/null
+++ b/entities/entities/gms_hightechgunlab.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_ironfurnace.lua b/entities/entities/gms_ironfurnace.lua
new file mode 100644
index 0000000..7769e83
--- /dev/null
+++ b/entities/entities/gms_ironfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_ironworkbench.lua b/entities/entities/gms_ironworkbench.lua
new file mode 100644
index 0000000..5204f47
--- /dev/null
+++ b/entities/entities/gms_ironworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_loot.lua b/entities/entities/gms_loot.lua
new file mode 100644
index 0000000..7588d4c
--- /dev/null
+++ b/entities/entities/gms_loot.lua
@@ -0,0 +1,24 @@
+
+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/entities/entities/gms_mithrilfactory.lua b/entities/entities/gms_mithrilfactory.lua
new file mode 100644
index 0000000..8b3ce3a
--- /dev/null
+++ b/entities/entities/gms_mithrilfactory.lua
@@ -0,0 +1,17 @@
+
+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/entities/entities/gms_mithrilworkbench.lua b/entities/entities/gms_mithrilworkbench.lua
new file mode 100644
index 0000000..18b849f
--- /dev/null
+++ b/entities/entities/gms_mithrilworkbench.lua
@@ -0,0 +1,17 @@
+
+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/entities/entities/gms_obelisk.lua b/entities/entities/gms_obelisk.lua
new file mode 100644
index 0000000..7a415ac
--- /dev/null
+++ b/entities/entities/gms_obelisk.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_pistolgunlab.lua b/entities/entities/gms_pistolgunlab.lua
new file mode 100644
index 0000000..c55afa0
--- /dev/null
+++ b/entities/entities/gms_pistolgunlab.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_platinumfurnace.lua b/entities/entities/gms_platinumfurnace.lua
new file mode 100644
index 0000000..1b974c6
--- /dev/null
+++ b/entities/entities/gms_platinumfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_platinumworkbench.lua b/entities/entities/gms_platinumworkbench.lua
new file mode 100644
index 0000000..fd22f8c
--- /dev/null
+++ b/entities/entities/gms_platinumworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_renbuyshop.lua b/entities/entities/gms_renbuyshop.lua
new file mode 100644
index 0000000..f6f4f2b
--- /dev/null
+++ b/entities/entities/gms_renbuyshop.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_rensellshop.lua b/entities/entities/gms_rensellshop.lua
new file mode 100644
index 0000000..75e43f4
--- /dev/null
+++ b/entities/entities/gms_rensellshop.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_resourcedrop.lua b/entities/entities/gms_resourcedrop.lua
new file mode 100644
index 0000000..ea02813
--- /dev/null
+++ b/entities/entities/gms_resourcedrop.lua
@@ -0,0 +1,63 @@
+
+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/entities/entities/gms_resourcepack.lua b/entities/entities/gms_resourcepack.lua
new file mode 100644
index 0000000..deae2e2
--- /dev/null
+++ b/entities/entities/gms_resourcepack.lua
@@ -0,0 +1,70 @@
+
+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/entities/entities/gms_runealtar.lua b/entities/entities/gms_runealtar.lua
new file mode 100644
index 0000000..357ea06
--- /dev/null
+++ b/entities/entities/gms_runealtar.lua
@@ -0,0 +1,17 @@
+
+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/entities/entities/gms_runicinfuser.lua b/entities/entities/gms_runicinfuser.lua
new file mode 100644
index 0000000..68a7e9a
--- /dev/null
+++ b/entities/entities/gms_runicinfuser.lua
@@ -0,0 +1,17 @@
+
+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/entities/entities/gms_seed.lua b/entities/entities/gms_seed.lua
new file mode 100644
index 0000000..626669f
--- /dev/null
+++ b/entities/entities/gms_seed.lua
@@ -0,0 +1,160 @@
+
+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/entities/entities/gms_silverfurnace.lua b/entities/entities/gms_silverfurnace.lua
new file mode 100644
index 0000000..bd29e69
--- /dev/null
+++ b/entities/entities/gms_silverfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_silverworkbench.lua b/entities/entities/gms_silverworkbench.lua
new file mode 100644
index 0000000..467e4b8
--- /dev/null
+++ b/entities/entities/gms_silverworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_smggunlab.lua b/entities/entities/gms_smggunlab.lua
new file mode 100644
index 0000000..c483e67
--- /dev/null
+++ b/entities/entities/gms_smggunlab.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_steelfurnace.lua b/entities/entities/gms_steelfurnace.lua
new file mode 100644
index 0000000..1621a67
--- /dev/null
+++ b/entities/entities/gms_steelfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_steelworkbench.lua b/entities/entities/gms_steelworkbench.lua
new file mode 100644
index 0000000..848ea43
--- /dev/null
+++ b/entities/entities/gms_steelworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_stonefurnace.lua b/entities/entities/gms_stonefurnace.lua
new file mode 100644
index 0000000..742b1d4
--- /dev/null
+++ b/entities/entities/gms_stonefurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_stoneworkbench.lua b/entities/entities/gms_stoneworkbench.lua
new file mode 100644
index 0000000..71f26e5
--- /dev/null
+++ b/entities/entities/gms_stoneworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_stove.lua b/entities/entities/gms_stove.lua
new file mode 100644
index 0000000..897ef73
--- /dev/null
+++ b/entities/entities/gms_stove.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_techfurnace.lua b/entities/entities/gms_techfurnace.lua
new file mode 100644
index 0000000..694d467
--- /dev/null
+++ b/entities/entities/gms_techfurnace.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_techworkbench.lua b/entities/entities/gms_techworkbench.lua
new file mode 100644
index 0000000..96d8c58
--- /dev/null
+++ b/entities/entities/gms_techworkbench.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_transmutator.lua b/entities/entities/gms_transmutator.lua
new file mode 100644
index 0000000..582622e
--- /dev/null
+++ b/entities/entities/gms_transmutator.lua
@@ -0,0 +1,13 @@
+
+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/entities/entities/gms_tree.lua b/entities/entities/gms_tree.lua
new file mode 100644
index 0000000..cd73761
--- /dev/null
+++ b/entities/entities/gms_tree.lua
@@ -0,0 +1,22 @@
+//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/entities/entities/gms_waterfountain.lua b/entities/entities/gms_waterfountain.lua
new file mode 100644
index 0000000..1cbf275
--- /dev/null
+++ b/entities/entities/gms_waterfountain.lua
@@ -0,0 +1,29 @@
+
+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/entities/weapons/bobs_blacklisted/shared.lua b/entities/weapons/bobs_blacklisted/shared.lua
new file mode 100644
index 0000000..0ac5a6d
--- /dev/null
+++ b/entities/weapons/bobs_blacklisted/shared.lua
@@ -0,0 +1,74 @@
+-- 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/entities/weapons/bobs_gun_base/shared.lua b/entities/weapons/bobs_gun_base/shared.lua
new file mode 100644
index 0000000..6e182de
--- /dev/null
+++ b/entities/weapons/bobs_gun_base/shared.lua
@@ -0,0 +1,1359 @@
+-- //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/entities/weapons/bobs_scoped_base/cl_init.lua b/entities/weapons/bobs_scoped_base/cl_init.lua
new file mode 100644
index 0000000..cb3dfa3
--- /dev/null
+++ b/entities/weapons/bobs_scoped_base/cl_init.lua
@@ -0,0 +1,9 @@
+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/entities/weapons/bobs_scoped_base/init.lua b/entities/weapons/bobs_scoped_base/init.lua
new file mode 100644
index 0000000..3f157ab
--- /dev/null
+++ b/entities/weapons/bobs_scoped_base/init.lua
@@ -0,0 +1,17 @@
+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/entities/weapons/bobs_scoped_base/shared.lua b/entities/weapons/bobs_scoped_base/shared.lua
new file mode 100644
index 0000000..762ca4c
--- /dev/null
+++ b/entities/weapons/bobs_scoped_base/shared.lua
@@ -0,0 +1,461 @@
+-- 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/entities/weapons/bobs_shotty_base/cl_init.lua b/entities/weapons/bobs_shotty_base/cl_init.lua
new file mode 100644
index 0000000..cb3dfa3
--- /dev/null
+++ b/entities/weapons/bobs_shotty_base/cl_init.lua
@@ -0,0 +1,9 @@
+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/entities/weapons/bobs_shotty_base/init.lua b/entities/weapons/bobs_shotty_base/init.lua
new file mode 100644
index 0000000..3f157ab
--- /dev/null
+++ b/entities/weapons/bobs_shotty_base/init.lua
@@ -0,0 +1,17 @@
+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/entities/weapons/bobs_shotty_base/shared.lua b/entities/weapons/bobs_shotty_base/shared.lua
new file mode 100644
index 0000000..dcfb499
--- /dev/null
+++ b/entities/weapons/bobs_shotty_base/shared.lua
@@ -0,0 +1,192 @@
+// 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/entities/weapons/gmod_tool/stools/gms_rope.lua b/entities/weapons/gmod_tool/stools/gms_rope.lua
new file mode 100644
index 0000000..b7cac72
--- /dev/null
+++ b/entities/weapons/gmod_tool/stools/gms_rope.lua
@@ -0,0 +1,170 @@
+
+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/entities/weapons/gms_advancedfishingrod.lua b/entities/weapons/gms_advancedfishingrod.lua
new file mode 100644
index 0000000..56f6322
--- /dev/null
+++ b/entities/weapons/gms_advancedfishingrod.lua
@@ -0,0 +1,38 @@
+
+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/entities/weapons/gms_base_weapon.lua b/entities/weapons/gms_base_weapon.lua
new file mode 100644
index 0000000..ec4124a
--- /dev/null
+++ b/entities/weapons/gms_base_weapon.lua
@@ -0,0 +1,275 @@
+
+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/entities/weapons/gms_bucket.lua b/entities/weapons/gms_bucket.lua
new file mode 100644
index 0000000..191ba09
--- /dev/null
+++ b/entities/weapons/gms_bucket.lua
@@ -0,0 +1,23 @@
+
+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/entities/weapons/gms_chisel.lua b/entities/weapons/gms_chisel.lua
new file mode 100644
index 0000000..0355b49
--- /dev/null
+++ b/entities/weapons/gms_chisel.lua
@@ -0,0 +1,34 @@
+
+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/entities/weapons/gms_copperhatchet.lua b/entities/weapons/gms_copperhatchet.lua
new file mode 100644
index 0000000..e0a7954
--- /dev/null
+++ b/entities/weapons/gms_copperhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_copperpickaxe.lua b/entities/weapons/gms_copperpickaxe.lua
new file mode 100644
index 0000000..634f6d9
--- /dev/null
+++ b/entities/weapons/gms_copperpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_essencedrainer.lua b/entities/weapons/gms_essencedrainer.lua
new file mode 100644
index 0000000..c23f65d
--- /dev/null
+++ b/entities/weapons/gms_essencedrainer.lua
@@ -0,0 +1,38 @@
+
+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/entities/weapons/gms_fists.lua b/entities/weapons/gms_fists.lua
new file mode 100644
index 0000000..ad9b81c
--- /dev/null
+++ b/entities/weapons/gms_fists.lua
@@ -0,0 +1,39 @@
+
+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/entities/weapons/gms_fryingpan.lua b/entities/weapons/gms_fryingpan.lua
new file mode 100644
index 0000000..7c9f530
--- /dev/null
+++ b/entities/weapons/gms_fryingpan.lua
@@ -0,0 +1,23 @@
+
+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/entities/weapons/gms_goldhatchet.lua b/entities/weapons/gms_goldhatchet.lua
new file mode 100644
index 0000000..8d350ae
--- /dev/null
+++ b/entities/weapons/gms_goldhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_goldpickaxe.lua b/entities/weapons/gms_goldpickaxe.lua
new file mode 100644
index 0000000..6a3a993
--- /dev/null
+++ b/entities/weapons/gms_goldpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_hands.lua b/entities/weapons/gms_hands.lua
new file mode 100644
index 0000000..3067424
--- /dev/null
+++ b/entities/weapons/gms_hands.lua
@@ -0,0 +1,17 @@
+
+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/entities/weapons/gms_ironhatchet.lua b/entities/weapons/gms_ironhatchet.lua
new file mode 100644
index 0000000..656878e
--- /dev/null
+++ b/entities/weapons/gms_ironhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_ironpickaxe.lua b/entities/weapons/gms_ironpickaxe.lua
new file mode 100644
index 0000000..79427e6
--- /dev/null
+++ b/entities/weapons/gms_ironpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_mithrilpickaxe.lua b/entities/weapons/gms_mithrilpickaxe.lua
new file mode 100644
index 0000000..2326d8e
--- /dev/null
+++ b/entities/weapons/gms_mithrilpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_pickaxeofdjarex.lua b/entities/weapons/gms_pickaxeofdjarex.lua
new file mode 100644
index 0000000..d1411b1
--- /dev/null
+++ b/entities/weapons/gms_pickaxeofdjarex.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_platinumhatchet.lua b/entities/weapons/gms_platinumhatchet.lua
new file mode 100644
index 0000000..2a8d14c
--- /dev/null
+++ b/entities/weapons/gms_platinumhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_platinumpickaxe.lua b/entities/weapons/gms_platinumpickaxe.lua
new file mode 100644
index 0000000..33f89b5
--- /dev/null
+++ b/entities/weapons/gms_platinumpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_runeapickaxe.lua b/entities/weapons/gms_runeapickaxe.lua
new file mode 100644
index 0000000..18455bf
--- /dev/null
+++ b/entities/weapons/gms_runeapickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_runeepickaxe.lua b/entities/weapons/gms_runeepickaxe.lua
new file mode 100644
index 0000000..c0429f5
--- /dev/null
+++ b/entities/weapons/gms_runeepickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_runefpickaxe.lua b/entities/weapons/gms_runefpickaxe.lua
new file mode 100644
index 0000000..db208b2
--- /dev/null
+++ b/entities/weapons/gms_runefpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_runewpickaxe.lua b/entities/weapons/gms_runewpickaxe.lua
new file mode 100644
index 0000000..9571432
--- /dev/null
+++ b/entities/weapons/gms_runewpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_shovel.lua b/entities/weapons/gms_shovel.lua
new file mode 100644
index 0000000..8c64910
--- /dev/null
+++ b/entities/weapons/gms_shovel.lua
@@ -0,0 +1,69 @@
+
+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/entities/weapons/gms_sickle.lua b/entities/weapons/gms_sickle.lua
new file mode 100644
index 0000000..801f564
--- /dev/null
+++ b/entities/weapons/gms_sickle.lua
@@ -0,0 +1,23 @@
+
+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/entities/weapons/gms_silverhatchet.lua b/entities/weapons/gms_silverhatchet.lua
new file mode 100644
index 0000000..9889131
--- /dev/null
+++ b/entities/weapons/gms_silverhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_silverpickaxe.lua b/entities/weapons/gms_silverpickaxe.lua
new file mode 100644
index 0000000..ef75952
--- /dev/null
+++ b/entities/weapons/gms_silverpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_steelhatchet.lua b/entities/weapons/gms_steelhatchet.lua
new file mode 100644
index 0000000..02c570c
--- /dev/null
+++ b/entities/weapons/gms_steelhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_steelpickaxe.lua b/entities/weapons/gms_steelpickaxe.lua
new file mode 100644
index 0000000..a60066f
--- /dev/null
+++ b/entities/weapons/gms_steelpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_stonehatchet.lua b/entities/weapons/gms_stonehatchet.lua
new file mode 100644
index 0000000..980b44c
--- /dev/null
+++ b/entities/weapons/gms_stonehatchet.lua
@@ -0,0 +1,40 @@
+
+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/entities/weapons/gms_stonepickaxe.lua b/entities/weapons/gms_stonepickaxe.lua
new file mode 100644
index 0000000..6cec759
--- /dev/null
+++ b/entities/weapons/gms_stonepickaxe.lua
@@ -0,0 +1,40 @@
+
+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/entities/weapons/gms_strainer.lua b/entities/weapons/gms_strainer.lua
new file mode 100644
index 0000000..03edd78
--- /dev/null
+++ b/entities/weapons/gms_strainer.lua
@@ -0,0 +1,30 @@
+
+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/entities/weapons/gms_techhatchet.lua b/entities/weapons/gms_techhatchet.lua
new file mode 100644
index 0000000..3b5cc4b
--- /dev/null
+++ b/entities/weapons/gms_techhatchet.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_techpickaxe.lua b/entities/weapons/gms_techpickaxe.lua
new file mode 100644
index 0000000..0154a56
--- /dev/null
+++ b/entities/weapons/gms_techpickaxe.lua
@@ -0,0 +1,41 @@
+
+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/entities/weapons/gms_woodenfishingrod.lua b/entities/weapons/gms_woodenfishingrod.lua
new file mode 100644
index 0000000..29d2f6f
--- /dev/null
+++ b/entities/weapons/gms_woodenfishingrod.lua
@@ -0,0 +1,38 @@
+
+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/entities/weapons/gms_woodenspoon.lua b/entities/weapons/gms_woodenspoon.lua
new file mode 100644
index 0000000..89d4b2c
--- /dev/null
+++ b/entities/weapons/gms_woodenspoon.lua
@@ -0,0 +1,23 @@
+
+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/entities/weapons/gms_wrench.lua b/entities/weapons/gms_wrench.lua
new file mode 100644
index 0000000..d05ef61
--- /dev/null
+++ b/entities/weapons/gms_wrench.lua
@@ -0,0 +1,23 @@
+
+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/entities/weapons/m9k_1887winchester/shared.lua b/entities/weapons/m9k_1887winchester/shared.lua
new file mode 100644
index 0000000..ac3754f
--- /dev/null
+++ b/entities/weapons/m9k_1887winchester/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_1897winchester/shared.lua b/entities/weapons/m9k_1897winchester/shared.lua
new file mode 100644
index 0000000..6140f08
--- /dev/null
+++ b/entities/weapons/m9k_1897winchester/shared.lua
@@ -0,0 +1,85 @@
+-- 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/entities/weapons/m9k_acr/shared.lua b/entities/weapons/m9k_acr/shared.lua
new file mode 100644
index 0000000..317ce1d
--- /dev/null
+++ b/entities/weapons/m9k_acr/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_ak47/shared.lua b/entities/weapons/m9k_ak47/shared.lua
new file mode 100644
index 0000000..f968369
--- /dev/null
+++ b/entities/weapons/m9k_ak47/shared.lua
@@ -0,0 +1,86 @@
+-- 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/entities/weapons/m9k_ak74/shared.lua b/entities/weapons/m9k_ak74/shared.lua
new file mode 100644
index 0000000..4ba7b6f
--- /dev/null
+++ b/entities/weapons/m9k_ak74/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_amd65/shared.lua b/entities/weapons/m9k_amd65/shared.lua
new file mode 100644
index 0000000..a333318
--- /dev/null
+++ b/entities/weapons/m9k_amd65/shared.lua
@@ -0,0 +1,82 @@
+-- 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/entities/weapons/m9k_an94/shared.lua b/entities/weapons/m9k_an94/shared.lua
new file mode 100644
index 0000000..801f127
--- /dev/null
+++ b/entities/weapons/m9k_an94/shared.lua
@@ -0,0 +1,167 @@
+-- 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/entities/weapons/m9k_ares_shrike/shared.lua b/entities/weapons/m9k_ares_shrike/shared.lua
new file mode 100644
index 0000000..ebb0456
--- /dev/null
+++ b/entities/weapons/m9k_ares_shrike/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_auga3/shared.lua b/entities/weapons/m9k_auga3/shared.lua
new file mode 100644
index 0000000..5458b3c
--- /dev/null
+++ b/entities/weapons/m9k_auga3/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_aw50/shared.lua b/entities/weapons/m9k_aw50/shared.lua
new file mode 100644
index 0000000..513d6f1
--- /dev/null
+++ b/entities/weapons/m9k_aw50/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_barret_m82/shared.lua b/entities/weapons/m9k_barret_m82/shared.lua
new file mode 100644
index 0000000..286c8de
--- /dev/null
+++ b/entities/weapons/m9k_barret_m82/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_bizonp19/shared.lua b/entities/weapons/m9k_bizonp19/shared.lua
new file mode 100644
index 0000000..688baad
--- /dev/null
+++ b/entities/weapons/m9k_bizonp19/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_browningauto5/shared.lua b/entities/weapons/m9k_browningauto5/shared.lua
new file mode 100644
index 0000000..5652aec
--- /dev/null
+++ b/entities/weapons/m9k_browningauto5/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_colt1911/shared.lua b/entities/weapons/m9k_colt1911/shared.lua
new file mode 100644
index 0000000..321ee9c
--- /dev/null
+++ b/entities/weapons/m9k_colt1911/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_coltpython/shared.lua b/entities/weapons/m9k_coltpython/shared.lua
new file mode 100644
index 0000000..325abf9
--- /dev/null
+++ b/entities/weapons/m9k_coltpython/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_contender/shared.lua b/entities/weapons/m9k_contender/shared.lua
new file mode 100644
index 0000000..570d348
--- /dev/null
+++ b/entities/weapons/m9k_contender/shared.lua
@@ -0,0 +1,233 @@
+-- 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/entities/weapons/m9k_dbarrel/shared.lua b/entities/weapons/m9k_dbarrel/shared.lua
new file mode 100644
index 0000000..2de2a9d
--- /dev/null
+++ b/entities/weapons/m9k_dbarrel/shared.lua
@@ -0,0 +1,316 @@
+-- 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/entities/weapons/m9k_deagle/shared.lua b/entities/weapons/m9k_deagle/shared.lua
new file mode 100644
index 0000000..c671ebf
--- /dev/null
+++ b/entities/weapons/m9k_deagle/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_dragunov/shared.lua b/entities/weapons/m9k_dragunov/shared.lua
new file mode 100644
index 0000000..942e2ba
--- /dev/null
+++ b/entities/weapons/m9k_dragunov/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_f2000/shared.lua b/entities/weapons/m9k_f2000/shared.lua
new file mode 100644
index 0000000..9734a83
--- /dev/null
+++ b/entities/weapons/m9k_f2000/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_fal/shared.lua b/entities/weapons/m9k_fal/shared.lua
new file mode 100644
index 0000000..0a4af98
--- /dev/null
+++ b/entities/weapons/m9k_fal/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_famas/shared.lua b/entities/weapons/m9k_famas/shared.lua
new file mode 100644
index 0000000..6f20bde
--- /dev/null
+++ b/entities/weapons/m9k_famas/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_fg42/shared.lua b/entities/weapons/m9k_fg42/shared.lua
new file mode 100644
index 0000000..ae86d31
--- /dev/null
+++ b/entities/weapons/m9k_fg42/shared.lua
@@ -0,0 +1,78 @@
+-- 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/entities/weapons/m9k_g36/shared.lua b/entities/weapons/m9k_g36/shared.lua
new file mode 100644
index 0000000..c8ed03a
--- /dev/null
+++ b/entities/weapons/m9k_g36/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_g3a3/shared.lua b/entities/weapons/m9k_g3a3/shared.lua
new file mode 100644
index 0000000..272f3eb
--- /dev/null
+++ b/entities/weapons/m9k_g3a3/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_glock/shared.lua b/entities/weapons/m9k_glock/shared.lua
new file mode 100644
index 0000000..6d2ab5c
--- /dev/null
+++ b/entities/weapons/m9k_glock/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_hk45/shared.lua b/entities/weapons/m9k_hk45/shared.lua
new file mode 100644
index 0000000..2d7318b
--- /dev/null
+++ b/entities/weapons/m9k_hk45/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_honeybadger/shared.lua b/entities/weapons/m9k_honeybadger/shared.lua
new file mode 100644
index 0000000..476c1c8
--- /dev/null
+++ b/entities/weapons/m9k_honeybadger/shared.lua
@@ -0,0 +1,101 @@
+-- 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/entities/weapons/m9k_intervention/shared.lua b/entities/weapons/m9k_intervention/shared.lua
new file mode 100644
index 0000000..8e4a17a
--- /dev/null
+++ b/entities/weapons/m9k_intervention/shared.lua
@@ -0,0 +1,88 @@
+-- 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/entities/weapons/m9k_ithacam37/shared.lua b/entities/weapons/m9k_ithacam37/shared.lua
new file mode 100644
index 0000000..ea57e06
--- /dev/null
+++ b/entities/weapons/m9k_ithacam37/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_jackhammer/shared.lua b/entities/weapons/m9k_jackhammer/shared.lua
new file mode 100644
index 0000000..b069e27
--- /dev/null
+++ b/entities/weapons/m9k_jackhammer/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_kac_pdw/shared.lua b/entities/weapons/m9k_kac_pdw/shared.lua
new file mode 100644
index 0000000..72e2383
--- /dev/null
+++ b/entities/weapons/m9k_kac_pdw/shared.lua
@@ -0,0 +1,94 @@
+-- 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/entities/weapons/m9k_l85/shared.lua b/entities/weapons/m9k_l85/shared.lua
new file mode 100644
index 0000000..1e30308
--- /dev/null
+++ b/entities/weapons/m9k_l85/shared.lua
@@ -0,0 +1,91 @@
+-- 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/entities/weapons/m9k_luger/shared.lua b/entities/weapons/m9k_luger/shared.lua
new file mode 100644
index 0000000..aebad26
--- /dev/null
+++ b/entities/weapons/m9k_luger/shared.lua
@@ -0,0 +1,78 @@
+-- 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/entities/weapons/m9k_m14sp/shared.lua b/entities/weapons/m9k_m14sp/shared.lua
new file mode 100644
index 0000000..d4bf65c
--- /dev/null
+++ b/entities/weapons/m9k_m14sp/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_m16a4_acog/shared.lua b/entities/weapons/m9k_m16a4_acog/shared.lua
new file mode 100644
index 0000000..952eb89
--- /dev/null
+++ b/entities/weapons/m9k_m16a4_acog/shared.lua
@@ -0,0 +1,88 @@
+-- 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/entities/weapons/m9k_m1918bar/shared.lua b/entities/weapons/m9k_m1918bar/shared.lua
new file mode 100644
index 0000000..e227975
--- /dev/null
+++ b/entities/weapons/m9k_m1918bar/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_m24/shared.lua b/entities/weapons/m9k_m24/shared.lua
new file mode 100644
index 0000000..6c7cf25
--- /dev/null
+++ b/entities/weapons/m9k_m24/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_m249lmg/shared.lua b/entities/weapons/m9k_m249lmg/shared.lua
new file mode 100644
index 0000000..4d7f08a
--- /dev/null
+++ b/entities/weapons/m9k_m249lmg/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_m29satan/shared.lua b/entities/weapons/m9k_m29satan/shared.lua
new file mode 100644
index 0000000..03359aa
--- /dev/null
+++ b/entities/weapons/m9k_m29satan/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_m3/shared.lua b/entities/weapons/m9k_m3/shared.lua
new file mode 100644
index 0000000..f49fb21
--- /dev/null
+++ b/entities/weapons/m9k_m3/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_m416/shared.lua b/entities/weapons/m9k_m416/shared.lua
new file mode 100644
index 0000000..3849658
--- /dev/null
+++ b/entities/weapons/m9k_m416/shared.lua
@@ -0,0 +1,83 @@
+-- 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/entities/weapons/m9k_m4a1/shared.lua b/entities/weapons/m9k_m4a1/shared.lua
new file mode 100644
index 0000000..ddad4da
--- /dev/null
+++ b/entities/weapons/m9k_m4a1/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_m60/shared.lua b/entities/weapons/m9k_m60/shared.lua
new file mode 100644
index 0000000..85aca0a
--- /dev/null
+++ b/entities/weapons/m9k_m60/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_m92beretta/shared.lua b/entities/weapons/m9k_m92beretta/shared.lua
new file mode 100644
index 0000000..9a9e646
--- /dev/null
+++ b/entities/weapons/m9k_m92beretta/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_m98b/shared.lua b/entities/weapons/m9k_m98b/shared.lua
new file mode 100644
index 0000000..882aefe
--- /dev/null
+++ b/entities/weapons/m9k_m98b/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_magpulpdr/shared.lua b/entities/weapons/m9k_magpulpdr/shared.lua
new file mode 100644
index 0000000..3246a4b
--- /dev/null
+++ b/entities/weapons/m9k_magpulpdr/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_minigun/shared.lua b/entities/weapons/m9k_minigun/shared.lua
new file mode 100644
index 0000000..3d23239
--- /dev/null
+++ b/entities/weapons/m9k_minigun/shared.lua
@@ -0,0 +1,125 @@
+-- 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/entities/weapons/m9k_model3russian/shared.lua b/entities/weapons/m9k_model3russian/shared.lua
new file mode 100644
index 0000000..9007923
--- /dev/null
+++ b/entities/weapons/m9k_model3russian/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_model500/shared.lua b/entities/weapons/m9k_model500/shared.lua
new file mode 100644
index 0000000..5d1b2cf
--- /dev/null
+++ b/entities/weapons/m9k_model500/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_model627/shared.lua b/entities/weapons/m9k_model627/shared.lua
new file mode 100644
index 0000000..1cd7a4b
--- /dev/null
+++ b/entities/weapons/m9k_model627/shared.lua
@@ -0,0 +1,78 @@
+-- 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/entities/weapons/m9k_mossberg590/shared.lua b/entities/weapons/m9k_mossberg590/shared.lua
new file mode 100644
index 0000000..f03b634
--- /dev/null
+++ b/entities/weapons/m9k_mossberg590/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_mp40/shared.lua b/entities/weapons/m9k_mp40/shared.lua
new file mode 100644
index 0000000..bbc194d
--- /dev/null
+++ b/entities/weapons/m9k_mp40/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_mp5/shared.lua b/entities/weapons/m9k_mp5/shared.lua
new file mode 100644
index 0000000..1af1e02
--- /dev/null
+++ b/entities/weapons/m9k_mp5/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_mp5sd/shared.lua b/entities/weapons/m9k_mp5sd/shared.lua
new file mode 100644
index 0000000..52a8ffe
--- /dev/null
+++ b/entities/weapons/m9k_mp5sd/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_mp7/shared.lua b/entities/weapons/m9k_mp7/shared.lua
new file mode 100644
index 0000000..dc62838
--- /dev/null
+++ b/entities/weapons/m9k_mp7/shared.lua
@@ -0,0 +1,95 @@
+-- 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/entities/weapons/m9k_mp9/shared.lua b/entities/weapons/m9k_mp9/shared.lua
new file mode 100644
index 0000000..ce01a55
--- /dev/null
+++ b/entities/weapons/m9k_mp9/shared.lua
@@ -0,0 +1,87 @@
+-- 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/entities/weapons/m9k_pkm/shared.lua b/entities/weapons/m9k_pkm/shared.lua
new file mode 100644
index 0000000..e1c223a
--- /dev/null
+++ b/entities/weapons/m9k_pkm/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_psg1/shared.lua b/entities/weapons/m9k_psg1/shared.lua
new file mode 100644
index 0000000..50ff7d9
--- /dev/null
+++ b/entities/weapons/m9k_psg1/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_ragingbull/shared.lua b/entities/weapons/m9k_ragingbull/shared.lua
new file mode 100644
index 0000000..0bd6da7
--- /dev/null
+++ b/entities/weapons/m9k_ragingbull/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_remington1858/shared.lua b/entities/weapons/m9k_remington1858/shared.lua
new file mode 100644
index 0000000..ff573c1
--- /dev/null
+++ b/entities/weapons/m9k_remington1858/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_remington7615p/shared.lua b/entities/weapons/m9k_remington7615p/shared.lua
new file mode 100644
index 0000000..611b9b5
--- /dev/null
+++ b/entities/weapons/m9k_remington7615p/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_remington870/shared.lua b/entities/weapons/m9k_remington870/shared.lua
new file mode 100644
index 0000000..3ce0bb7
--- /dev/null
+++ b/entities/weapons/m9k_remington870/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_scar/shared.lua b/entities/weapons/m9k_scar/shared.lua
new file mode 100644
index 0000000..1a20aa7
--- /dev/null
+++ b/entities/weapons/m9k_scar/shared.lua
@@ -0,0 +1,84 @@
+-- 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/entities/weapons/m9k_scoped_taurus/shared.lua b/entities/weapons/m9k_scoped_taurus/shared.lua
new file mode 100644
index 0000000..cedd3f2
--- /dev/null
+++ b/entities/weapons/m9k_scoped_taurus/shared.lua
@@ -0,0 +1,85 @@
+-- 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/entities/weapons/m9k_sig_p229r/shared.lua b/entities/weapons/m9k_sig_p229r/shared.lua
new file mode 100644
index 0000000..7164fc0
--- /dev/null
+++ b/entities/weapons/m9k_sig_p229r/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_sl8/shared.lua b/entities/weapons/m9k_sl8/shared.lua
new file mode 100644
index 0000000..873b03b
--- /dev/null
+++ b/entities/weapons/m9k_sl8/shared.lua
@@ -0,0 +1,90 @@
+-- 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/entities/weapons/m9k_smgp90/shared.lua b/entities/weapons/m9k_smgp90/shared.lua
new file mode 100644
index 0000000..e2e8d71
--- /dev/null
+++ b/entities/weapons/m9k_smgp90/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_spas12/shared.lua b/entities/weapons/m9k_spas12/shared.lua
new file mode 100644
index 0000000..00542e3
--- /dev/null
+++ b/entities/weapons/m9k_spas12/shared.lua
@@ -0,0 +1,80 @@
+-- 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/entities/weapons/m9k_sten/shared.lua b/entities/weapons/m9k_sten/shared.lua
new file mode 100644
index 0000000..b8a8a30
--- /dev/null
+++ b/entities/weapons/m9k_sten/shared.lua
@@ -0,0 +1,84 @@
+-- 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/entities/weapons/m9k_striker12/shared.lua b/entities/weapons/m9k_striker12/shared.lua
new file mode 100644
index 0000000..31bfb5c
--- /dev/null
+++ b/entities/weapons/m9k_striker12/shared.lua
@@ -0,0 +1,74 @@
+-- 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/entities/weapons/m9k_svt40/shared.lua b/entities/weapons/m9k_svt40/shared.lua
new file mode 100644
index 0000000..06b3c9b
--- /dev/null
+++ b/entities/weapons/m9k_svt40/shared.lua
@@ -0,0 +1,91 @@
+-- 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/entities/weapons/m9k_svu/shared.lua b/entities/weapons/m9k_svu/shared.lua
new file mode 100644
index 0000000..fbdbadc
--- /dev/null
+++ b/entities/weapons/m9k_svu/shared.lua
@@ -0,0 +1,89 @@
+-- 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/entities/weapons/m9k_tar21/shared.lua b/entities/weapons/m9k_tar21/shared.lua
new file mode 100644
index 0000000..571f758
--- /dev/null
+++ b/entities/weapons/m9k_tar21/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_tec9/shared.lua b/entities/weapons/m9k_tec9/shared.lua
new file mode 100644
index 0000000..56130ae
--- /dev/null
+++ b/entities/weapons/m9k_tec9/shared.lua
@@ -0,0 +1,87 @@
+-- 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/entities/weapons/m9k_thompson/shared.lua b/entities/weapons/m9k_thompson/shared.lua
new file mode 100644
index 0000000..f3ec11a
--- /dev/null
+++ b/entities/weapons/m9k_thompson/shared.lua
@@ -0,0 +1,88 @@
+-- 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/entities/weapons/m9k_ump45/shared.lua b/entities/weapons/m9k_ump45/shared.lua
new file mode 100644
index 0000000..10965bf
--- /dev/null
+++ b/entities/weapons/m9k_ump45/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_usas/shared.lua b/entities/weapons/m9k_usas/shared.lua
new file mode 100644
index 0000000..d62387d
--- /dev/null
+++ b/entities/weapons/m9k_usas/shared.lua
@@ -0,0 +1,149 @@
+-- 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/entities/weapons/m9k_usc/shared.lua b/entities/weapons/m9k_usc/shared.lua
new file mode 100644
index 0000000..8136921
--- /dev/null
+++ b/entities/weapons/m9k_usc/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_usp/shared.lua b/entities/weapons/m9k_usp/shared.lua
new file mode 100644
index 0000000..2301724
--- /dev/null
+++ b/entities/weapons/m9k_usp/shared.lua
@@ -0,0 +1,79 @@
+-- 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/entities/weapons/m9k_uzi/shared.lua b/entities/weapons/m9k_uzi/shared.lua
new file mode 100644
index 0000000..02cb39f
--- /dev/null
+++ b/entities/weapons/m9k_uzi/shared.lua
@@ -0,0 +1,87 @@
+-- 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/entities/weapons/m9k_val/shared.lua b/entities/weapons/m9k_val/shared.lua
new file mode 100644
index 0000000..b4e8b5a
--- /dev/null
+++ b/entities/weapons/m9k_val/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_vector/shared.lua b/entities/weapons/m9k_vector/shared.lua
new file mode 100644
index 0000000..8cc8ff1
--- /dev/null
+++ b/entities/weapons/m9k_vector/shared.lua
@@ -0,0 +1,81 @@
+-- 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/entities/weapons/m9k_vikhr/shared.lua b/entities/weapons/m9k_vikhr/shared.lua
new file mode 100644
index 0000000..2ba9b44
--- /dev/null
+++ b/entities/weapons/m9k_vikhr/shared.lua
@@ -0,0 +1,77 @@
+-- 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/entities/weapons/m9k_winchester73/shared.lua b/entities/weapons/m9k_winchester73/shared.lua
new file mode 100644
index 0000000..11e9b0f
--- /dev/null
+++ b/entities/weapons/m9k_winchester73/shared.lua
@@ -0,0 +1,91 @@
+-- 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/entities/weapons/pill_pigeon/pigeon.lua b/entities/weapons/pill_pigeon/pigeon.lua
new file mode 100644
index 0000000..c9dd11d
--- /dev/null
+++ b/entities/weapons/pill_pigeon/pigeon.lua
@@ -0,0 +1,266 @@
+
+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/entities/weapons/pill_pigeon/shared.lua b/entities/weapons/pill_pigeon/shared.lua
new file mode 100644
index 0000000..445f1d2
--- /dev/null
+++ b/entities/weapons/pill_pigeon/shared.lua
@@ -0,0 +1,118 @@
+
+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
diff --git a/gamemode/chatcommands.lua b/gamemode/chatcommands.lua
new file mode 100644
index 0000000..54d4bba
--- /dev/null
+++ b/gamemode/chatcommands.lua
@@ -0,0 +1,466 @@
+
+function GM:PlayerSay( ply, text, teamonly )
+ local args = string.Explode( " ", text )
+ if ( args == nil ) then args = {} end
+
+ if ( teamonly ) then
+ if ( GMS.RunChatCmd( ply, args ) != "" ) then
+ for k, v in pairs( player.GetAll() ) do
+ if ( IsValid( v ) && v:IsPlayer() && v:Team() == ply:Team() ) then
+ v:PrintMessage( 3, "[TRIBE] " .. ply:Nick() .. ": " .. text )
+ end
+ end
+ end
+ return ""
+ else
+ return GMS.RunChatCmd( ply, args ) or text
+ end
+end
+
+GMS.ChatCommands = {}
+function GMS.RegisterChatCmd( tbl )
+ GMS.ChatCommands[ tbl.Command ] = tbl
+end
+
+function GMS.RunChatCmd( ply, arg )
+ if ( #arg > 0 && ( string.Left( arg[ 1 ], 1 ) == "/" or string.Left( arg[1], 1 ) == "!" ) ) then
+ local cmd = string.sub( arg[ 1 ], 2, string.len( arg[ 1 ] ) )
+ table.remove( arg, 1 )
+
+ if ( ply:GetNWBool( "AFK" ) && cmd != "afk" ) then
+ ply:SendMessage( "You can't do this while afk.", 3, Color( 200, 0, 0, 255 ) )
+ elseif ( ply:GetNWBool( "Sleeping" ) && cmd != "wakeup" ) then
+ ply:SendMessage( "You can't do this while sleeping.", 3, Color( 200, 0, 0, 255 ) )
+ end
+
+ if ( GMS.ChatCommands[ cmd ] != nil ) then
+ GMS.ChatCommands[cmd]:Run( ply, arg )
+ return ""
+ end
+ end
+end
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "commands"
+CHATCMD.Desc = "Prints all possible commands"
+
+function CHATCMD:Run( ply )
+ ply:PrintMessage( HUD_PRINTCONSOLE, "\n\n\nGarry's Mod Stranded chat commands:\n\n" )
+ for _, v in pairs( GMS.ChatCommands ) do
+ if ( v.Command != nil ) then
+ local desc = v.Desc or "No description given."
+ local syntax = v.Syntax or ""
+ if ( syntax != "" ) then syntax = syntax .. " " end
+ ply:PrintMessage( HUD_PRINTCONSOLE, v.Command .. " " .. syntax .. "- " .. v.Desc )
+ end
+ end
+ ply:PrintMessage( HUD_PRINTCONSOLE, "\n<arg> - Required argument, [arg] - Optional argument\n" )
+ ply:PrintMessage( HUD_PRINTCONSOLE, "All commands start with '!' or '/'." )
+ ply:PrintMessage( HUD_PRINTCONSOLE, "For item names with spaces use '_', for example !drop Water_Bottles 5\n\n" )
+ ply:PrintMessage( HUD_PRINTTALK, "All commands were printed into console (~)" )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "help"
+CHATCMD.Desc = "Open help menu"
+CHATCMD.CCName = "gms_help"
+
+function CHATCMD:Run( ply, args )
+ ply:ConCommand( self.CCName )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "drop"
+CHATCMD.Desc = "No amount will drop all"
+CHATCMD.Syntax = "<Resource Type> [Amount]"
+CHATCMD.CCName = "gms_dropresources"
+
+function CHATCMD:Run( ply, args )
+ GAMEMODE.DropResource( ply, self.CCName, args )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "sleep"
+CHATCMD.Desc = "Goto sleep"
+CHATCMD.CCName = "gms_sleep"
+
+function CHATCMD:Run( ply )
+ ply:Sleep()
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "stuck"
+CHATCMD.Desc = "In case you are stuck"
+CHATCMD.CCName = "gms_stuck"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlayerStuck( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "adrop"
+CHATCMD.Desc = "Drops a specified of resources out of nowhere. Admin only."
+CHATCMD.Syntax = "<Resource Type> <Amount>"
+CHATCMD.CCName = "gms_adropresources"
+
+function CHATCMD:Run( ply, args )
+ GAMEMODE.ADropResource( ply, self.CCName, args )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "wakeup"
+CHATCMD.Desc = "Wakeup from sleep."
+CHATCMD.CCName = "gms_wakeup"
+
+function CHATCMD:Run( ply )
+ ply:Wakeup()
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+CHATCMD.Command = "campfire"
+CHATCMD.Desc = "Make a camp fire."
+CHATCMD.CCName = "gms_makefire"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.MakeCampfire( ply )
+end
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "drink"
+CHATCMD.Desc = "Drink a water bottle."
+CHATCMD.CCName = "gms_drinkbottle"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.DrinkFromBottle( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "melon"
+CHATCMD.Desc = "Plant a watermelon."
+CHATCMD.CCName = "gms_plantmelon"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantMelon( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "banana"
+CHATCMD.Desc = "Plant a banana."
+CHATCMD.CCName = "gms_plantbanana"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantBanana( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "orange"
+CHATCMD.Desc = "Plant an orange."
+CHATCMD.CCName = "gms_plantorange"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantOrange( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "grain"
+CHATCMD.Desc = "Plant grain."
+CHATCMD.CCName = "gms_plantgrain"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantGrain( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "berrybush"
+CHATCMD.Desc = "Plant berry bush."
+CHATCMD.CCName = "gms_plantbush"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantBush( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "tree"
+CHATCMD.Desc = "Plant a tree."
+CHATCMD.CCName = "gms_planttree"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.PlantTree( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "dropweapon"
+CHATCMD.Desc = "Drop your current weapon."
+CHATCMD.CCName = "gms_dropweapon"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.DropWeapon( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "take"
+CHATCMD.Desc = "Take resources out of Resource Pack/Box."
+CHATCMD.Syntax = "[Resource Type] [Amount]"
+CHATCMD.CCName = "gms_takeresources"
+function CHATCMD:Run( ply, args )
+ GAMEMODE.TakeResource( ply, self.CCName, args )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "medicine"
+CHATCMD.Desc = "Take a Medicine."
+CHATCMD.CCName = "gms_takemedicine"
+
+function CHATCMD:Run( ply )
+ GAMEMODE.TakeAMedicine( ply )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "afk"
+CHATCMD.Desc = "Go away from keyboard. ( Doesn't reduce your needs )"
+CHATCMD.CCName = "gms_afk"
+
+function CHATCMD:Run( ply, args )
+ GAMEMODE.AFK( ply, self.CCName, args )
+ ply:ConCommand("-menu")
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "rn"
+CHATCMD.Syntax = "[Player]"
+CHATCMD.Desc = "Reset your / someone's needs. Admin Only."
+
+function CHATCMD:Run( ply, args )
+ if ( !ply:IsAdmin() ) then return end
+ if ( args && #args > 0 ) then
+ pl = player.FindByName( args[ 1 ] )
+ if ( !pl ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end
+ pl.Hunger = 1000
+ pl.Thirst = 1000
+ pl.Sleepiness = 1000
+ pl:UpdateNeeds()
+ else
+ ply.Hunger = 1000
+ ply.Thirst = 1000
+ ply.Sleepiness = 1000
+ ply:UpdateNeeds()
+ end
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "finish"
+CHATCMD.Desc = "Finish the structure you are looking at."
+
+function CHATCMD:Run( ply, args )
+ if ( !ply:IsAdmin() || ply:GetEyeTrace().Entity:GetClass() != "gms_buildsite" ) then return end
+ ply:GetEyeTrace().Entity:Finish()
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "r"
+CHATCMD.Desc = "Give resources to yourself / someone"
+CHATCMD.Syntax = "[player] <Resource> <Amount>"
+
+function CHATCMD:Run(ply, arg)
+ if ( !ply:IsAdmin() || !arg ) then return end
+ if ( #arg > 2 ) then
+ local pl = player.FindByName( arg[ 1 ] )
+ if ( !pl ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end
+ pl:IncResource( arg[ 2 ], tonumber( arg[ 3 ] ) )
+ elseif ( #arg == 2 ) then
+ ply:IncResource( arg[ 1 ], tonumber( arg[ 2 ] ) )
+ end
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "steal"
+CHATCMD.Desc = "Steal a prop."
+CHATCMD.CCName = "gms_steal"
+
+function CHATCMD:Run( ply )
+ ply.ConCommand( ply, "gms_steal" )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "createtribe"
+CHATCMD.Desc = "Opens create tribe menu."
+CHATCMD.CCName = "gms_tribemenu"
+
+function CHATCMD:Run( ply, args )
+ ply:ConCommand( self.CCName )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "invite"
+CHATCMD.Desc = "Invite someone to your tribe"
+CHATCMD.Syntax = "<player>"
+
+function CHATCMD:Run( ply, args )
+ local him = player.FindByName( args[ 1 ] )
+ if ( !him ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end
+ if ( him == ply ) then ply:SendMessage( "Why invite yourself?", 3, Color( 200, 64, 10, 255 ) ) return end
+ if ( him.LastInvite && him.LastInvite > CurTime() ) then ply:SendMessage( "Too much invitations to " .. him:Name() .. "! Wait " .. ( CurTime() - him.LastInvite) .. " seconds.", 3, Color( 200, 10, 10, 255 ) ) return end
+ local mahTribe = GAMEMODE.FindTribeByID( ply:Team() )
+
+ him.LastInvite = CurTime() + 30
+
+ if ( !mahTribe ) then ply:SendMessage( "Something went wrong! Report this to admins: " .. ply:Team(), 3, Color( 200, 10, 10, 255 ) ) return end
+
+ ply:SendMessage( "Invitation sent!", 3, Color( 200, 200, 200, 255 ) )
+
+ umsg.Start( "gms_invite", him )
+ umsg.String( mahTribe.name )
+ umsg.String( tostring( mahTribe.password ) )
+ umsg.End()
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "join"
+CHATCMD.Desc = "Opens join tribe menu."
+CHATCMD.CCName = "gms_tribes"
+
+function CHATCMD:Run( ply, args )
+ ply:ConCommand( self.CCName )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
+
+----------------------------------------------------------------------------------------------------
+
+local CHATCMD = {}
+
+CHATCMD.Command = "leave"
+CHATCMD.Desc = "Leave a tribe."
+CHATCMD.CCName = "gms_leave"
+
+function CHATCMD:Run( ply, args )
+ GAMEMODE.LeaveTribeCmd( ply, self.CCName, args )
+end
+
+GMS.RegisterChatCmd( CHATCMD )
diff --git a/gamemode/cl_deathmenu.lua b/gamemode/cl_deathmenu.lua
new file mode 100644
index 0000000..0dffb59
--- /dev/null
+++ b/gamemode/cl_deathmenu.lua
@@ -0,0 +1,366 @@
+
+surface.CreateFont( "Header", {
+ font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name
+ size = 16,
+ weight = 500,
+ blursize = 0,
+ scanlines = 0,
+ antialias = true,
+ underline = false,
+ italic = false,
+ strikeout = false,
+ symbol = false,
+ rotary = false,
+ shadow = false,
+ additive = false,
+ outline = false,
+} )
+
+surface.CreateFont( "Items", {
+ font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name
+ size = 14,
+ weight = 0,
+ blursize = 0,
+ scanlines = 0,
+ antialias = true,
+ underline = false,
+ italic = false,
+ strikeout = false,
+ symbol = false,
+ rotary = false,
+ shadow = false,
+ additive = false,
+ outline = false,
+} )
+
+
+
+active = 0
+
+local res
+local wep
+local dmFrame
+
+local function receive_message(len)
+
+res = net.ReadTable()
+wep = net.ReadTable()
+
+if (active == 0) then dmFrame = vgui.Create("dmFrame") active = 1 end
+
+end
+net.Receive('deathmenu', receive_message)
+
+
+
+local PANEL = {}
+
+width = 100
+height = 100
+
+function PANEL:Init()
+
+ self:SetSize( 440, 400 )
+ self:Center()
+ self:MakePopup()
+ self:SetTitle("")
+
+ local pnl = vgui.Create( "DPanel", self )
+ pnl:SetSize(self:GetWide()-10, self:GetTall()-25)
+ pnl:SetPos(5,25)
+
+ local DScrollPanel = vgui.Create( "DScrollPanel", pnl )
+ DScrollPanel:SetSize( pnl:GetWide(), pnl:GetTall() )
+ DScrollPanel:SetPos( 0, 0 )
+
+ // Weapons
+
+ local wepPnlHeader = vgui.Create("DPanel", DScrollPanel)
+ wepPnlHeader:SetSize( DScrollPanel:GetWide(), 25 )
+ wepPnlHeader:SetPos(0,0)
+ wepPnlHeader.Paint = function()
+
+ draw.RoundedBox( 0, 0, 0, wepPnlHeader:GetWide(), wepPnlHeader:GetTall(), Color( 48, 48, 48, 255 ) )
+ draw.SimpleText( "Weapons", "Header", 30, 12, Color(255, 255, 255), 1, 1 )
+ end
+
+ column = 1
+ row = 1
+ XOffset = 12
+ for k,v in pairs(wep) do
+ local wepPNL = vgui.Create( "DButton", DScrollPanel )
+ wepPNL:SetSize( width, height )
+ if (k/4 <= column) then
+ wepPNL:SetPos( (row-1)*(width+2) + XOffset,(column-1)*(height+2) + 25)
+ row=row+1
+ else
+ column=column+1
+ row=1
+ wepPNL:SetPos( (row-1)*(width+2) + XOffset,(column-1)*(height+2) + 25)
+ row=row+1
+ end
+
+ wepPNL:SetDrawBackground( false )
+
+ wepPNL.Paint = function()
+
+ draw.RoundedBox( 0, 0, 0, wepPNL:GetWide(), wepPNL:GetTall(), Color(69,69,69,125) )
+
+ surface.SetFont("Items")
+ surface.SetTextColor( 0,0,0 )
+ surface.SetTextPos( (width/2)-(surface.GetTextSize(v)/2), height-20 )
+ surface.DrawText(v)
+ end
+
+ wepPNL.DoClick = function()
+ if (!LocalPlayer():HasWeapon(v)) then
+
+ net.Start('givePlayerWeapon')
+ net.WriteString(v)
+ for i,o in pairs(wep) do
+ if (v == o) then
+ net.WriteInt(i, 32)
+ table.remove(wep,i)
+ end
+ end
+ wepPNL:Remove()
+
+ net.SendToServer()
+ end
+ end
+
+ local img = vgui.Create("DImage", wepPNL)
+ img:SetPos(0, 0)
+ img:SetSize(wepPNL:GetSize())
+ img:SetImage("gms_icons/gms_weapon.png")
+
+
+ end
+
+ // Resources
+
+ local resPnlHeader = vgui.Create("DPanel", DScrollPanel)
+ resPnlHeader:SetSize( DScrollPanel:GetWide(), 25 )
+ resPnlHeader:SetPos(0,column*height + 25)
+ resPnlHeader.Paint = function()
+ draw.RoundedBox( 0, 0, 0, resPnlHeader:GetWide(), resPnlHeader:GetTall(), Color( 48, 48, 48, 255 ) )
+ draw.SimpleText( "Resources", "Header", 35, 12, Color(255, 255, 255), 1, 1 )
+ end
+
+ row2 = 1
+ column2 = 1
+ for k,v in pairs(res) do
+ local resPNL = vgui.Create( "DButton", DScrollPanel )
+ resPNL:SetSize( width, height )
+ if (k/4 <= column2) then
+ resPNL:SetPos( (row2-1)*(width+2) + XOffset,(column2-1)*(height+2) + (column*height + 50))
+ row2=row2+1
+ else
+ column2=column2+1
+ row2=1
+ resPNL:SetPos( (row2-1)*(width+2) + XOffset,(column2-1)*(height+2) + (column*height + 50))
+ row2=row2+1
+ end
+
+ local tbl1 = string.Split(res[k], " ")
+ local tbl2 = string.Split(tbl1[2], "x")
+ local amount = tbl2[2]
+
+ resPNL.DoClick = function()
+ local mb = DermaMenu()
+
+
+ mb:AddOption("Take x1", function()
+
+ if (amount - 1 <= 0) then
+ amount = 0
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 1, i)
+ table.remove(res,i)
+ end
+ end
+ resPNL:Remove()
+ else
+ amount = amount - 1
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 1, i)
+ res[i] = tbl1[1] .. " x" .. amount
+ v = res[i]
+ end
+ end
+
+ end
+
+ end)
+ mb:AddOption("Take x5", function()
+
+ if (amount - 5 <= 0) then
+
+ if (amount - 5 == 0) then
+ amount = 0
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 5, i)
+ table.remove(res, i)
+ end
+ end
+ resPNL:Remove()
+ else
+
+ num1 = amount - 5
+ num2 = 5 + num1
+ amount = 0
+
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], num2, i)
+ print(i)
+ table.remove(res,i)
+ end
+ end
+ resPNL:Remove()
+ end
+ else
+ amount = amount - 5
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 5, i)
+ res[i] = tbl1[1] .. " x" .. amount
+ v = res[i]
+ end
+ end
+
+ end
+
+ end)
+ mb:AddOption("Take x10", function()
+
+ if (amount - 10 <= 0) then
+
+ if (amount - 10 == 0) then
+ amount = 0
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 10, i)
+ table.remove(res, i)
+ end
+ end
+ resPNL:Remove()
+ else
+
+ num1 = amount - 10
+ num2 = 10 + num1
+ amount = 0
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], num2, i)
+ table.remove(res,i)
+ end
+ end
+
+ resPNL:Remove()
+
+ end
+ else
+ amount = amount - 10
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], 10, i)
+ res[i] = tbl1[1] .. " x" .. amount
+ v = res[i]
+ end
+ end
+
+ end
+
+ end)
+ mb:AddOption("Take All", function()
+
+
+ for i,o in pairs(res) do
+ spl1 = string.Split(v, " ")
+ spl2 = string.Split(o, " ")
+ if (spl1[1] == spl2[1]) then
+ giveRes(tbl1[1], amount, i)
+ amount = 0
+ table.remove(res,i)
+ end
+ end
+
+ resPNL:Remove()
+ end)
+ mb:Open()
+ end
+
+ resPNL.Paint = function()
+ draw.RoundedBox( 0, 0, 0, resPNL:GetWide(), resPNL:GetTall(), Color( 69, 69, 69, 125 ) )
+
+
+ surface.SetFont("Items")
+ surface.SetTextColor( 0,0,0 )
+ surface.SetTextPos( (width/2)-(surface.GetTextSize(v)/2), height-20 )
+ surface.DrawText(v)
+
+ end
+
+ local img = vgui.Create("DImage", resPNL)
+ img:SetPos(0, 0)
+ img:SetSize(resPNL:GetSize())
+ img:SetImage("gms_icons/gms_resourcepack.png")
+ end
+
+end
+
+function PANEL:Close()
+ active = 0
+ self:Remove()
+end
+
+function giveRes(res, amount, slot)
+
+ net.Start('givePlayerResource')
+
+ net.WriteString(res)
+ net.WriteInt(amount, 32)
+ net.WriteInt(slot, 32)
+
+ net.SendToServer()
+
+end
+
+function PANEL:Paint( w, h )
+ draw.RoundedBox( 0, 0, 0, w, h, Color( 69, 69, 69, 125 ) )
+end
+
+vgui.Register( "dmFrame", PANEL, "DFrame" ) \ No newline at end of file
diff --git a/gamemode/cl_hud.lua b/gamemode/cl_hud.lua
new file mode 100644
index 0000000..b217c2c
--- /dev/null
+++ b/gamemode/cl_hud.lua
@@ -0,0 +1,412 @@
+surface.CreateFont( "DefaultSmall", {
+ font = "Tahoma",
+ size = ScreenScale( 7 ),
+ weight = 500
+} )
+
+surface.CreateFont( "DefaultHealth", {
+ font = "Tahoma",
+ size = ScreenScale( 30 ),
+ weight = 900
+} )
+
+function GM:DrawStrandedHUD()
+
+ local w = ScrW() / 6
+ local h = 4 * 12 + 10
+
+ if ( self.SkillsHud ) then self.SkillsHud:SetPos( 0, h ) end
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( 0, 0, w, h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawLine( w - 1, 0, w - 1, h ) -- Nice line instead of messy outlined rect
+ surface.DrawLine( 0, h - 1, w, h - 1 )
+
+ local width = w - 10
+
+ //Health
+ local hp_w = math.floor( ( LocalPlayer():Health() / 200 ) * width )
+ surface.SetDrawColor( 0, 0, 0, 255 )
+ surface.DrawRect( 5, 5, width, 10 )
+
+ surface.SetDrawColor( 176, 0, 0, 255 )
+ surface.DrawRect( 5, 5, math.min( hp_w, width ), 10 )
+
+ draw.SimpleTextOutlined( "Health", "DefaultSmall", w / 2, 9, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+ //Hunger
+ local hunger_w = math.floor( ( Hunger / 1000 ) * width )
+ surface.SetDrawColor( 0, 0, 0, 255 )
+ surface.DrawRect( 5, 17, width, 10 )
+
+ surface.SetDrawColor( 0, 176, 0, 255 )
+ surface.DrawRect( 5, 17, hunger_w, 10 )
+
+ draw.SimpleTextOutlined( "Hunger","DefaultSmall", w / 2, 21, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+ //Thirst
+ local thrst_w = math.floor( ( Thirst / 1000 ) * width )
+ surface.SetDrawColor( 0, 0, 0, 255 )
+ surface.DrawRect( 5, 29, width, 10 )
+
+ surface.SetDrawColor( 0, 0, 176, 255 )
+ surface.DrawRect( 5, 29, thrst_w, 10 )
+
+ draw.SimpleTextOutlined( "Thirst", "DefaultSmall", w / 2, 33, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+ //Fatigue
+ local sleep_w = math.floor( math.min( Sleepiness / 1000, 1000 ) * width )
+ surface.SetDrawColor( 0, 0, 0, 255 )
+ surface.DrawRect( 5, 41, width, 10 )
+
+ surface.SetDrawColor( 176, 0, 176, 255 )
+ surface.DrawRect( 5, 41, sleep_w, 10 )
+
+ draw.SimpleTextOutlined( "Fatigue", "DefaultSmall", w / 2, 45, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+end
+
+function GM:DrawStrandedHUD()
+ local w = ScrW() / 12
+ local h = ScrW() / 22
+ local x = 5
+ local y = ScrH() - h - 5
+
+ local w_bar = ScrW() / 8
+ local h_bar = ScrW() / 80
+ local x_bar = x + w + 5
+ local bar_spacing = ScrW() / 300
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ local hpColor = StrandedTextColor
+ if ( LocalPlayer():Health() < 25 ) then hpColor = StrandedHealthColor end
+ draw.SimpleTextOutlined( tostring( LocalPlayer():Health() ), "DefaultHealth", x + w / 2, y + h / 2, hpColor, 1, 1, 0.5, StrandedBorderColor )
+
+ local bar_y = y + h / 2 - h_bar / 2 - h_bar - bar_spacing
+ local hunger_w = math.floor( ( Hunger / 1000 ) * w_bar )
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x_bar, bar_y, w_bar, h_bar )
+
+ surface.SetDrawColor( StrandedHungerColor )
+ surface.DrawRect( x_bar, bar_y, hunger_w, h_bar )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar )
+
+ draw.SimpleTextOutlined( "Hunger","DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+ local bar_y = y + h / 2 - h_bar / 2
+ local thrst_w = math.floor( ( Thirst / 1000 ) * w_bar )
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x_bar, bar_y, w_bar, h_bar )
+
+ surface.SetDrawColor( StrandedThirstColor )
+ surface.DrawRect( x_bar, bar_y, thrst_w, h_bar )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar )
+
+ draw.SimpleTextOutlined( "Thirst", "DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+ local bar_y = y + h / 2 - h_bar / 2 + h_bar + bar_spacing
+ local sleep_w = math.floor( math.min( Sleepiness / 1000, 1000 ) * w_bar )
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x_bar, bar_y, w_bar, h_bar )
+
+ surface.SetDrawColor( StrandedFatigueColor )
+ surface.DrawRect( x_bar, bar_y, sleep_w, h_bar )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar )
+
+ draw.SimpleTextOutlined( "Fatigue", "DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+end
+
+function GM:DrawWristWatch()
+
+ if ( GetConVarNumber( "gms_daynight" ) <= 0 || !Resources[ "Wrist_Watch" ] || Resources[ "Wrist_Watch" ] < 1 ) then return end
+
+ local w = ScrW() / 12
+ local h = ScrH() / 25
+ local x = 5//ScrW() - ScrH() / 16 - w
+ local y = ScrH() - ScrW() / 22 - 10 - h //ScrH() / 16
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ local hours = os.date( "%M", Time )
+ local mins = os.date( "%S", Time )
+ draw.SimpleTextOutlined( hours .. ":" .. mins, "ScoreboardSub", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+end
+
+function GM:DrawOxygenBar()
+
+ if ( Oxygen >= 1000 ) then return end
+
+ local w = ScrW() / 5
+ local h = ScrH() / 48
+ local x = ScrW() / 2 - w / 2
+ local y = ScrH() / 6
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedOxygenColor )
+ surface.DrawRect( x, y, math.min( math.floor( math.min( Oxygen / 1000, 1000 ) * w ), w ), h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ draw.SimpleTextOutlined( "Oxygen", "DefaultSmall", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+end
+
+function GM:DrawPowerBar()
+
+ if ( !Resources[ "Flashlight" ] or Resources[ "Flashlight" ] < 1 ) then return end
+
+ local maxPower = 50
+ if ( Resources[ "Batteries" ] ) then maxPower = math.min( maxPower + Resources[ "Batteries" ] * 50, 500 ) end
+
+ if ( Power >= maxPower ) then return end
+
+ local w = ScrW() / 6
+ local h = ScrH() / 48
+ local x = ScrW() / 2 - w / 2
+ local y = ScrH() - ScrH() / 16 - h * 2
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedPowerColor )
+ surface.DrawRect( x, y, math.min( math.floor( math.min( Power / maxPower, maxPower ) * w ), w ), h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ draw.SimpleTextOutlined( "Flashlight Power", "DefaultSmall", x + w / 2, y + h / 2.5, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+
+end
+
+function GM:DrawProcessBar()
+ if ( !ProcessCompleteTime ) then return end
+
+ local w = ScrW() / 3.2
+ local h = ScrH() / 30
+ local x = ScrW() / 2 - w / 2
+ local y = ScrH() / 8
+
+ local width = math.min( ( CurTime() - ProcessStart ) / ProcessCompleteTime * w, w )
+ if ( width > w ) then GAMEMODE.StopProgressBar() end
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedForegroundColor )
+ surface.DrawRect( x, y, width, h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ local txt = CurrentProcess
+ if ( ProcessCancelAble ) then txt = txt .. " ( F4 to Cancel )" end
+
+ draw.SimpleText( txt, "ScoreboardText", x + w / 2, y + h / 2, StrandedTextColor, 1, 1 )
+
+end
+
+function GM:HUDDrawTargetID()
+ local tr = util.GetPlayerTrace( LocalPlayer() )
+ local trace = util.TraceLine( tr )
+ if (!trace.Hit) then return end
+ if (!trace.HitNonWorld) then return end
+
+ local text = "ERROR"
+ local font = "TargetID"
+
+ if (trace.Entity:IsPlayer()) then
+ text = trace.Entity:Nick()
+ else
+ return
+ end
+
+ surface.SetFont( font )
+ local w, h = surface.GetTextSize( text )
+
+ local MouseX, MouseY = gui.MousePos()
+
+ if ( MouseX == 0 && MouseY == 0 ) then
+ MouseX = ScrW() / 2
+ MouseY = ScrH() / 2
+ end
+
+ local x = MouseX
+ local y = MouseY
+
+ x = x - w / 2
+ y = y + 30
+
+ -- The fonts internal drop shadow looks lousy with AA on
+ draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) )
+ draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) )
+ draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) )
+
+ y = y + h
+
+ local text = trace.Entity:Team()
+ local font = "TargetIDSmall"
+
+ for id, tabl in pairs( Tribes ) do
+ if ( id == text ) then text = tabl.name end
+ end
+
+ surface.SetFont( font )
+ local w, h = surface.GetTextSize( text )
+ local x = MouseX - w / 2
+
+ draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) )
+ draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) )
+ draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) )
+
+ y = y + h + 5
+
+ local text = trace.Entity:Health() .. "%"
+ local font = "TargetIDSmall"
+
+ surface.SetFont( font )
+ local w, h = surface.GetTextSize( text )
+ local x = MouseX - w / 2
+
+ draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) )
+ draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) )
+ draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) )
+end
+
+function GM:DrawResourceDropsHUD()
+ local ply = LocalPlayer()
+ local str = nil
+ local draw_loc = nil
+ local w, h = nil, nil
+ local tr = nil
+ local cent = nil
+ local pos = ply:GetShootPos()
+
+ for _, v in ipairs( ents.GetAll() ) do
+ if ( !IsValid( v ) ) then continue end
+ local class = v:GetClass()
+
+ if ( class == "gms_resourcedrop" ) then
+ cent = v:LocalToWorld( v:OBBCenter() )
+
+ tr = {
+ start = pos,
+ endpos = cent,
+ filter = ply
+ }
+
+ if ( ( cent - pos ):Length() <= 200 && util.TraceLine( tr ).Entity == v ) then
+ str = ( v.Res or "Loading" ) .. ": " .. tostring( v.Amount or 0 )
+ draw_loc = cent:ToScreen()
+ surface.SetFont( "ChatFont" )
+ w, h = surface.GetTextSize( str )
+ draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) )
+ surface.SetTextColor( 255, 255, 255, 200 )
+ surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y -( h / 2 ) )
+ surface.DrawText( str )
+ end
+ continue
+ end
+
+ if ( class == "gms_resourcepack" or class == "gms_fridge" ) then
+ cent = v:LocalToWorld( v:OBBCenter() )
+
+ tr = {
+ start = pos,
+ endpos = cent,
+ filter = ply
+ }
+
+ if ( ( cent - pos ):Length() <= 200 and util.TraceLine( tr ).Entity == v ) then
+ draw_loc = cent:ToScreen()
+ surface.SetFont( "ChatFont" )
+ str = "Resource pack"
+ if ( class == "gms_fridge" ) then str = "Fridge" end
+ for res, num in pairs( v.Resources or {} ) do
+ str = str .. "\n" .. res .. ": " .. num
+ end
+ w, h = surface.GetTextSize( str )
+ draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) )
+ surface.SetTextColor( 255, 255, 255, 200 )
+ for id, st in pairs( string.Explode( "\n", str ) ) do
+ id = id - 1
+ w2, h2 = surface.GetTextSize( st )
+ surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y - ( h / 2 ) + ( id * h2 ) )
+ surface.DrawText( st )
+ end
+ end
+ continue
+ end
+
+ if ( table.HasValue( GMS.StructureEntities, class ) ) then
+ cent = v:LocalToWorld( v:OBBCenter() )
+ local minimum = v:LocalToWorld( v:OBBMins() )
+ local maximum = v:LocalToWorld( v:OBBMaxs() )
+ local distance = ( maximum - minimum ):Length()
+ if ( distance < 200 ) then distance = 200 end
+
+
+
+ tr2 = {}
+ tr2.start = pos
+ tr2.endpos = Vector( cent.x, cent.y, pos.z )
+ tr2.filter = ply
+
+ if ( ( cent - pos ):Length() <= distance and ( util.TraceLine( tr2 ).Entity == v or !util.TraceLine( tr2 ).Hit ) ) then
+ str = language.GetPhrase( class ) -- ( v:GetNWString( "Name" ) or "Loading" )
+ if ( class == "gms_buildsite" ) then
+ str = v:GetNWString( "Name" ) .. v:GetNWString( "Resources" )
+ end
+
+ draw_loc = cent:ToScreen()
+ surface.SetFont( "ChatFont" )
+ w, h = surface.GetTextSize( str )
+ draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) )
+ surface.SetTextColor( Color( 255, 255, 255, 200 ) )
+
+ local strs = string.Explode( "\n", str )
+ for id, str in pairs( strs ) do
+ surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y - ( h / 2 ) + ( id - 1 ) * 15 )
+ surface.DrawText( str )
+ end
+ end
+ end
+ end
+end
+
+
+function GM:HUDPaint()
+ self.BaseClass:HUDPaint()
+ self:DrawResourceDropsHUD()
+
+ self:DrawStrandedHUD()
+ self:DrawWristWatch()
+ self:DrawProcessBar()
+ self:DrawOxygenBar()
+ self:DrawPowerBar()
+end
+
+function GM:HUDShouldDraw( name )
+ if ( name != "CHudHealth" && name != "CHudBattery" ) then
+ return true
+ end
+end \ No newline at end of file
diff --git a/gamemode/cl_init.lua b/gamemode/cl_init.lua
new file mode 100644
index 0000000..bbf57a5
--- /dev/null
+++ b/gamemode/cl_init.lua
@@ -0,0 +1,605 @@
+
+include( "shared.lua" )
+
+include( "cl_qmenu.lua" )
+include( "cl_scoreboard.lua" )
+include( "cl_panels.lua" )
+include( "cl_hud.lua" )
+include( "cl_deathmenu.lua" )
+
+-- HUD Theme
+StrandedColorTheme = Color( 0, 0, 0, 240 )
+StrandedBorderTheme = Color( 0, 0, 0, 180 )
+
+StrandedBackgroundColor = Color( 0, 0, 0, 180 )
+StrandedForegroundColor = Color( 0, 128, 176, 220 )
+StrandedBorderColor = Color( 0, 0, 0, 150 )
+StrandedTextColor = color_white
+StrandedTextShadowColor = Color( 100, 100, 100, 140 )
+
+StrandedHealthColor = Color( 176, 0, 0, 240 )
+StrandedHungerColor = Color( 0, 176, 0, 240 )
+StrandedThirstColor = Color( 0, 0, 176, 240 )
+StrandedFatigueColor = Color( 176, 0, 176, 240 )
+StrandedOxygenColor = Color( 0, 200, 200, 220 )
+StrandedPowerColor = Color( 200, 200, 0, 220 )
+
+-- Clientside player variables
+Tribes = Tribes or {}
+Skills = Skills or {}
+Resources = Resources or {}
+Experience = Experience or {}
+FeatureUnlocks = FeatureUnlocks or {}
+MaxResources = MaxResources or 25
+CampFires = CampFires or {}
+
+Sleepiness = Sleepiness or 1000
+Hunger = Hunger or 1000
+Thirst = Thirst or 1000
+Oxygen = Oxygen or 1000
+Power = Power or 50
+
+/* Language */
+language.Add( "gms_stonefurnace", "Stone Furnace" )
+language.Add( "gms_stoneworkbench", "Stone Workbench" )
+language.Add( "gms_copperfurnace", "Copper Furnace" )
+language.Add( "gms_copperworkbench", "Copper Workbench" )
+language.Add( "gms_ironfurnace", "Iron Furnace" )
+language.Add( "gms_ironworkbench", "Iron Workbench" )
+language.Add( "gms_techfurnace", "Tech Furnace" )
+language.Add( "gms_techworkbench", "Tech Workbench" )
+language.Add( "gms_silverfurnace", "Silver Furnace" )
+language.Add( "gms_silverworkbench", "Silver Workbench" )
+language.Add( "gms_goldfurnace", "Gold Furnace" )
+language.Add( "gms_goldworkbench", "Gold Workbench" )
+language.Add( "gms_steelfurnace", "Steel Furnace" )
+language.Add( "gms_steelworkbench", "Steel Workbench" )
+language.Add( "gms_platinumfurnace", "Platinum Furnace" )
+language.Add( "gms_platinumworkbench", "Platinum Workbench" )
+language.Add( "gms_factory", "Factory" )
+language.Add( "gms_fridge", "Fridge" )
+language.Add( "gms_pistolgunlab", "Pistol Gun Lab" )
+language.Add( "gms_smggunlab", "SMG Gun Lab" )
+language.Add( "gms_hightechgunlab", "High Tech Gun Lab" )
+language.Add( "gms_transmutator", "Transmutator" )
+language.Add( "gms_advancedtransmutator", "Advanced Transmutator" )
+language.Add( "gms_gunchunks", "Gun Chunks" )
+language.Add( "gms_resourcepack", "Resource Pack" )
+language.Add( "gms_grindingstone", "Grinding Stone" )
+language.Add( "gms_waterfountain", "Water Fountain" )
+language.Add( "gms_stove", "Stove" )
+language.Add( "gms_renbuyshop", "Ren Buy Shop" )
+language.Add( "gms_rensellshop", "Ren Sell Shop" )
+language.Add( "gms_obelisk", "Obelisk")
+language.Add( "gms_mithrilfactory", "Mithril Factory")
+language.Add( "gms_mithrilworkbench", "Mithril WorkBench" )
+language.Add( "gms_runealtar", "Rune Altar" )
+language.Add( "gms_runicinfuser", "Runic Infuser")
+
+/* The chat hints */
+HintsRus = {
+ "Держите Ваши реÑурÑÑ‹ в реÑÑƒÑ€Ñ Ð¿Ð°ÐºÐµ, чтобы их не украли ночью.",
+ "Рзнаете ли Ð’Ñ‹, что реÑурÑÑ‹ в меню реÑурÑов ( F2 ) нажимаемы мышью?",
+ "Храните Вашу еду в холодильнике, чтобы она не портилаÑÑŒ.",
+ "Чтобы Ð¿Ð»ÐµÐ¼Ñ Ð¼Ð¾Ð³Ð»Ð¾ иÑпользовать вещи друг друга, Ñто Ð¿Ð»ÐµÐ¼Ñ Ð´Ð¾Ð»Ð¶Ð½Ð¾ иметь пароль.",
+ "Чтобы иÑпользовать фонарь, Вам нужно его Ñделать.",
+ "Чем больше у Ð’Ð°Ñ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐµÐº, тем больше у Ð’Ð°Ñ Ñнергии Ð´Ð»Ñ Ñ„Ð¾Ð½Ð°Ñ€Ñ.",
+ "Ð¨Ð°Ð½Ñ Ð¿Ð¾Ð¹Ð¼Ð°Ñ‚ÑŒ что-то без наживки ( Baits ) в 4 раза ниже, чем Ñ Ð½Ð°Ð¶Ð¸Ð²ÐºÐ¾Ð¹.",
+ "Чтобы добыть железо ( Iron ) или медь ( Copper ) вам нужна кирка.",
+ "Проблемы? Прочтите !help Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð±Ð°Ð·Ð¾Ð²Ð¾Ð¹ информации об Ñтом игровом режиме.",
+ "Чтобы приглаÑить игрока в племÑ, напишите !invite <Ð¸Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°>"
+}
+
+HintsEng = {
+ "Store your resources in resource pack, so they wont get stolen at night.",
+ "Did you know that resources in Resources menu ( F2 ) are clickable?",
+ "Keep your food in fridge, so it does not spoil.",
+ "In order to share items within a tribe, the tribe must have a password.",
+ "In order to use flashlight, you need to craft it.",
+ "The more batteries you have, the more flashlight power you have.",
+ "Chance to catch something without Baits is 4 times lower, then with Baits.",
+ "In order to get Iron or Copper you need a pickaxe.",
+ "Having trouble? Read !help to learn the basics of this gamemode.",
+ "In order to invite a player into a tribe, type !invite <player name>"
+}
+
+timer.Create( "Client.HINTS", 360, 0, function()
+ if ( GetConVarString( "gmod_language" ) == "ru" ) then
+ chat.AddText( Color( 50, 255, 50 ), "[HINT] ", Color( 255, 255, 255 ), HintsRus[ math.random( 1, #HintsRus ) ] )
+ else
+ chat.AddText( Color( 50, 255, 50 ), "[HINT] ", Color( 255, 255, 255 ), HintsEng[ math.random( 1, #HintsEng ) ] )
+ end
+end )
+
+function GM.FindTribeByID( Tid )
+ for id, tabl in pairs( Tribes ) do
+ if ( tabl.id == Tid ) then return tabl end
+ end
+ return false
+end
+
+concommand.Add( "gms_resetcharacter_verify", function( ply, cmd, args )
+ Derma_StringRequest( "Character Reset", "WARNING! This will reset all your skills and resources back to where you started.\nIf you are sure you want to do this, type 'I agree' into box below:", "", function( text )
+ RunConsoleCommand( "gms_resetcharacter", text )
+ end )
+end )
+
+/* Resource pack GUI */
+
+GM.ResourcePackFrame = nil
+
+concommand.Add( "gms_openrespackmenu", function( ply, cmd, args )
+ local resPack = ply:GetEyeTrace().Entity
+
+ if ( !IsValid( resPack ) ) then return end
+
+ local frame = vgui.Create( "DFrame" )
+ frame:SetSize( ScrW() / 1.5, ScrH() / 2 )
+ frame:MakePopup()
+ frame:Center()
+ function frame:Update()
+ // Left side
+ for id, item in pairs( self.Resources:GetItems() ) do item:Remove() end
+ for res, num in SortedPairs( self.ResourcePack.Resources or {} ) do
+ local reso = vgui.Create( "gms_resourceLine" )
+ if ( self.ResourcePack:GetClass() == "gms_fridge" ) then
+ reso:SetRes( res, num, false )
+ else
+ reso:SetRes( res, num, true )
+ end
+ self.Resources:AddItem( reso )
+ end
+
+ // Right side
+ if ( self.ResourcePack:GetClass() == "gms_fridge" || !IsValid( self.Inventory ) ) then return end
+ timer.Simple( 0, function()
+ if ( !IsValid( self.Inventory ) ) then return end
+ for id, item in pairs( self.Inventory:GetItems() ) do item:Remove() end
+ for res, num in SortedPairs( Resources or {} ) do
+ if ( num <= 0 ) then continue end
+ local reso = vgui.Create( "gms_resourceLineStore" )
+ reso:SetRes( res, num )
+ self.Inventory:AddItem( reso )
+ end
+ end )
+ end
+
+ local panelList = vgui.Create( "DPanelList", frame )
+ panelList:SetPos( 5, 30 )
+ panelList:SetSpacing( 5 )
+ panelList:SetPadding( 5 )
+ panelList:EnableHorizontal( false )
+ panelList:EnableVerticalScrollbar( true )
+ function panelList:Paint( w, h )
+ draw.RoundedBox( 2, 0, 0, w, h, Color( 80, 80, 80 ) )
+ end
+
+ if ( resPack:GetClass() == "gms_fridge" ) then
+ frame:SetSize( ScrW() / 2, ScrH() / 2 )
+ frame:SetTitle( "Fridge" )
+ frame:Center()
+ panelList:SetSize( frame:GetWide() - 10, frame:GetTall() - 35 )
+ else
+ frame:SetTitle( "Resource pack" )
+ panelList:SetSize( frame:GetWide() - 15 - ScrW() / 4, frame:GetTall() - 35 )
+ end
+
+ frame.Resources = panelList
+ frame.ResourcePack = resPack
+
+ if ( resPack:GetClass() != "gms_fridge" ) then
+ local panelListInv = vgui.Create( "DPanelList", frame )
+ panelListInv:SetPos( frame:GetWide() - 10 - ScrW() / 4 + 5, 30 )
+ panelListInv:SetSize( ScrW() / 4, frame:GetTall() - 35 )
+ panelListInv:SetSpacing( 5 )
+ panelListInv:SetPadding( 5 )
+ panelListInv:EnableHorizontal( false )
+ panelListInv:EnableVerticalScrollbar( true )
+ function panelListInv:Paint( w, h )
+ draw.RoundedBox( 2, 0, 0, w, h, Color( 80, 128, 80 ) )
+ end
+ frame.Inventory = panelListInv
+ end
+
+ GAMEMODE.ResourcePackFrame = frame
+ frame:Update()
+end )
+
+hook.Add( "Think", "CampFireLight", function()
+ for id, e in pairs( ents.FindByClass("prop_p*") ) do
+ if ( !e:IsOnFire() ) then continue end
+ local campfire = DynamicLight( e:EntIndex() )
+ if ( campfire ) then
+ campfire.Pos = e:GetPos()
+ campfire.r = math.random( 224, 255 )
+ campfire.g = math.random( 128, 150 )
+ campfire.b = 0
+ campfire.Brightness = 2.4
+
+ if ( !e.campfireSize ) then
+ local min, max = e:OBBMins(), e:OBBMaxs()
+ local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z )
+ e.campfireSize = vol / 5
+ end
+
+ campfire.Size = e.campfireSize
+ campfire.Decay = 0
+ campfire.DieTime = CurTime() + 0.25
+ end
+ end
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Hooks
+---------------------------------------------------------------------------------------------------- */
+
+function GM:Initialize()
+ if ( !IsValid( self.SkillsHud ) ) then self.SkillsHud = vgui.Create( "gms_SkillsHud" ) end
+ if ( !IsValid( self.ResourcesHud ) ) then self.ResourcesHud = vgui.Create( "gms_ResourcesHud" ) end
+ if ( !IsValid( self.CommandsHud ) ) then self.CommandsHud = vgui.Create( "gms_CommandsHud" ) end
+ if ( !IsValid( self.LoadingBar ) ) then self.LoadingBar = vgui.Create( "gms_LoadingBar" ) self.LoadingBar:SetVisible( false ) end
+ if ( !IsValid( self.SavingBar ) ) then self.SavingBar = vgui.Create( "gms_SavingBar" ) self.SavingBar:SetVisible( false ) end
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Skills, Resources & Experience
+---------------------------------------------------------------------------------------------------- */
+
+usermessage.Hook( "gms_MakeProcessBar", function( um )
+ CurrentProcess = um:ReadString()
+ ProcessStart = CurTime()
+ ProcessCompleteTime = um:ReadShort()
+ ProcessCancelAble = um:ReadBool()
+end )
+
+usermessage.Hook( "gms_ResetPlayer", function()
+ Tribes = {}
+ Skills = {}
+ Skills[ "Survival" ] = 0
+ Resources = {}
+ Experience = {}
+ Experience[ "Survival" ] = 0
+ FeatureUnlocks = {}
+ MaxResources = 25
+
+ GAMEMODE.ResourcesHud:RefreshResources()
+ GAMEMODE.SkillsHud:RefreshSkills()
+end )
+
+usermessage.Hook( "gms_StopProcessBar", function()
+ ProcessCompleteTime = false
+end )
+
+usermessage.Hook( "gms_MakeLoadingBar", function( um )
+ GAMEMODE.LoadingBar:Show( um:ReadString() )
+end )
+
+usermessage.Hook( "gms_StopLoadingBar", function( um )
+ GAMEMODE.LoadingBar:Hide()
+end )
+
+usermessage.Hook( "gms_MakeSavingBar", function( um )
+ GAMEMODE.SavingBar:Show( um:ReadString() )
+end )
+
+usermessage.Hook( "gms_StopSavingBar", function( um )
+ GAMEMODE.SavingBar:Hide()
+end )
+
+usermessage.Hook( "gms_SetSkill", function( um )
+ Skills[ um:ReadString() ] = um:ReadShort()
+ MaxResources = 25 + ( GetSkill( "Survival" ) * 5 )
+ GAMEMODE.SkillsHud:RefreshSkills()
+end )
+
+usermessage.Hook( "gms_SetXP", function( um )
+ Experience[ um:ReadString() ] = um:ReadShort()
+end )
+
+usermessage.Hook( "gms_SetResource", function( um )
+ local res = um:ReadString()
+ local amount = um:ReadShort()
+
+ Resources[res] = amount
+ GAMEMODE.ResourcesHud:RefreshResources()
+end )
+
+usermessage.Hook( "gms_SetMaxResources", function( um )
+ MaxResources = um:ReadShort()
+ GAMEMODE.ResourcesHud:RefreshResources()
+end )
+
+usermessage.Hook( "gms_OpenCombiMenu", function( um )
+ if ( GAMEMODE.CombiMenu ) then GAMEMODE.CombiMenu:Remove() end
+ GAMEMODE.CombiMenu = vgui.Create( "GMS_CombinationWindow" )
+ GAMEMODE.CombiMenu:SetTable( um:ReadString() )
+end )
+
+function GM:PlayerBindPress( ply, bind, pressed )
+ if ( string.find( bind, "gm_showhelp" ) ) then GAMEMODE.SkillsHud:ToggleExtend() end
+ if ( string.find( bind, "gm_showteam" ) ) then GAMEMODE.ResourcesHud:ToggleExtend() end
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Functions
+---------------------------------------------------------------------------------------------------- */
+
+function GetSkill( skill )
+ return Skills[ skill ] or 0
+end
+
+function GetXP( skill )
+ return Experience[ skill ] or 0
+end
+
+function GetResource( res )
+ return Resources[ res ] or 0
+end
+
+function TraceFromEyes( dist )
+ local trace = {}
+ trace.start = self:GetShootPos()
+ trace.endpos = trace.start + ( self:GetAimVector() * dist )
+ trace.filter = self
+
+ return util.TraceLine( trace )
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Messages
+---------------------------------------------------------------------------------------------------- */
+
+GM.InfoMessages = {}
+GM.InfoMessageLine = 0
+
+usermessage.Hook( "gms_sendmessage", function( um )
+ local text = um:ReadString()
+ local dur = um:ReadShort()
+ local col = um:ReadString()
+ local str = string.Explode( ",", col )
+ local col = Color( tonumber( str[1] ), tonumber( str[2] ), tonumber( str[3] ), tonumber( str[4] ) )
+
+ for k,v in pairs( GAMEMODE.InfoMessages ) do
+ v.drawline = v.drawline + 1
+ end
+
+ local message = {}
+ message.Text = text
+ message.Col = col
+ message.Tab = 5
+ message.drawline = 1
+
+ GAMEMODE.InfoMessages[#GAMEMODE.InfoMessages + 1] = message
+ GAMEMODE.InfoMessageLine = GAMEMODE.InfoMessageLine + 1
+
+ timer.Simple( dur, function() GAMEMODE.DropMessage( message ) end )
+end )
+
+hook.Add( "HUDPaint", "gms_drawmessages", function()
+ for k,msg in pairs( GAMEMODE.InfoMessages ) do
+ local txt = msg.Text
+ local line = ScrH() / 2 + ( msg.drawline * 20 )
+ local tab = msg.Tab
+ local col = msg.Col
+ draw.SimpleTextOutlined( txt, "ScoreboardText", tab, line, col, 0, 0, 0.5, Color( 100, 100, 100, 150 ) )
+
+ if ( msg.Fading ) then
+ msg.Tab = msg.Tab - ( msg.InitTab - msg.Tab - 0.05 )
+
+ if ( msg.Tab > ScrW() + 10 ) then
+ GAMEMODE.RemoveMessage( msg )
+ end
+ end
+ end
+end )
+
+function GM.DropMessage( msg )
+ msg.InitTab = msg.Tab
+ msg.Fading = true
+end
+
+function GM.RemoveMessage( msg )
+ for k, v in pairs( GAMEMODE.InfoMessages ) do
+ if ( v == msg ) then
+ GAMEMODE.InfoMessages[k] = nil
+ GAMEMODE.InfoMessageLine = GAMEMODE.InfoMessageLine - 1
+ table.remove( GAMEMODE.InfoMessages, k )
+ end
+ end
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Prop Fading
+---------------------------------------------------------------------------------------------------- */
+
+GM.FadingProps = {}
+
+usermessage.Hook( "gms_CreateFadingProp", function( um )
+ local mdl = um:ReadString()
+ local pos = um:ReadVector()
+ local dir = um:ReadVector()
+ local col = um:ReadVector()
+ local speed = um:ReadShort()
+
+ if ( !mdl or !pos or !dir or !speed ) then return end
+
+ local ent = ents.CreateClientProp( mdl )
+ ent:SetPos( pos )
+ ent:SetColor( Color( col.x, col.y, col.z) )
+ ent:SetAngles( Angle( dir.x, dir.y, dir.z ) )
+ ent:Spawn()
+
+ ent.Alpha = 255
+ ent.Speed = speed
+
+ table.insert( GAMEMODE.FadingProps, ent )
+end )
+
+hook.Add( "Think", "gms_FadeFadingPropsHook", function()
+ for k, v in pairs( GAMEMODE.FadingProps ) do
+ if ( v.Alpha ) then
+ if ( v.Alpha <= 0 ) then
+ v:Remove()
+ table.remove( GAMEMODE.FadingProps, k )
+ else
+ v.Alpha = v.Alpha - v.Speed
+
+ v:SetRenderMode( RENDERMODE_TRANSALPHA )
+ local oldColor = v:GetColor()
+ v:SetColor( Color( oldColor.r, oldColor.g, oldColor.b, math.min( math.max( v.Alpha, 0 ), 255 ) ) )
+ end
+ end
+ end
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Achievement Messages
+---------------------------------------------------------------------------------------------------- */
+
+GM.AchievementMessages = {}
+
+usermessage.Hook( "gms_sendachievement", function( um )
+ local tbl = {}
+ tbl.Text = um:ReadString()
+ tbl.Alpha = 255
+
+ table.insert( GAMEMODE.AchievementMessages, tbl )
+end )
+
+hook.Add( "HUDPaint", "gms_drawachievementmessages", function()
+ for k, msg in pairs( GAMEMODE.AchievementMessages ) do
+ msg.Alpha = msg.Alpha - 1
+ draw.SimpleTextOutlined( msg.Text, "ScoreboardHead", ScrW() / 2, ScrH() / 2, Color( 255, 255, 255, msg.Alpha ), 1, 1, 0.5, Color( 100, 100, 100, msg.Alpha ) )
+
+ if ( msg.Alpha <= 0 ) then
+ table.remove( GAMEMODE.AchievementMessages, k )
+ end
+ end
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Needs
+---------------------------------------------------------------------------------------------------- */
+
+usermessage.Hook( "gms_setneeds", function( um )
+ Sleepiness = um:ReadShort()
+ Hunger = um:ReadShort()
+ Thirst = um:ReadShort()
+ Oxygen = um:ReadShort()
+ Power = um:ReadShort()
+ Time = um:ReadShort()
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Help menu
+---------------------------------------------------------------------------------------------------- */
+
+concommand.Add( "gms_help", function()
+ if ( !LocalPlayer():GetNWBool( "AFK" ) ) then RunConsoleCommand( "gms_afk" ) end
+
+ local HelpMenu = vgui.Create( "DFrame" )
+ HelpMenu:MakePopup()
+ HelpMenu:SetSize( ScrW() - 100, ScrH() - 100 )
+ HelpMenu:Center()
+ HelpMenu:SetTitle( "Garry's Mod Stranded Help" )
+ function HelpMenu:OnClose()
+ if ( LocalPlayer():GetNWBool( "AFK" ) ) then RunConsoleCommand( "gms_afk" ) end
+ end
+
+ HelpMenu.HTML = vgui.Create( "HTML", HelpMenu )
+ HelpMenu.HTML:SetSize( HelpMenu:GetWide() - 10, HelpMenu:GetTall() - 30 )
+ HelpMenu.HTML:SetPos( 5, 25 )
+ HelpMenu.HTML:OpenURL( "http://steamcommunity.com/sharedfiles/filedetails/?id=135129872" )
+ //HelpMenu.HTML:SetHTML( file.Read( "help/helpnew.htm", "GAME" ) )
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Sleep
+---------------------------------------------------------------------------------------------------- */
+
+local SleepFade = 0
+hook.Add( "HUDPaint", "gms_sleepoverlay", function()
+ if ( LocalPlayer():GetNWBool( "Sleeping" ) ) then
+ SleepFade = math.min( SleepFade + 3, 254 )
+ else
+ SleepFade = math.max( SleepFade - 6, 0 )
+ end
+
+ if ( SleepFade == 0 ) then return end
+
+ surface.SetDrawColor( 0, 0, 0, SleepFade )
+ surface.DrawRect( 0, 0, ScrW(), ScrH() )
+
+ draw.SimpleText( "Use the command \"!wakeup\" or press F4 to wake up.", "ScoreboardSub", ScrW() / 2, ScrH() / 1.5, Color( 255, 255, 255, SleepFade ), 1, 1 )
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ AFK
+---------------------------------------------------------------------------------------------------- */
+
+local AFKFade = 0
+hook.Add( "HUDPaint", "gms_afkoverlay", function()
+ if ( LocalPlayer():GetNWBool( "AFK" ) ) then
+ AFKFade = math.min( AFKFade + 3, 254 )
+ else
+ AFKFade = math.max( AFKFade - 6, 0 )
+ end
+
+ if ( AFKFade == 0 ) then return end
+
+ surface.SetDrawColor( 0, 0, 0, AFKFade )
+ surface.DrawRect( 0, 0, ScrW(), ScrH() )
+
+ draw.SimpleText( "Use the command \"!afk\" or press F4 to stop being afk.", "ScoreboardSub", ScrW() / 2, ScrH() / 1.5, Color( 255, 255, 255, AFKFade ), 1, 1 )
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Unlocks
+---------------------------------------------------------------------------------------------------- */
+
+usermessage.Hook( "gms_AddUnlock", function( um )
+ local UnlockWindow = vgui.Create( "GMS_UnlockWindow" )
+ UnlockWindow:SetMouseInputEnabled( true )
+ UnlockWindow:SetUnlock( um:ReadString() )
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Tribes
+---------------------------------------------------------------------------------------------------- */
+
+concommand.Add( "gms_tribemenu", function()
+ if ( !GAMEMODE.TribeMenu ) then
+ GAMEMODE.TribeMenu = vgui.Create( "GMS_TribeMenu" )
+ GAMEMODE.TribeMenu:SetDeleteOnClose( false )
+ GAMEMODE.TribeMenu:SetVisible( false )
+ end
+
+ GAMEMODE.TribeMenu:SetVisible( !GAMEMODE.TribeMenu:IsVisible() )
+end )
+
+concommand.Add( "gms_tribes", function()
+ if ( #Tribes <= 0 ) then chat.AddText( Color( 255, 255, 255 ), "No tribes created so far. Why not create one?" ) return end
+ local TribesMenu = vgui.Create( "GMS_TribesList" )
+end )
+
+usermessage.Hook( "gms_invite", function( data )
+ local tn = data:ReadString()
+ local p = data:ReadString()
+ Derma_Query( "You are being invited to " .. tn .. ".\nChoose action below.", "Invitation",
+ "Join", function() RunConsoleCommand( "gms_join", tn, p ) end,
+ "Decline", function() RunConsoleCommand( "say", "I don't want to join " .. tn .. "." ) end
+ )
+end )
+
+usermessage.Hook( "sendTribe", function( data )
+
+ local id = data:ReadShort()
+ local name = data:ReadString()
+ local color = data:ReadVector()
+ local hazpass = data:ReadBool()
+
+ team.SetUp( id, name, Color( color.r, color.g, color.b ) )
+
+ table.insert( Tribes, { name = name, pass = hazpass, id = id, color = Color( color.r, color.g, color.b ) } )
+
+end )
diff --git a/gamemode/cl_panels.lua b/gamemode/cl_panels.lua
new file mode 100644
index 0000000..da01d3c
--- /dev/null
+++ b/gamemode/cl_panels.lua
@@ -0,0 +1,1158 @@
+
+surface.CreateFont( "DefaultBold", {
+ font = "Tahoma",
+ size = 16,
+ weight = 1000,
+ antialias = true,
+ additive = false
+} )
+
+surface.CreateFont( "GMSUnlockDescription", {
+ font = "Tahoma",
+ size = 14,
+ weight = 500,
+ antialias = true,
+ additive = false
+} )
+
+/*---------------------------------------------------------
+ Unlock window
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetTitle( "You have unlocked a new ability!" )
+ self:MakePopup()
+
+ self.Name = "Name"
+ self.Description = ""
+
+ self:SetSize( ScrW() / 3, 250 )
+ self:Center()
+
+ self.DescWindow = vgui.Create( "DLabel", self )
+ self.DescWindow:SetPos( 5, 100 )
+ self.DescWindow:SetSize( self:GetWide() - 10, self:GetTall() - 140 )
+ self.DescWindow:SetFont( "GMSUnlockDescription" )
+ self.DescWindow:SetWrap( true )
+ self.DescWindow:SetText( "" )
+
+ self.Okay = vgui.Create( "DButton", self )
+ self.Okay:SetSize( self:GetWide() - 10, 30 )
+ self.Okay:SetPos( 5, self:GetTall() - 35 )
+ self.Okay:SetText( "Okay" )
+ self.Okay.DoClick = function() self:Close() end
+end
+
+function PANEL:PaintOver( w, h )
+ draw.SimpleTextOutlined( self.Name, "ScoreboardHead", self:GetWide() / 2, 60, Color( 10, 200, 10 ), 1, 1, 0.5, Color( 100, 100, 100, 160 ) )
+ //draw.SimpleText( self.Description, "GMSUnlockDescription", self:GetWide() / 2, 140, Color( 200, 200, 200 ), 1, 1 )
+end
+
+function PANEL:SetUnlock( text )
+ local unlock = GMS.FeatureUnlocks[ text ]
+ if ( !unlock ) then return end
+
+ self.Name = unlock.Name
+ self.Description = unlock.Description
+ self.DescWindow:SetText( unlock.Description )
+end
+
+vgui.Register( "GMS_UnlockWindow", PANEL, "DFrame" )
+
+/*---------------------------------------------------------
+ Tribe Menu
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetTitle( "Create-A-Tribe" )
+ self:SetSize( 275, 305 )
+ self:MakePopup()
+ self:Center()
+
+ local tnamelabel = vgui.Create( "DLabel", self )
+ tnamelabel:SetPos( 5, 21 )
+ tnamelabel:SetText( "Tribe name" )
+
+ local tname = vgui.Create( "DTextEntry", self )
+ tname:SetSize( self:GetWide() - 10, 20 )
+ tname:SetPos( 5, 40 )
+
+ local tpwlabel = vgui.Create( "DLabel", self )
+ tpwlabel:SetPos( 5, 65 )
+ tpwlabel:SetText( "Tribe password ( Optional )" )
+ tpwlabel:SizeToContents()
+
+ local tpw = vgui.Create( "DTextEntry", self )
+ tpw:SetSize( self:GetWide() - 10, 20 )
+ tpw:SetPos( 5, 80 )
+
+ local tcollabel = vgui.Create( "DLabel", self )
+ tcollabel:SetPos( 5, 105 )
+ tcollabel:SetText( "Tribe color" )
+
+ local tcolor = vgui.Create( "DColorMixer", self )
+ tcolor:SetSize( self:GetWide() - 15, 150 )
+ tcolor:SetPos( 5, 125 )
+
+ local button = vgui.Create( "DButton", self )
+ button:SetSize( self:GetWide() - 10, 20 )
+ button:SetPos( 5, 280 )
+ button:SetText( "Create Tribe!" )
+ button.DoClick = function()
+ RunConsoleCommand( "gms_createtribe", tname:GetValue(), tcolor:GetColor().r, tcolor:GetColor().g, tcolor:GetColor().b, tpw:GetValue() )
+ self:SetVisible( false )
+ end
+end
+vgui.Register( "GMS_TribeMenu", PANEL, "DFrame" )
+
+/*---------------------------------------------------------
+ Tribes List
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetTitle( "Join-A-Tribe" )
+ self:MakePopup()
+
+ local width = ScrW() / 4
+
+ for id, tabl in pairs( Tribes ) do
+ surface.SetFont( "DefaultBold" )
+ local w = surface.GetTextSize( tabl.name )
+ width = math.max( width, w + 16 + 10 + 20 )
+ end
+
+ for id, tabl in pairs( Tribes ) do
+
+ local button = vgui.Create( "GMS_TribeButton", self )
+ button:SetSize( width - 16, 16 )
+ button:SetPos( 8, 10 + id * 21 )
+ button:SetInfo( tabl )
+
+ end
+
+ self:SetSize( width, #Tribes * 21 + 35 )
+ self:Center()
+end
+
+vgui.Register( "GMS_TribesList", PANEL, "DFrame" )
+
+----------------------------------------------------------------------------------------------------
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetText( "" )
+ self.Tribe = {}
+end
+
+function PANEL:Paint()
+
+ surface.SetDrawColor( self.Tribe.color )
+ surface.DrawRect( 0, 0, self:GetTall(), self:GetTall() )
+
+ surface.SetDrawColor( 0, 0, 0, 200 )
+ if ( self.Hovered ) then surface.SetDrawColor( 255, 255, 255, 64 ) end
+ surface.DrawRect( self:GetTall(), 0, self:GetWide() - self:GetTall(), self:GetTall() )
+
+ surface.SetFont( "DefaultBold" )
+ local w = surface.GetTextSize( self.Tribe.name )
+ draw.SimpleText( self.Tribe.name, "DefaultBold", ( self:GetWide() - 16 ) / 2 + 16, 0, color_white , 1 )
+
+end
+
+function PANEL:DoClick()
+ if ( self.Tribe.pass ) then
+ local name = self.Tribe.name
+ Derma_StringRequest( "Please enter password", "Please enter password for the tribe.", "", function( text ) RunConsoleCommand( "gms_join", name, text ) end )
+ else
+ RunConsoleCommand( "gms_join", self.Tribe.name )
+ end
+ self:GetParent():Close()
+end
+
+function PANEL:SetInfo( tbl )
+ self.Tribe = tbl
+end
+
+vgui.Register( "GMS_TribeButton", PANEL, "DButton" )
+
+/*---------------------------------------------------------
+ Skills panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetPos( 1, 0 )
+ self:SetSize( ScrW() / 6, 34 )
+
+ self:SetVisible( true )
+
+ self.Extended = false
+ self.SkillLabels = {}
+
+ self:RefreshSkills()
+end
+
+function PANEL:Paint()
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() ) -- Nice line instead of messy outlined rect
+ surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 )
+ surface.DrawLine( 0, 0, 0, self:GetTall() )
+ if ( self.Extended ) then
+ surface.DrawLine( 0, 33, self:GetWide(), 33 )
+ end
+
+ draw.SimpleText( "Skills ( F1 )", "ScoreboardSub", self:GetWide() / 2, 17, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+
+end
+
+function PANEL:RefreshSkills()
+ for k, v in pairs( self.SkillLabels ) do v:Remove() end
+
+ self.SkillLabels = {}
+ self.Line = 39
+
+ for k, v in SortedPairs( Skills ) do
+ local lbl = vgui.Create( "gms_SkillPanel", self )
+ lbl:SetPos( 0, self.Line )
+ lbl:SetSize( self:GetWide(), 16 )
+ local val = string.gsub( k, "_", " " )
+ lbl:SetSkill( val )
+
+ self.Line = self.Line + lbl:GetTall() + 5
+ table.insert( self.SkillLabels, lbl )
+ if ( !self.Extended ) then lbl:SetVisible( false ) end
+ end
+
+ if ( self.Extended ) then
+ self:SetSize( ScrW() / 6, 40 + ( table.Count( self.SkillLabels ) * 21 ) )
+ end
+end
+
+function PANEL:ToggleExtend()
+ if ( !self.Extended ) then
+ self:SetSize( ScrW() / 6, 40 + ( table.Count( self.SkillLabels ) * 21 ) )
+ self.Extended = true
+
+ for k, v in pairs( self.SkillLabels ) do v:SetVisible( true ) end
+ else
+ self:SetSize( ScrW() / 6, 34 )
+ self.Extended = false
+
+ for k, v in pairs( self.SkillLabels ) do v:SetVisible( false ) end
+ end
+end
+
+function PANEL:OnMousePressed( mc )
+ if ( mc == 107 ) then
+ self:ToggleExtend()
+ end
+end
+
+vgui.Register( "gms_SkillsHud", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Skill Sub-Panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+end
+
+function PANEL:Paint()
+ surface.SetDrawColor( 0, 0, 0, 178 ) -- XP bar background
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+
+ local XP = math.floor( Experience[ self.Skill ] / 100 * ( self:GetWide() - 10 ) )
+ surface.SetDrawColor( 0, 128, 0, 220 ) -- XP bar
+ if ( self.TxtSkill == "Survival" ) then
+ surface.SetDrawColor( 0, 128, 176, 220 ) -- XP bar
+ end
+ surface.DrawRect( 5, 0, XP, self:GetTall() )
+
+ draw.SimpleText( self.TxtSkill .. ": " .. Skills[ self.Skill ] .. " ( " .. Experience[ self.Skill ] .. " / 100 )", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+end
+
+function PANEL:SetSkill( str )
+ self.TxtSkill = str
+ self.Skill = string.gsub( str, " ", "_" )
+end
+
+vgui.Register( "gms_SkillPanel", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Resource panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+
+ self:SetPos( ScrW() / 6 + 2, 0 )
+ self:SetSize( ScrW() / 6, 34 )
+ self:SetVisible( true )
+ self.Extended = false
+ self.ResourceLabels = {}
+
+ self:RefreshResources()
+
+end
+
+function PANEL:Paint()
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawLine( 0, 0, 0, self:GetTall() )
+ surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() )
+ surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 )
+ if ( self.Extended ) then
+ surface.DrawLine( 0, 33, self:GetWide(), 33 )
+ end
+
+ draw.SimpleText( "Resources ( F2 )", "ScoreboardSub", self:GetWide() / 2, 17, StrandedTextColor, 1, 1 )
+ return true
+
+end
+
+function PANEL:RefreshResources()
+ if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then GAMEMODE.ResourcePackFrame:Update() end
+ for k, v in pairs( self.ResourceLabels ) do v:Remove() end
+
+ self.ResourceLabels = {}
+ self.Line = 39
+ self.Resourcez = 0
+
+ for k, v in SortedPairs( Resources ) do
+ if ( v > 0 ) then
+ local lbl = vgui.Create( "gms_ResourcePanel", self )
+ lbl:SetPos( 0, self.Line )
+ lbl:SetSize( self:GetWide(), 16 )
+ lbl:SetResource( k )
+ self.Resourcez = self.Resourcez + v
+
+ self.Line = self.Line + lbl:GetTall() + 5
+ table.insert( self.ResourceLabels, lbl )
+ if ( !self.Extended ) then lbl:SetVisible( false ) end
+ end
+ end
+
+ self.Line = self.Line + 21
+
+ local lblT = vgui.Create( "gms_ResourcePanelTotal", self )
+ lblT:SetPos( 0, self.Line )
+ lblT:SetSize( self:GetWide(), 16 )
+ lblT:SetResources( self.Resourcez )
+
+ table.insert( self.ResourceLabels, lblT )
+ if ( !self.Extended ) then lblT:SetVisible( false ) end
+
+ if ( self.Extended ) then
+ self:SetSize( ScrW() / 6, 40 + ( ( table.Count( self.ResourceLabels ) + 1 ) * 21 ) )
+ end
+
+ if ( GAMEMODE.CommandsHud ) then GAMEMODE.CommandsHud:SetPos( ScrW() / 6 + 2, self:GetTall() ) end
+end
+
+function PANEL:ToggleExtend()
+ self:SetExtended( !self.Extended )
+end
+
+function PANEL:SetExtended( bool )
+ if ( bool ) then
+ self:SetSize( ScrW() / 6, 40 + ( ( table.Count( self.ResourceLabels ) + 1 ) * 21 ) )
+ self.Extended = true
+ for k,v in pairs( self.ResourceLabels ) do
+ v:SetVisible( true )
+ end
+ else
+ self:SetSize( ScrW() / 6, 34 )
+ self.Extended = false
+ for k, v in pairs( self.ResourceLabels ) do
+ v:SetVisible( false )
+ end
+ end
+ if ( GAMEMODE.CommandsHud ) then GAMEMODE.CommandsHud:SetPos( ScrW() / 6 + 2, self:GetTall() ) end
+end
+
+function PANEL:OnMousePressed( mc )
+ if ( mc == 107 ) then self:ToggleExtend() end
+end
+vgui.Register( "gms_ResourcesHud", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Resource Sub-Panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+PANEL.GroundActions = {}
+PANEL.GroundActions[ "Sprouts" ] = { cmd = "gms_planttree", name = "Plant" }
+PANEL.GroundActions[ "Banana_Seeds" ] = { cmd = "gms_plantbanana", name = "Plant" }
+PANEL.GroundActions[ "Orange_Seeds" ] = { cmd = "gms_plantorange", name = "Plant" }
+PANEL.GroundActions[ "Grain_Seeds" ] = { cmd = "gms_plantgrain", name = "Plant" }
+PANEL.GroundActions[ "Melon_Seeds" ] = { cmd = "gms_plantmelon", name = "Plant" }
+PANEL.GroundActions[ "Berries" ] = { cmd = "gms_plantbush", name = "Plant" }
+
+PANEL.NormalActions = {}
+PANEL.NormalActions[ "Berries" ] = { cmd = "gms_EatBerry", name = "Eat" }
+PANEL.NormalActions[ "Medicine" ] = { cmd = "gms_TakeMedicine", name = "Take" }
+PANEL.NormalActions[ "Water_Bottles" ] = { cmd = "gms_DrinkBottle", name = "Drink" }
+
+function PANEL:Init()
+ self:SetText( "" )
+end
+
+function PANEL:Paint()
+ surface.SetDrawColor( 0, 0, 0, 178 ) -- Resource bar background
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+
+ local XP = math.floor( Resources[ self.Resource ] / MaxResources * ( self:GetWide() - 10 ) )
+ surface.SetDrawColor( 0, 128, 0, 200 ) -- Resource bar
+ surface.DrawRect( 5, 0, XP, self:GetTall() )
+
+ if ( self.Hovered ) then
+ surface.SetDrawColor( 255, 255, 255, 64 ) -- Resource bar background
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+ end
+
+ draw.SimpleText( self.TxtResource .. ": " .. Resources[ self.Resource ], "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+end
+
+function PANEL:DoRightClick()
+ local menu = DermaMenu()
+
+ if ( self.GroundActions[ self.Resource ] ) then
+ menu:AddOption( self.GroundActions[ self.Resource ].name, function()
+ if ( self.GroundActions ) then
+ RunConsoleCommand( self.GroundActions[ self.Resource ].cmd )
+ end
+ end )
+ end
+
+ if ( self.NormalActions[ self.Resource ] ) then
+ menu:AddOption( self.NormalActions[ self.Resource ].name, function()
+ if ( self.NormalActions ) then
+ RunConsoleCommand( self.NormalActions[ self.Resource ].cmd )
+ end
+ end )
+ end
+
+ menu:AddSpacer()
+
+ menu:AddOption( "Drop x1", function() RunConsoleCommand( "gms_DropResources", self.Resource, " 1" ) end )
+ menu:AddOption( "Drop x10", function() RunConsoleCommand( "gms_DropResources", self.Resource, " 10" ) end )
+ menu:AddOption( "Drop All", function() RunConsoleCommand( "gms_DropResources", self.Resource ) end )
+ menu:AddOption( "Cancel", function() end )
+ menu:Open()
+end
+
+function PANEL:DoClick()
+ local tr = util.TraceLine( {
+ start = LocalPlayer():GetShootPos(),
+ endpos = LocalPlayer():GetShootPos() + LocalPlayer():GetAimVector() * 150,
+ filter = LocalPlayer()
+ } )
+
+ if ( self.GroundActions && self.GroundActions[ self.Resource ] && tr.HitWorld ) then
+ RunConsoleCommand( self.GroundActions[ self.Resource ].cmd )
+ elseif ( self.NormalActions && self.NormalActions[ self.Resource ] ) then
+ RunConsoleCommand( self.NormalActions[ self.Resource ].cmd )
+ end
+end
+
+function PANEL:SetResource( str )
+ self.TxtResource = string.gsub( str, "_", " " )
+ self.Resource = str
+end
+
+vgui.Register( "gms_ResourcePanel", PANEL, "DButton" )
+
+/*---------------------------------------------------------
+ Resource Total Sub-Panel
+---------------------------------------------------------*/
+local PANEL = {}
+
+function PANEL:Init()
+ self.Res = 0
+end
+
+function PANEL:Paint()
+ surface.SetDrawColor( 0, 0, 0, 178 ) -- Resource bar background
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+
+ local XP = math.floor( self.Res / MaxResources * ( self:GetWide() - 10 ) )
+ surface.SetDrawColor( 0, 128, 176, 220 ) -- Resource bar
+ surface.DrawRect( 5, 0, XP, self:GetTall() )
+
+ draw.SimpleText( "Total: " .. self.Res .. " / " .. MaxResources, "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+end
+
+function PANEL:SetResources( num )
+ self.Res = num
+end
+
+vgui.Register( "gms_ResourcePanelTotal", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Command panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+
+ self:SetPos( ScrW() / 6 + 2, 33 )
+ self:SetSize( ScrW() / 6, 34 )
+ self:SetVisible( false )
+ self.Extended = true
+ self.CommandLabels = {}
+
+ self:RefreshCommands()
+
+end
+
+function PANEL:Paint()
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
+
+ surface.SetDrawColor( StrandedBorderColor )
+
+ surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() )
+ surface.DrawLine( 0, 0, 0, self:GetTall() )
+ surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 )
+ if ( self.Extended ) then surface.DrawLine( 0, 33, self:GetWide(), 33 ) end
+
+ draw.SimpleText( "Commands", "ScoreboardSub", self:GetWide() / 2, 17, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+
+end
+
+function PANEL:CreateButton( x, y, w, h, cmd, txt, clr )
+ local line = vgui.Create( "gms_CommandPanel", self )
+ line:SetPos( x, y )
+ line:SetSize( w, h )
+ line:SetCommand( cmd, txt, clr )
+
+ if ( !self.Extended ) then line:SetVisible( false ) end
+ table.insert( self.CommandLabels, line )
+
+ return line
+end
+
+function PANEL:RefreshCommands()
+ for k, v in pairs( self.CommandLabels ) do v:Remove() end
+
+ self.CommandLabels = {}
+ self.Line = 39
+ self.Lines = 7
+
+ local halfsize = self:GetWide() / 2
+ local threesize = self:GetWide() / 4
+
+ local line1 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_sleep", "Sleep", Color( 0, 128, 255, 176 ) )
+ local line1b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_wakeup", "Wake up", Color( 0, 128, 255, 176 ) )
+
+ self.Line = self.Line + line1:GetTall() + 5
+
+ local line2 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_combinations", "Combinations", Color( 200, 200, 0, 176 ) )
+ local line2b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_structures", "Structures", Color( 200, 200, 0, 176 ) )
+
+ self.Line = self.Line + line2:GetTall() + 5
+
+ local line3 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_dropweapon", "Drop: Weapon", Color( 255, 0, 0, 176 ) )
+ local line3b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_dropall", "All resources", Color( 255, 0, 0, 176 ) )
+
+ self.Line = self.Line + line3:GetTall() + 5
+
+ local line4 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_salvage", "Prop: Salvage", Color( 200, 0, 0, 176 ) )
+ local line4b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_steal", "Steal", Color( 200, 0, 0, 176 ) )
+
+ self.Line = self.Line + line4:GetTall() + 5
+
+ local line5 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_savecharacter", "Save", Color( 0, 200, 0, 176 ) )
+ local line5b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_afk", "Toggle AFK", Color( 0, 200, 0, 176 ) )
+
+ self.Line = self.Line + line5:GetTall() + 5
+
+ local line6 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_makefire", "Make Campfire", Color( 255, 128, 0, 176 ) )
+ local line6b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_help", "Help", Color( 255, 128, 0, 176 ) )
+
+ self.Line = self.Line + line6:GetTall() + 5
+
+ local line7a = self:CreateButton( 0, self.Line, halfsize, 16, "gms_tribemenu", "Tribe: Create", Color( 200, 0, 200, 176 ) )
+ local line7b = self:CreateButton( halfsize, self.Line, threesize, 16, "gms_tribes", "Join", Color( 200, 0, 200, 176 ) )
+ local line7c = self:CreateButton( halfsize + threesize, self.Line, threesize, 16, "gms_leave", "Leave", Color( 200, 0, 200, 176 ) )
+
+ if ( self.Extended ) then
+ self:SetSize( ScrW() / 6, 40 + ( self.Lines * 21 ) )
+ end
+end
+
+function PANEL:ToggleExtend( b )
+ //self:SetExtended( !self.Extended, b )
+end
+
+function PANEL:SetExtended( bool ,b )
+ if ( bool ) then
+ self:SetSize( ScrW() / 6, 40 + ( self.Lines * 21 ) )
+ self.Extended = true
+ self:SetVisible( true )
+ for k,v in pairs( self.CommandLabels ) do v:SetVisible( true ) end
+ else
+ self:SetSize( ScrW() / 6, 34 )
+ self.Extended = false
+ self:SetVisible( false )
+ for k, v in pairs( self.CommandLabels ) do v:SetVisible( false ) end
+ end
+end
+
+vgui.Register( "gms_CommandsHud", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Command Sub-Panel
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetText( "" )
+ self.Cmd = ""
+ self.Text = ""
+ self.Clr = Color( 0, 128, 0, 178 )
+end
+
+function PANEL:Paint()
+ surface.SetDrawColor( self.Clr.r, self.Clr.g, self.Clr.b, self.Clr.a ) -- Resource bar background
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+
+ local colr = Color( 255, 255, 255, 255 )
+ if ( self.Clr.r >= 200 and self.Clr.g >= 200 and self.Clr.b >= 200 ) then colr = Color( 0, 0, 0, 255 ) end
+
+ draw.SimpleText( self.Text, "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, colr, 1, 1 )
+
+ if ( self.Hovered ) then
+ surface.SetDrawColor( 255, 255, 255, 64 )
+ surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() )
+ end
+
+ return true
+end
+
+function PANEL:DoClick()
+ RunConsoleCommand( self.Cmd )
+end
+
+function PANEL:SetCommand( str, text, clr )
+ self.Cmd = str
+ self.Text = text
+ self.Clr = clr
+end
+
+vgui.Register( "gms_CommandPanel", PANEL, "DButton" )
+
+/*---------------------------------------------------------
+ Loading bar
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetSize( ScrW() / 2.7, ScrH() / 10 )
+ self:SetPos( ScrW() / 2 - ( self:GetWide() / 2 ), ScrH() / 2 - ( self:GetTall() / 2 ) )
+
+ self.Dots = "."
+ self.Message = ""
+end
+
+function PANEL:Paint()
+ draw.RoundedBox( 8, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 150 ) ) //Background
+
+ //Text
+ draw.SimpleText( "Loading" .. self.Dots, "ScoreboardHead", self:GetWide() / 2, self:GetTall() / 2, Color( 255, 255, 255, 255 ), 1, 1 )
+ draw.SimpleText( self.Text, "ScoreboardText", self:GetWide() / 2, self:GetTall() / 1.2, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+end
+
+function PANEL:Show( msg )
+ self.IsStopped = false
+
+ self.Text = msg
+ timer.Simple( 0.5, function() self:UpdateDots() end )
+ self:SetVisible( true )
+end
+
+function PANEL:Hide()
+ self.IsStopped = true
+ self:SetVisible( false )
+end
+
+function PANEL:UpdateDots()
+ if ( self.IsStopped ) then return end
+
+ if self.Dots == "...." then
+ self.Dots = "."
+ else
+ self.Dots = self.Dots .. "."
+ end
+
+ timer.Simple( 0.5, function() self:UpdateDots() end )
+end
+
+vgui.Register( "gms_LoadingBar", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Saving bar
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetSize( ScrW() / 2.7, ScrH() / 10 )
+ self:SetPos( ScrW() / 2 - ( self:GetWide() / 2 ), ScrH() / 2 - ( self:GetTall() / 2 ) )
+
+ self.Dots = "."
+ self.Message = ""
+end
+
+function PANEL:Paint()
+ //Background
+ draw.RoundedBox( 8, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 150 ) )
+
+ //Text
+ draw.SimpleText( "Saving" .. self.Dots, "ScoreboardHead", self:GetWide() / 2, self:GetTall() / 2, Color( 255, 255, 255, 255 ), 1, 1 )
+ draw.SimpleText( self.Text, "ScoreboardText", self:GetWide() / 2, self:GetTall() / 1.2, Color( 255, 255, 255, 255 ), 1, 1 )
+ return true
+end
+
+function PANEL:Show( msg )
+ self.IsStopped = false
+
+ self.Text = msg
+ timer.Simple( 0.5, function() self:UpdateDots() end )
+ self:SetVisible( true )
+end
+
+function PANEL:Hide()
+ self.IsStopped = true
+ self:SetVisible( false )
+end
+
+function PANEL:UpdateDots()
+ if ( self.IsStopped ) then return end
+
+ if ( self.Dots == "...." ) then
+ self.Dots = "."
+ else
+ self.Dots = self.Dots .. "."
+ end
+
+ timer.Simple( 0.5, function() self:UpdateDots() end )
+end
+
+vgui.Register( "gms_SavingBar", PANEL, "Panel" )
+
+/*---------------------------------------------------------
+ Command button
+---------------------------------------------------------*/
+local PANEL = {}
+
+function PANEL:Init()
+end
+
+function PANEL:DoClick()
+ LocalPlayer():ConCommand( self.Command .. "\n" )
+ surface.PlaySound( Sound( "ui/buttonclickrelease.wav" ) )
+end
+
+function PANEL:SetConCommand( cmd )
+ self.Command = cmd
+end
+
+function PANEL:OnCursorEntered()
+ surface.PlaySound( Sound( "ui/buttonrollover.wav" ) )
+end
+
+vgui.Register( "gms_CommandButton", PANEL, "DButton" )
+
+/*---------------------------------------------------------
+ Combination Window
+---------------------------------------------------------*/
+
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetSize( ScrW() / 1.3, ScrH() / 1.4 )
+ self:SetDeleteOnClose( false )
+ self:MakePopup()
+ self:Center()
+
+ self.CombiList = vgui.Create( "DPanelList", self )
+ self.CombiList:SetPos( 5, 25 )
+ self.CombiList:SetSize( self:GetWide() - 10, self:GetTall() * 0.55 )
+ self.CombiList:SetSpacing( 5 )
+ self.CombiList:SetPadding( 5 )
+ self.CombiList:EnableHorizontal( true )
+ self.CombiList:EnableVerticalScrollbar( true )
+
+ self.Info = vgui.Create( "DPanel", self )
+ self.Info:SetPos( 5, self.CombiList:GetTall() + 30 )
+ self.Info:SetSize( self:GetWide() - 10, self:GetTall() - self.CombiList:GetTall() - 70 )
+
+ self.Info.NameLabel = vgui.Create( "DLabel", self.Info )
+ self.Info.NameLabel:SetPos( 5, 5 )
+ self.Info.NameLabel:SetSize( self.Info:GetWide(), 20 )
+ self.Info.NameLabel:SetFont( "ScoreboardSub" )
+ self.Info.NameLabel:SetDark( true )
+ self.Info.NameLabel:SetText( "Select a recipe" )
+
+ self.Info.DescLabel = vgui.Create( "DLabel", self.Info )
+ self.Info.DescLabel:SetPos( 5, 25 )
+ self.Info.DescLabel:SetSize( self.Info:GetWide(), self.Info:GetTall() - 30 )
+ self.Info.DescLabel:SetDark( true )
+ self.Info.DescLabel:SetText( "" )
+
+ self.button = vgui.Create( "gms_CommandButton", self )
+ self.button:SetPos( 5, self:GetTall() - 35 )
+ self.button:SetSize( self:GetWide() - 10, 30 )
+ self.button:SetText( "Make" )
+ self.button:SetDisabled( true )
+ function self.button:DoClick()
+ local p = self:GetParent()
+ local combi = p.CombiGroupName or ""
+ local active = p.ActiveCombi or ""
+ p:Close()
+ LocalPlayer():ConCommand( "gms_MakeCombination " .. combi .. " " .. active .. "\n" )
+ end
+
+ self.IconSize = 86
+ self.CombiPanels = {}
+end
+
+function PANEL:SetTable( str )
+ self:SetTitle( "#" .. str )
+ self.CombiGroupName = str
+ self.CombiGroup = GMS.Combinations[ str ]
+ self:Clear()
+ for name, tbl in SortedPairs( self.CombiGroup or {} ) do
+ local icon = vgui.Create( "GMS_CombiIcon", self.CombiList )
+ icon:SetSize( self.IconSize, self.IconSize )
+ icon:SetInfo( name, tbl )
+ self.CombiList:AddItem( icon )
+ table.insert( self.CombiPanels, icon )
+ end
+ self:ClearActive()
+end
+
+function PANEL:SetActive( combi, tbl )
+ self.ActiveCombi = combi
+ self.ActiveTable = tbl
+ self.Info.NameLabel:SetText( tbl.Name )
+
+ local desc = tbl.Description
+
+ if ( tbl.Req or tbl.SkillReq ) then
+ desc = desc .. "\n\nYou need:"
+ end
+
+ if ( tbl.Req and table.Count( tbl.Req ) > 0 ) then
+ for res, num in pairs( tbl.Req ) do
+ if ( tbl.AllSmelt ) then
+ desc = desc .. "\n" .. string.Replace( res, "_", " " ) .. " ( " .. tbl.Max .. " max )"
+ else
+ desc = desc .. "\n" .. string.Replace( res, "_", " " ) .. ": " .. num
+ end
+ end
+ end
+
+ if ( tbl.SkillReq and table.Count( tbl.SkillReq ) > 0 ) then
+ for skill, num in pairs( tbl.SkillReq ) do
+ desc = desc .. "\n" .. string.Replace( skill, "_", " " ) .. " level " .. num
+ end
+ end
+
+ if ( tbl.FoodValue ) then
+ desc = desc .. "\n\nFood initial quality: " .. math.floor( tbl.FoodValue / 10 ) .. "%"
+ end
+
+ self.Info.DescLabel:SetText( desc )
+end
+
+function PANEL:ClearActive()
+ self.ActiveCombi = nil
+ self.ActiveTable = nil
+ self.Info.NameLabel:SetText( "Select a recipe" )
+ self.Info.DescLabel:SetText( "" )
+end
+
+function PANEL:Clear()
+ for k, v in pairs( self.CombiPanels ) do
+ v:Remove()
+ end
+ self.CombiPanels = {}
+end
+vgui.Register( "GMS_CombinationWindow", PANEL, "DFrame" )
+
+/*---------------------------------------------------------
+ Combi Icon
+---------------------------------------------------------*/
+
+local PANEL = {}
+PANEL.TexID = Material( "gms_icons/gms_none.png" )
+PANEL.BGTexID = Material( "gms_icons/gms_none_bg.png" )
+
+function PANEL:Paint( w, h )
+
+ surface.SetDrawColor( 200, 200, 200, 255 )
+ //surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )*/
+
+ surface.SetMaterial( self.BGTexID )
+ surface.DrawTexturedRect( -( 128 - w ) / 2, -( 128 - h ) / 2, 128, 128 )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( 0, 0, self:GetWide(), self:GetTall() )
+
+ local hasskill = true
+ if ( self.CombiTable.SkillReq ) then
+ for k, v in pairs( self.CombiTable.SkillReq ) do
+ if ( GetSkill( k ) < v ) then hasskill = false end
+ end
+ end
+
+ local hasres = true
+ if ( self.CombiTable.Req ) then
+ for k, v in pairs( self.CombiTable.Req ) do
+ if ( GetResource( k ) < v ) then hasres = false end
+ end
+ end
+
+ if ( !hasskill ) then
+ surface.SetDrawColor( 200, 200, 0, 150 )
+ surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
+ elseif ( !hasres ) then
+ surface.SetDrawColor( 200, 0, 0, 100 )
+ surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )
+ end
+
+ surface.SetDrawColor( 255, 255, 255, 255 )
+
+ surface.SetMaterial( self.TexID )
+ surface.DrawTexturedRect( -( 128 - w ) / 2, -( 128 - h ) / 2, 128, 128 )
+
+ local y = self:GetTall() / 2 + self:GetTall() / 4
+ draw.SimpleTextOutlined( self.CombiTable.Name, "DefaultSmall", self:GetWide() / 2, y, Color( 255, 255, 255, 255 ), 1, 1, 0.5, Color( 100, 100, 100, 140 ) )
+ return true
+
+end
+
+function PANEL:SetInfo( name, tbl )
+ if ( tbl.Texture && Material( tbl.Texture ) ) then self.TexID = Material( tbl.Texture ) end
+ self.Combi = name
+ self.CombiTable = tbl
+end
+
+function PANEL:OnMousePressed( mc )
+ if ( mc != 107 ) then return end
+ surface.PlaySound( Sound( "ui/buttonclickrelease.wav" ) )
+ self:GetParent():GetParent():GetParent():SetActive( self.Combi, self.CombiTable )
+ self:GetParent():GetParent():GetParent().button:SetDisabled( false )
+end
+
+function PANEL:OnCursorEntered()
+ surface.PlaySound( Sound( "ui/buttonrollover.wav" ) )
+end
+
+vgui.Register( "GMS_CombiIcon", PANEL, "DPanel" )
+
+/* Resource Pack GUI */
+
+local PANEL = {}
+
+function PANEL:Init()
+ self.Text = ""
+ self.Num = 0
+
+ self.TakeX = vgui.Create( "gms_takeButton", self )
+ self.TakeAll = vgui.Create( "gms_takeButton", self )
+end
+
+function PANEL:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 176, 176, 176, 255 ) )
+ draw.SimpleText( self.Text .. ": " .. self.Num, "DefaultBold", 5, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 0, 1 )
+end
+
+function PANEL:SetRes( str, num, isResPack )
+ self.Text = str
+ self.Num = num
+
+ if ( isResPack ) then
+ self.TakeX:SetRes( str, nil, false )
+ self.TakeAll:SetRes( str, num, true, false )
+ else
+ self.TakeX:Remove()
+ self.TakeX = nil
+ self.TakeAll:SetRes( str, 1, true, true )
+ end
+end
+
+function PANEL:PerformLayout()
+ self.TakeAll:SetSize( 64, self:GetTall() - 4 )
+ self.TakeAll:SetPos( self:GetWide() - 66, 2 )
+
+ if ( self.TakeX and self.TakeX != NULL ) then
+ self.TakeX:SetSize( 64, self:GetTall() - 4 )
+ self.TakeX:SetPos( self:GetWide() - 132, 2 )
+ end
+end
+
+vgui.Register( "gms_resourceLine", PANEL, "Panel" )
+
+// Take button
+local PANEL = {}
+
+function PANEL:Init()
+ self.Text = ""
+ self.Num = 0
+ self.IsAll = false
+ self.IsFridge = false
+ self:SetText( "" )
+end
+
+function PANEL:Paint()
+ if ( self:GetDisabled() ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 50, 255 ) )
+ elseif ( self.Depressed /*|| self:GetSelected()*/ ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 176, 255 ) )
+ elseif ( self.Hovered ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 255, 255 ) )
+ else
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 255 ) )
+ end
+
+ if ( self.IsFridge ) then
+ draw.SimpleText( "Take", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ elseif ( self.IsAll ) then
+ draw.SimpleText( "Take All", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ else
+ draw.SimpleText( "Take X", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ end
+end
+
+function PANEL:DoClick()
+ if ( self.IsAll ) then
+ RunConsoleCommand( "gms_TakeResources", string.gsub( self.Text, " ", "_" ), self.Num )
+ if ( self.IsFridge ) then self:GetParent():GetParent():GetParent():GetParent():Close() return end
+ else
+ local res = self.Text
+ Derma_StringRequest( "Please enter amount", "Please enter amount of " .. res .. " to take.", "", function( text )
+ RunConsoleCommand( "gms_TakeResources", string.gsub( res, " ", "_" ), text )
+ end )
+ end
+end
+
+function PANEL:SetRes( str, num, isAll, isFridge )
+ self.Text = str
+ self.Num = num
+ self.IsAll = isAll
+ self.IsFridge = isFridge
+end
+
+vgui.Register( "gms_takeButton", PANEL, "DButton" )
+
+// Store Line
+local PANEL = {}
+
+function PANEL:Init()
+ self.Text = ""
+ self.Num = 0
+
+ self.StoreX = vgui.Create( "gms_StoreButton", self )
+ self.StoreAll = vgui.Create( "gms_StoreButton", self )
+end
+
+function PANEL:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 176, 176, 176, 255 ) )
+ draw.SimpleText( string.Replace( self.Text, "_", " " ) .. ": " .. self.Num, "DefaultBold", 5, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 0, 1 )
+end
+
+function PANEL:SetRes( str, num )
+ self.Text = str
+ self.Num = num
+
+ self.StoreX:SetRes( str, nil )
+ self.StoreAll:SetRes( str, num, true )
+end
+
+function PANEL:PerformLayout()
+ self.StoreAll:SetSize( 64, self:GetTall() - 4 )
+ self.StoreAll:SetPos( self:GetWide() - 66, 2 )
+
+ self.StoreX:SetSize( 64, self:GetTall() - 4 )
+ self.StoreX:SetPos( self:GetWide() - 132, 2 )
+end
+
+vgui.Register( "gms_resourceLineStore", PANEL, "Panel" )
+
+// Store button
+local PANEL = {}
+
+function PANEL:Init()
+ self.Text = ""
+ self.Num = 0
+ self.IsAll = false
+ self:SetText( "" )
+end
+
+function PANEL:Paint()
+ if ( self:GetDisabled() ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 50, 255 ) )
+ elseif ( self.Depressed /*|| self:GetSelected()*/ ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 176, 255 ) )
+ elseif ( self.Hovered ) then
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 255, 255 ) )
+ else
+ draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 255 ) )
+ end
+
+ if ( self.IsAll ) then
+ draw.SimpleText( "Store All", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ else
+ draw.SimpleText( "Store X", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 )
+ end
+end
+
+function PANEL:DoClick()
+ if ( self.IsAll ) then
+ RunConsoleCommand( "gms_DropResources", string.gsub( self.Text, " ", "_" ), self.Num )
+ else
+ local res = self.Text
+ Derma_StringRequest( "Please enter amount", "Please enter amount of " .. res .. " to store.", "", function( text )
+ RunConsoleCommand( "gms_DropResources", string.gsub( res, " ", "_" ), text )
+ end )
+ end
+end
+function PANEL:SetRes( str, num, isAll )
+ self.Text = str
+ self.Num = num
+ self.IsAll = isAll
+end
+
+vgui.Register( "gms_StoreButton", PANEL, "DButton" ) \ No newline at end of file
diff --git a/gamemode/cl_qmenu.lua b/gamemode/cl_qmenu.lua
new file mode 100644
index 0000000..2a6d248
--- /dev/null
+++ b/gamemode/cl_qmenu.lua
@@ -0,0 +1,989 @@
+
+/* ToolMenuButton */
+local PANEL = {}
+
+AccessorFunc( PANEL, "m_bAlt", "Alt" )
+AccessorFunc( PANEL, "m_bSelected", "Selected" )
+
+function PANEL:Init()
+ self:SetContentAlignment( 4 )
+ self:SetTextInset( 5, 0 )
+ self:SetTall( 15 )
+end
+
+function PANEL:Paint()
+ if ( !self.m_bSelected ) then
+ if ( !self.m_bAlt ) then
+ surface.SetDrawColor( Color( 255, 255, 255, 200 ) )
+ else
+ surface.SetDrawColor( Color( 255, 255, 255, 150 ) )
+ end
+ else
+ surface.SetDrawColor( Color( 50, 150, 255, 250 ) )
+ end
+
+ self:DrawFilledRect()
+end
+
+function PANEL:OnMousePressed( mcode )
+ if ( mcode == MOUSE_LEFT ) then
+ self:OnSelect()
+ end
+end
+
+function PANEL:OnCursorMoved( x, y )
+ if ( input.IsMouseDown( MOUSE_LEFT ) ) then
+ self:OnSelect()
+ end
+end
+
+function PANEL:OnSelect()
+end
+
+function PANEL:PerformLayout()
+ if ( self.Checkbox ) then
+ self.Checkbox:AlignRight( 4 )
+ self.Checkbox:CenterVertical()
+ end
+end
+
+function PANEL:AddCheckBox( strConVar )
+ if ( !self.Checkbox ) then
+ self.Checkbox = vgui.Create( "DCheckBox", self )
+ end
+
+ self.Checkbox:SetConVar( strConVar )
+ self:InvalidateLayout()
+end
+
+vgui.Register( "ToolMenuButton", PANEL, "DButton" )
+
+/* DPropSpawnMenu */
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetSpacing( 5 )
+ self:SetPadding( 5 )
+ self:EnableHorizontal( false )
+ self:EnableVerticalScrollbar( true )
+ function self:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ for k, v in SortedPairs( GMS_SpawnLists ) do
+ local cat = vgui.Create( "DCollapsibleCategory", self )
+ cat:SetExpanded( 0 )
+ cat:SetLabel( k )
+
+ local IconList = vgui.Create( "DPanelList", cat )
+ IconList:EnableVerticalScrollbar( true )
+ IconList:EnableHorizontal( true )
+ IconList:SetAutoSize( true )
+ IconList:SetSpacing( 5 )
+ IconList:SetPadding( 5 )
+
+ cat:SetContents( IconList )
+ self:AddItem( cat )
+
+ for key, value in pairs( v ) do
+ local Icon = vgui.Create( "SpawnIcon", IconList )
+ Icon:SetModel( value )
+ Icon.DoClick = function( Icon ) RunConsoleCommand( "gm_spawn", value, 0 ) end
+ --Icon:SetIconSize( 64 )
+ Icon:InvalidateLayout( true )
+ Icon:SetToolTip( Format( "%s", value ) )
+ IconList:AddItem( Icon )
+ end
+ end
+end
+
+vgui.Register( "stranded_propspawn", PANEL, "DPanelList" )
+
+/* DToolMenu */
+local PANEL = {}
+
+function PANEL:Init()
+ self.Tools = vgui.Create( "DPanelList", self )
+ self.Tools:EnableVerticalScrollbar( true )
+ self.Tools:SetAutoSize( false )
+ self.Tools:SetSpacing( 5 )
+ self.Tools:SetPadding( 5 )
+ function self.Tools:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.ContextPanel = vgui.Create( "DPanelList", self )
+ self.ContextPanel:EnableVerticalScrollbar( false )
+ self.ContextPanel:SetSpacing( 0 )
+ self.ContextPanel:SetPadding( 5 )
+ function self.ContextPanel:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 255, 255, 255, 150 ) )
+ end
+
+ if ( ToolsLoad == false || ToolsLoad == nil || ToolsLoad == NULL || ToolsLoad == "" ) then
+ AllTools = spawnmenu.GetTools()
+ local ToolsLoad = true
+ end
+
+ local ToolTables = AllTools
+
+ if ( !ToolTables ) then LocalPlayer():ChatPrint( "ERROR: Tools List could not be loaded." ) return end
+
+ for k, v in pairs( ToolTables[1].Items ) do
+ if ( type( v ) == "table" ) then
+ local Name = v.ItemName
+ local Label = v.Text
+ v.ItemName = nil
+ v.Text = nil
+ self:AddCategory( Name, Label, v )
+ end
+ end
+end
+
+function PANEL:AddCategory( Name, Label, ToolItems )
+ self.Category = vgui.Create( "DCollapsibleCategory" )
+ self.Tools:AddItem( self.Category )
+ self.Category:SetLabel( Label )
+ self.Category:SetCookieName( "ToolMenu." .. tostring( Name ) )
+
+ self.CategoryContent = vgui.Create( "DPanelList" )
+ self.CategoryContent:SetAutoSize( true )
+ self.CategoryContent:SetDrawBackground( false )
+ self.CategoryContent:SetSpacing( 0 )
+ self.CategoryContent:SetPadding( 0 )
+ self.Category:SetContents( self.CategoryContent )
+
+ local bAlt = true
+ local NumTools = 0
+
+ for k, v in pairs( ToolItems ) do
+ if ( table.HasValue( GMS.ProhibitedStools, v.ItemName ) && !LocalPlayer():IsAdmin() ) then continue end
+ NumTools = NumTools + 1
+
+ local Item = vgui.Create( "ToolMenuButton", self )
+ Item:SetText( v.Text )
+ Item.OnSelect = function( button ) self:EnableControlPanel( button ) end
+ concommand.Add( Format( "tool_%s", v.ItemName ), function() Item:OnSelect() end )
+
+ if ( v.SwitchConVar ) then
+ Item:AddCheckBox( v.SwitchConVar )
+ end
+
+ Item.ControlPanelBuildFunction = v.CPanelFunction
+ Item.Command = v.Command
+ Item.Name = v.ItemName
+ Item.Controls = v.Controls
+ Item.Text = v.Text
+
+ Item:SetAlt( bAlt )
+ bAlt = !bAlt
+
+ self.CategoryContent:AddItem( Item )
+ end
+
+ if ( NumTools <= 0 ) then
+ self.Category:Remove()
+ self.CategoryContent:Remove()
+ end
+end
+
+function PANEL:EnableControlPanel( button )
+ if ( self.LastSelected ) then
+ self.LastSelected:SetSelected( false )
+ end
+
+ button:SetSelected( true )
+ self.LastSelected = button
+
+ local cp = controlpanel.Get( button.Name )
+ if ( !cp:GetInitialized() ) then
+ cp:FillViaTable( button )
+ end
+
+ self.ContextPanel:Clear()
+ self.ContextPanel:AddItem( cp )
+ self.ContextPanel:Rebuild()
+
+ g_ActiveControlPanel = cp
+
+ if ( button.Command ) then
+ LocalPlayer():ConCommand( button.Command )
+ end
+end
+
+function PANEL:Paint()
+end
+
+function PANEL:PerformLayout()
+ self:StretchToParent( 0, 21, 0, 5 )
+ self.Tools:SetPos( 5, 5 )
+ self.Tools:SetSize( self:GetWide() * 0.35, self:GetTall() - 5 )
+ self.ContextPanel:SetPos( self:GetWide() * 0.35 + 10, 5 )
+ self.ContextPanel:SetSize( self:GetWide() - ( self:GetWide() * 0.35 ) - 14, self:GetTall() - 5 )
+end
+
+vgui.Register( "stranded_toolmenu", PANEL, "DPanel" )
+
+/* DCommandsMenu */
+local PANEL = {}
+
+PANEL.SmallButs = {}
+PANEL.SmallButs["Sleep"] = "gms_sleep"
+PANEL.SmallButs["Wake up"] = "gms_wakeup"
+PANEL.SmallButs["Drop weapon"] = "gms_dropweapon"
+PANEL.SmallButs["Steal"] = "gms_steal"
+PANEL.SmallButs["Make campfire"] = "gms_makefire"
+PANEL.SmallButs["Drink bottle of water"] = "gms_drinkbottle"
+PANEL.SmallButs["Take medicine"] = "gms_takemedicine"
+PANEL.SmallButs["Combinations"] = "gms_combinations"
+PANEL.SmallButs["Structures"] = "gms_structures"
+PANEL.SmallButs["Help"] = "gms_help"
+PANEL.SmallButs["Drop all resources"] = "gms_dropall"
+PANEL.SmallButs["Salvage prop"] = "gms_salvage"
+PANEL.SmallButs["Eat some berries"] = "gms_eatberry"
+PANEL.SmallButs["RESET CHARACTER"] = "gms_resetcharacter"
+
+PANEL.BigButs = {}
+PANEL.BigButs["Tribe: Create"] = "gms_tribemenu"
+PANEL.BigButs["Tribe: Join"] = "gms_tribes"
+PANEL.BigButs["Tribe: Leave"] = "gms_leave"
+PANEL.BigButs["Save character"] = "gms_savecharacter"
+
+PANEL.Plantables = {}
+PANEL.Plantables["Plant Melon"] = "gms_plantmelon"
+PANEL.Plantables["Plant Banana"] = "gms_plantbanana"
+PANEL.Plantables["Plant Orange"] = "gms_plantorange"
+PANEL.Plantables["Plant Tree"] = "gms_planttree"
+PANEL.Plantables["Plant Grain"] = "gms_plantgrain"
+PANEL.Plantables["Plant BerryBush"] = "gms_plantbush"
+
+function PANEL:Init()
+
+ self.SmallButtons = vgui.Create( "DPanelList", self )
+ self.SmallButtons:EnableVerticalScrollbar( true )
+ self.SmallButtons:SetSpacing( 5 )
+ self.SmallButtons:SetPadding( 5 )
+ function self.SmallButtons:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ for txt, cmd in SortedPairs( self.SmallButs ) do
+ local button = vgui.Create( "gms_CommandButton" )
+ button:SetConCommand( cmd )
+ button:SetText( txt )
+ button:SetTall( 26 )
+ self.SmallButtons:AddItem( button )
+ end
+
+ self.BigButtons = vgui.Create( "DPanelList", self )
+ self.BigButtons:EnableVerticalScrollbar( false )
+ self.BigButtons:SetAutoSize( false )
+ self.BigButtons:SetSpacing( 5 )
+ self.BigButtons:SetPadding( 5 )
+ function self.BigButtons:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ for txt, cmd in SortedPairs( self.BigButs ) do
+ local button = vgui.Create( "gms_CommandButton" )
+ button:SetConCommand( cmd )
+ button:SetText( txt )
+ button:SetTall( 64 )
+ self.BigButtons:AddItem( button )
+ end
+
+ self.Planting = vgui.Create( "DPanelList", self )
+ self.Planting:EnableVerticalScrollbar( false )
+ self.Planting:SetSpacing( 5 )
+ self.Planting:SetPadding( 5 )
+ function self.Planting:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ for txt, cmd in SortedPairs( self.Plantables ) do
+ local button = vgui.Create( "gms_CommandButton" )
+ button:SetConCommand( cmd )
+ button:SetText( txt )
+ button:SetTall( 26 )
+ self.Planting:AddItem( button )
+ end
+end
+
+function PANEL:Paint()
+end
+
+function PANEL:PerformLayout()
+ self:StretchToParent( 0, 21, 0, 5 )
+ self.SmallButtons:SetPos( 5, 5 )
+ self.SmallButtons:SetSize( self:GetWide() * 0.45, self:GetTall() - 5 )
+
+ self.BigButtons:SetPos( self:GetWide() * 0.45 + 10, 5 )
+ self.BigButtons:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+
+ self.Planting:SetPos( self:GetWide() * 0.45 + 10, self:GetTall() / 2 + 5 )
+ self.Planting:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+end
+
+vgui.Register( "stranded_commands", PANEL, "DPanel" )
+
+/* DSPP Menu */
+local PANEL = {}
+
+PANEL.LastThink = CurTime()
+PANEL.Settings = {
+ { text = "Enable Prop Protection", elem = "DCheckBoxLabel", cmd = "spp_enabled" },
+ { text = "Enable use key protection", elem = "DCheckBoxLabel", cmd = "spp_use" },
+ { text = "Enable entity damage protection", elem = "DCheckBoxLabel", cmd = "spp_entdmg" },
+ { text = "", elem = "DLabel" },
+ { text = "Admins can touch other player props", elem = "DCheckBoxLabel", cmd = "spp_admin" },
+ { text = "Admins can touch world props", elem = "DCheckBoxLabel", cmd = "spp_admin_wp" },
+ { text = "", elem = "DLabel" },
+ { text = "Delete disconnected admins entities", elem = "DCheckBoxLabel", cmd = "spp_del_adminprops" },
+ { text = "Delete disconnected players entities", elem = "DCheckBoxLabel", cmd = "spp_del_disconnected" },
+ { text = "Deletion delay in seconds", elem = "DNumSlider", cmd = "spp_del_delay", min = 10, max = 600 },
+}
+
+function PANEL:Init()
+ if ( !LocalPlayer():IsAdmin() ) then
+ self.Settings = {
+ { text = "You are not an admin.", elem = "DLabel" }
+ }
+ end
+
+ self.Buddies = vgui.Create( "DPanelList", self )
+ self.Buddies:EnableVerticalScrollbar( true )
+ self.Buddies:SetSpacing( 5 )
+ self.Buddies:SetPadding( 5 )
+ function self.Buddies:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.AdminSettings = vgui.Create( "DPanelList", self )
+ self.AdminSettings:EnableVerticalScrollbar( true )
+ self.AdminSettings:SetSpacing( 5 )
+ self.AdminSettings:SetPadding( 5 )
+ function self.AdminSettings:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.AdminCleanUp = vgui.Create( "DPanelList", self )
+ self.AdminCleanUp:EnableVerticalScrollbar( true )
+ self.AdminCleanUp:SetSpacing( 5 )
+ self.AdminCleanUp:SetPadding( 5 )
+ function self.AdminCleanUp:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ /* Admin settings */
+ for txt, t in pairs( self.Settings ) do
+ local item = vgui.Create( t.elem )
+ item:SetText( t.text )
+
+ if ( t.elem != "DLabel" ) then
+ item:SetConVar( t.cmd )
+ end
+
+ if ( t.elem == "DNumSlider" ) then
+ item:SetMin( t.min )
+ item:SetMax( t.max )
+ item:SetDecimals( 0 )
+ item.TextArea:SetTextColor( Color( 200, 200, 200 ) )
+ end
+
+ self.AdminSettings:AddItem( item )
+ end
+
+ /* Admin cleanup */
+ for i, p in pairs( player.GetAll() ) do
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_cleanup_props", p:GetNWString( "SPPSteamID" ) )
+ item:SetText( p:Name() )
+ item:SetTall( 26 )
+ self.AdminCleanUp:AddItem( item )
+ end
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_cleanup_props_left" )
+ item:SetText( "Cleanup disconnected players props" )
+ item:SetTall( 26 )
+ self.AdminCleanUp:AddItem( item )
+
+ /* Client */
+ for i, p in pairs( player.GetAll() ) do
+ if ( p != LocalPlayer() ) then
+ local item = vgui.Create( "DCheckBoxLabel" )
+
+ local BCommand = "spp_buddy_" .. p:GetNWString( "SPPSteamID" )
+ if ( !LocalPlayer():GetInfo( BCommand ) ) then CreateClientConVar( BCommand, 0, false, true ) end
+ item:SetConVar( BCommand )
+ item:SetText( p:Name() )
+ item:SetTextColor( Color( 255, 255, 255, 255 ) )
+ self.Buddies:AddItem( item )
+ end
+ end
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_apply_buddies" )
+ item:SetText( "Apply settings" )
+ item:SetTall( 26 )
+ self.Buddies:AddItem( item )
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_clear_buddies" )
+ item:SetText( "Clear all buddies" )
+ item:SetTall( 26 )
+ self.Buddies:AddItem( item )
+end
+
+function PANEL:Paint()
+end
+
+function PANEL:Think()
+ if ( CurTime() >= self.LastThink + 3 )then
+ self.LastThink = CurTime()
+ self.AdminCleanUp:Clear( true )
+ self.Buddies:Clear( true )
+
+ /* Admin cleanup */
+ if ( LocalPlayer():IsAdmin() ) then
+ for i, p in pairs( player.GetAll() ) do
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_cleanup_props", p:GetNWString( "SPPSteamID" ) )
+ item:SetTall( 26 )
+ item:SetText( p:Name() )
+ self.AdminCleanUp:AddItem( item )
+ end
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_cleanup_props_left" )
+ item:SetTall( 26 )
+ item:SetText( "Cleanup disconnected players props" )
+ self.AdminCleanUp:AddItem( item )
+
+ self.AdminSettings:SetVisible( true )
+ self.AdminCleanUp:SetVisible( true )
+ else
+ local item = vgui.Create( "DLabel" )
+ item:SetText( "You are not an admin." )
+ self.AdminCleanUp:AddItem( item )
+
+ self.AdminSettings:SetVisible( false )
+ self.AdminCleanUp:SetVisible( false )
+ end
+
+ /* Client */
+ for i, p in pairs( player.GetAll() ) do
+ if ( p != LocalPlayer() ) then
+ local item = vgui.Create( "DCheckBoxLabel" )
+
+ local BCommand = "spp_buddy_" .. p:GetNWString( "SPPSteamID" )
+ if ( !LocalPlayer():GetInfo( BCommand ) ) then CreateClientConVar( BCommand, 0, false, true ) end
+ item:SetConVar( BCommand )
+ item:SetText( p:Name() )
+ self.Buddies:AddItem( item )
+ end
+ end
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_apply_buddies" )
+ item:SetText( "Apply settings" )
+ item:SetTall( 26 )
+ self.Buddies:AddItem( item )
+
+ local item = vgui.Create( "DButton" )
+ item:SetConsoleCommand( "spp_clear_buddies" )
+ item:SetText( "Clear all buddies" )
+ item:SetTall( 26 )
+ self.Buddies:AddItem( item )
+ end
+end
+
+function PANEL:PerformLayout()
+ self:StretchToParent( 0, 21, 0, 5 )
+
+ self.Buddies:SetPos( 5, 5 )
+ self.Buddies:SetSize( self:GetWide() * 0.45, self:GetTall() - 5 )
+
+ self.AdminSettings:SetPos( self:GetWide() * 0.45 + 10, 5 )
+ self.AdminSettings:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+
+ self.AdminCleanUp:SetPos( self:GetWide() * 0.45 + 10, self:GetTall() / 2 + 5 )
+ self.AdminCleanUp:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+end
+
+vgui.Register( "stranded_sppmenu", PANEL, "DPanel" )
+
+/* Admin Menu */
+local PANEL = {}
+
+PANEL.SpawningCmds = {
+ { text = "Spawn tree", cmd = "gms_admin_maketree" },
+ { text = "Spawn rock", cmd = "gms_admin_makerock" },
+ { text = "Spawn food", cmd = "gms_admin_makefood" },
+ { text = "Save all characters", cmd = "gms_admin_saveallcharacters" },
+ { text = "Plant random plant", cmd = "gms_admin_makeplant" },
+ { text = "Plant melons", cmd = "gms_admin_makeplant 1" },
+ { text = "Plant banana tree", cmd = "gms_admin_makeplant 2" },
+ { text = "Plant oranges", cmd = "gms_admin_makeplant 3" },
+ { text = "Plant berry bush", cmd = "gms_admin_makeplant 4" },
+ { text = "Plant grain", cmd = "gms_admin_makeplant 5" }
+}
+
+PANEL.Settings = {
+ { text = "Force players to use Tribe color", elem = "DCheckBoxLabel", cmd = "gms_TeamColors" },
+ { text = "Allow players to damage each other with tools", elem = "DCheckBoxLabel", cmd = "gms_PVPDamage" },
+ { text = "Enable free build for everyone", elem = "DCheckBoxLabel", cmd = "gms_FreeBuild" },
+ { text = "Enable free build for super admins", elem = "DCheckBoxLabel", cmd = "gms_FreeBuildSa" },
+ { text = "Give all players all tools", elem = "DCheckBoxLabel", cmd = "gms_AllTools" },
+ //{ text = "Enable low needs alerts ( coughing, etc )", elem = "DCheckBoxLabel", cmd = "gms_alerts" },
+ { text = "Spread fire", elem = "DCheckBoxLabel", cmd = "gms_SpreadFire" },
+ { text = "Fadeout rocks, just like trees", elem = "DCheckBoxLabel", cmd = "gms_FadeRocks" },
+ { text = "Enable campfires", elem = "DCheckBoxLabel", cmd = "gms_campfire" },
+ { text = "Spawn zombies at night", elem = "DCheckBoxLabel", cmd = "gms_zombies" },
+ { text = "Enable day/night cycle", elem = "DCheckBoxLabel", cmd = "gms_daynight" },
+ //{ text = "Costs scale", elem = "DNumSlider", decimals = 1, cmd = "gms_CostsScale", min = 1, max = 4 },
+ { text = "Plant limit per player", elem = "DNumSlider", cmd = "gms_PlantLimit", min = 10, max = 35 },
+ { text = "", elem = "DLabel" },
+ { text = "Reproduce trees", elem = "DCheckBoxLabel", cmd = "gms_ReproduceTrees" },
+ { text = "Max reproduced trees", elem = "DNumSlider", cmd = "gms_MaxReproducedTrees", min = 1, max = 60 },
+ { text = "", elem = "DLabel" },
+ { text = "Autosave user profiles", elem = "DCheckBoxLabel", cmd = "gms_AutoSave" },
+ { text = "Autosave delay ( minutes )", elem = "DNumSlider", cmd = "gms_AutoSaveTime", min = 1, max = 30 },
+}
+
+function PANEL:Init()
+
+ self.MapSaving = vgui.Create( "DPanelList", self )
+ self.MapSaving:EnableVerticalScrollbar( true )
+ self.MapSaving:SetSpacing( 5 )
+ self.MapSaving:SetPadding( 5 )
+ function self.MapSaving:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.Populating = vgui.Create( "DPanelList", self )
+ self.Populating:EnableVerticalScrollbar( true )
+ self.Populating:SetSpacing( 5 )
+ self.Populating:SetPadding( 5 )
+ function self.Populating:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.AdminSettings = vgui.Create( "DPanelList", self )
+ self.AdminSettings:EnableVerticalScrollbar( true )
+ self.AdminSettings:SetSpacing( 5 )
+ self.AdminSettings:SetPadding( 5 )
+ function self.AdminSettings:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ self.Spawning = vgui.Create( "DPanelList", self )
+ self.Spawning:EnableVerticalScrollbar( true )
+ self.Spawning:SetSpacing( 5 )
+ self.Spawning:SetPadding( 5 )
+ function self.Spawning:Paint()
+ draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) )
+ end
+
+ for txt, t in pairs( self.Settings ) do
+ local item = vgui.Create( t.elem )
+ item:SetText( t.text )
+
+ if ( t.elem == "DNumSlider" ) then
+ item:SetMin( t.min )
+ item:SetMax( t.max )
+ item:SetDecimals( t.decimals or 0 )
+ item.TextArea:SetTextColor( Color( 200, 200, 200 ) )
+ end
+
+ if ( t.elem != "DLabel" ) then item:SetConVar( t.cmd ) end
+
+ self.AdminSettings:AddItem( item )
+ end
+
+ for txt, t in pairs( self.SpawningCmds ) do
+ local item = vgui.Create( "DButton" )
+ item:SetText( t.text )
+ item:SetTall( 26 )
+ item:SetConsoleCommand( t.cmd )
+ self.Spawning:AddItem( item )
+ end
+
+ // POPULATE AREA
+ local populatearea = vgui.Create( "DPanel", self )
+ populatearea:SetTall( 100 )
+
+ local label = vgui.Create( "DLabel", populatearea )
+ label:SetPos( 10, 5 )
+ label:SetDark( true )
+ label:SetText( "Amount" )
+ label:SizeToContents()
+
+ self.PopulateAmount = vgui.Create( "DTextEntry", populatearea )
+ self.PopulateAmount:SetPos( 10, 20 )
+ self.PopulateAmount:SetTall( 24 )
+ self.PopulateAmount:SetValue( "10" )
+ populatearea.PopulateAmount = self.PopulateAmount
+
+ local label = vgui.Create( "DLabel", populatearea )
+ label:SetDark( true )
+ label:SetText( "Max radius" )
+ label:SizeToContents()
+
+ self.PopulateRadius = vgui.Create( "DTextEntry", populatearea )
+ self.PopulateRadius:SetValue( "1000" )
+ self.PopulateRadius:SetTall( 24 )
+ self.PopulateRadius.Label = label
+ populatearea.PopulateRadius = self.PopulateRadius
+
+ local label = vgui.Create( "DLabel", populatearea )
+ label:SetPos( 10, 49 )
+ label:SetDark( true )
+ label:SetText( "Type" )
+ label:SizeToContents()
+
+ local typ = "Trees"
+ self.PopulateType = vgui.Create( "DComboBox", populatearea )
+ self.PopulateType:SetTall( 24 )
+ self.PopulateType:SetPos( 10, 64 )
+ self.PopulateType:AddChoice( "Trees", "Trees" )
+ self.PopulateType:AddChoice( "Rocks", "Rocks" )
+ self.PopulateType:AddChoice( "Random plants", "Random_Plant" )
+ self.PopulateType:ChooseOptionID( 1 )
+ function self.PopulateType:OnSelect( index, value, data ) typ = data end
+
+ self.PopulateArea = vgui.Create( "gms_CommandButton", populatearea )
+ self.PopulateArea:SetTall( 24 )
+ self.PopulateArea:SetText( "Populate Area" )
+ function self.PopulateArea:DoClick()
+ local p = self:GetParent()
+ RunConsoleCommand( "gms_admin_PopulateArea", typ, string.Trim( p.PopulateAmount:GetValue() ), string.Trim( p.PopulateRadius:GetValue() ) )
+ end
+
+ self.Populating:AddItem( populatearea )
+
+ // POPULATE AREA: Antlions
+ local populatearea = vgui.Create( "DPanel", self )
+ populatearea:SetTall( 54 )
+
+ local label = vgui.Create( "DLabel", populatearea )
+ label:SetPos( 10, 5 )
+ label:SetDark( true )
+ label:SetText( "Amount" )
+ label:SizeToContents()
+
+ self.PopulateAmountAnt = vgui.Create( "DTextEntry", populatearea )
+ self.PopulateAmountAnt:SetPos( 10, 20 )
+ self.PopulateAmountAnt:SetTall( 24 )
+ self.PopulateAmountAnt:SetValue( "5" )
+ populatearea.PopulateAmountAnt = self.PopulateAmountAnt
+
+ self.PopulateAreaAnt = vgui.Create( "gms_CommandButton", populatearea )
+ self.PopulateAreaAnt:SetTall( 24 )
+ self.PopulateAreaAnt:SetText( "Make Antlion Barrow" )
+ function self.PopulateAreaAnt:DoClick()
+ RunConsoleCommand( "gms_admin_MakeAntlionBarrow", string.Trim( self:GetParent().PopulateAmountAnt:GetValue() ) )
+ end
+
+ self.Populating:AddItem( populatearea )
+
+ // Save map
+ local populatearea = vgui.Create( "DPanel", self )
+ populatearea:SetTall( 64 )
+
+ self.MapName = vgui.Create( "DTextEntry", populatearea )
+ self.MapName:SetPos( 5, 5 )
+ self.MapName:SetTall( 24 )
+ self.MapName:SetValue( "savename" )
+ populatearea.MapName = self.MapName
+
+ self.SaveMap = vgui.Create( "gms_CommandButton", populatearea )
+ self.SaveMap:SetPos( 5, 34 )
+ self.SaveMap:SetTall( 24 )
+ self.SaveMap:SetText( "Save" )
+ function self.SaveMap:DoClick()
+ RunConsoleCommand( "gms_admin_savemap", string.Trim( self:GetParent().MapName:GetValue() ) )
+ end
+
+ self.MapSaving:AddItem( populatearea )
+
+ // Load/delete map
+ local populatearea = vgui.Create( "DPanel", self )
+ populatearea:SetTall( 64 )
+
+ local map = ""
+ self.MapNameL = vgui.Create( "DComboBox", populatearea )
+ self.MapNameL:SetTall( 24 )
+ self.MapNameL:SetPos( 5, 5 )
+ function self.MapNameL:OnSelect( index, value, data ) map = data end
+ populatearea.MapNameL = self.MapNameL
+
+ self.LoadMap = vgui.Create( "gms_CommandButton", populatearea )
+ self.LoadMap:SetPos( 5, 34 )
+ self.LoadMap:SetTall( 24 )
+ self.LoadMap:SetText( "Load" )
+ function self.LoadMap:DoClick()
+ RunConsoleCommand( "gms_admin_loadmap", string.Trim( map ) )
+ end
+
+ self.DeleteMap = vgui.Create( "gms_CommandButton", populatearea )
+ self.DeleteMap:SetTall( 24 )
+ self.DeleteMap:SetText( "Delete" )
+ function self.DeleteMap:DoClick()
+ RunConsoleCommand( "gms_admin_deletemap", map )
+ end
+
+ self.MapSaving:AddItem( populatearea )
+
+end
+
+function PANEL:Paint()
+end
+
+function PANEL:PerformLayout()
+ self:StretchToParent( 0, 21, 0, 5 )
+
+ self.MapSaving:SetPos( 5, 5 )
+ self.MapSaving:SetSize( self:GetWide() * 0.45, self:GetTall() / 2 - 5 )
+
+ self.Populating:SetPos( 5, self:GetTall() / 2 + 5 )
+ self.Populating:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+
+ self.AdminSettings:SetPos( self:GetWide() * 0.45 + 10, 5 )
+ self.AdminSettings:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 )
+
+ self.Spawning:SetPos( self:GetWide() - ( self:GetWide() * 0.45 ) - 4, self:GetTall() / 2 + 5 )
+ self.Spawning:SetSize( self:GetWide() * 0.45, self:GetTall() / 2 - 5 )
+
+ /* POPULATION */
+ self.PopulateAmount:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateRadius:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateRadius.Label:SetPos( self.Populating:GetWide() / 2, 5 )
+ self.PopulateRadius:SetPos( self.Populating:GetWide() / 2, 20 )
+
+ self.PopulateType:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateArea:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateArea:SetPos( self.Populating:GetWide() / 2, 64 )
+
+ /* ANTLIONS */
+ self.PopulateAmountAnt:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateAreaAnt:SetWide( self.Populating:GetWide() / 2 - 20 )
+ self.PopulateAreaAnt:SetPos( self.Populating:GetWide() / 2, 20 )
+
+ // Save map
+ self.MapName:SetWide( self.MapSaving:GetWide() - 20 )
+ self.SaveMap:SetWide( self.MapSaving:GetWide() - 20 )
+
+ // Load/delete map
+ self.MapNameL:SetSize( self.MapSaving:GetWide() - 20, 24 )
+ self.LoadMap:SetWide( self.MapSaving:GetWide() / 2 - 20 )
+ self.DeleteMap:SetWide( self.MapSaving:GetWide() / 2 - 20 )
+ self.DeleteMap:SetPos( self.MapSaving:GetWide() / 2 + 5, 34 )
+end
+
+vgui.Register( "stranded_adminmenu", PANEL, "DPanel" )
+
+/* Spawnpanel */
+local PANEL = {}
+
+function PANEL:Init()
+ self:SetTitle( "" )
+ self:ShowCloseButton( false )
+
+ self.m_bHangOpen = false
+
+ self.ContentPanel = vgui.Create( "DPropertySheet", self )
+ self.ContentPanel:AddSheet( "Props", vgui.Create( "stranded_propspawn", self.ContentPanel ), "icon16/brick.png", false, false )
+ self.ContentPanel:AddSheet( "Tools", vgui.Create( "stranded_toolmenu", self.ContentPanel ), "icon16/wrench.png", true, true )
+ self.ContentPanel:AddSheet( "Commands", vgui.Create( "stranded_commands", self.ContentPanel ), "icon16/application.png", true, true )
+ self.ContentPanel:AddSheet( "Prop Protection", vgui.Create( "stranded_sppmenu", self.ContentPanel ), "icon16/shield.png", true, true )
+
+ self.AdminMenu = vgui.Create( "stranded_adminmenu", self.ContentPanel )
+ local tab = self.ContentPanel:AddSheet( "Admin menu", self.AdminMenu, "icon16/shield_add.png", true, true )
+ self.AdminTab = tab.Tab
+end
+
+function PANEL:Paint()
+end
+
+function PANEL:Think()
+ if ( !LocalPlayer():IsAdmin() ) then
+ /*self.AdminMenu.MapSaving:SetVisible( false )
+ self.AdminMenu.Populating:SetVisible( false )
+ self.AdminMenu.AdminSettings:SetVisible( false )
+ self.AdminMenu.Spawning:SetVisible( false )*/
+ self.AdminTab:SetVisible( false )
+ else
+ /*self.AdminMenu.MapSaving:SetVisible( true )
+ self.AdminMenu.Populating:SetVisible( true )
+ self.AdminMenu.AdminSettings:SetVisible( true )
+ self.AdminMenu.Spawning:SetVisible( true )*/
+ self.AdminTab:SetVisible( true )
+ end
+end
+
+function PANEL:StartKeyFocus( pPanel )
+
+ self.m_pKeyFocus = pPanel
+ self:SetKeyboardInputEnabled( true )
+ self.m_bHangOpen = true
+
+ g_ContextMenu:StartKeyFocus( pPanel )
+
+end
+
+function PANEL:EndKeyFocus( pPanel )
+
+ if ( self.m_pKeyFocus != pPanel ) then return end
+ self:SetKeyboardInputEnabled( false )
+
+ g_ContextMenu:EndKeyFocus( pPanel )
+
+end
+
+function PANEL:PerformLayout()
+ self:SetSize( ScrW() / 2.2 - 10, ScrH() - 10 )
+ self:SetPos( ScrW() - ( ScrW() / 2.2 + 5 ), 5 )
+ self.ContentPanel:StretchToParent( 0, 0, 0, 0 )
+
+ DFrame.PerformLayout( self )
+end
+
+vgui.Register( "gms_menu", PANEL, "DFrame" )
+
+/* Spawn menu override */
+
+local ToAdd = {}
+local function UpdateSavegames()
+ gSpawnMenu.AdminMenu.MapNameL:Clear()
+ for id, st in pairs( ToAdd ) do
+ gSpawnMenu.AdminMenu.MapNameL:AddChoice( st, st, true )
+ end
+end
+
+usermessage.Hook( "gms_AddLoadGameToList", function( um )
+ local str = um:ReadString()
+ if ( table.HasValue( ToAdd, str ) ) then return end
+ table.insert( ToAdd, str )
+
+ if ( !IsValid( gSpawnMenu ) ) then return end
+ UpdateSavegames()
+end )
+
+usermessage.Hook( "gms_RemoveLoadGameFromList", function( um )
+ local str = um:ReadString()
+ for id, st in pairs( ToAdd ) do if ( st == str ) then table.remove( ToAdd, id ) break end end
+
+ if ( !IsValid( gSpawnMenu ) ) then return end
+ UpdateSavegames()
+end )
+
+function GM:OnSpawnMenuOpen()
+ if ( LocalPlayer():GetNWBool( "AFK" ) ) then return end
+
+ if ( !IsValid( gSpawnMenu ) ) then
+ gSpawnMenu = vgui.Create( "gms_menu" )
+ gSpawnMenu:SetVisible( false )
+
+ UpdateSavegames()
+ end
+
+ gSpawnMenu.m_bHangOpen = false
+
+ gSpawnMenu:MakePopup()
+ gSpawnMenu:SetVisible( true )
+ gSpawnMenu:SetKeyboardInputEnabled( false )
+ gSpawnMenu:SetMouseInputEnabled( true )
+ gSpawnMenu:SetAlpha( 255 )
+
+ GAMEMODE.SkillsHud:MakePopup()
+ GAMEMODE.ResourcesHud:MakePopup()
+ GAMEMODE.CommandsHud:MakePopup()
+
+ GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false )
+
+ GAMEMODE.CommandsHud:SetVisible( true )
+
+ gui.EnableScreenClicker( true )
+ RestoreCursorPosition()
+end
+
+function GM:OnSpawnMenuClose()
+ if ( gSpawnMenu.m_bHangOpen ) then
+ gSpawnMenu.m_bHangOpen = false
+ return
+ end
+
+ if ( IsValid( gSpawnMenu ) and gSpawnMenu:IsVisible() ) then
+ gSpawnMenu:SetVisible( false )
+ end
+
+ GAMEMODE.SkillsHud:SetMouseInputEnabled( false )
+ GAMEMODE.ResourcesHud:SetMouseInputEnabled( false )
+ GAMEMODE.CommandsHud:SetMouseInputEnabled( false )
+
+ GAMEMODE.CommandsHud:SetVisible( false )
+
+ RememberCursorPosition()
+ gui.EnableScreenClicker( false )
+end
+
+hook.Add( "OnTextEntryGetFocus", "GMSSpawnMenuKeyboardFocusOn", function( pnl )
+
+ if ( !IsValid( gSpawnMenu ) || !IsValid( g_ContextMenu ) ) then return end
+ if ( IsValid( pnl ) && pnl.HasParent && !pnl:HasParent( gSpawnMenu ) && !pnl:HasParent( g_ContextMenu ) ) then return end
+
+ gSpawnMenu:StartKeyFocus( pnl )
+
+end )
+
+hook.Add( "GUIMousePressed", "GMS_KindaFixWorldClicking", function()
+ GAMEMODE.SkillsHud:MakePopup()
+ GAMEMODE.ResourcesHud:MakePopup()
+ GAMEMODE.CommandsHud:MakePopup()
+
+ GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false )
+end )
+
+hook.Add( "OnTextEntryLoseFocus", "GMSSpawnMenuKeyboardFocusOff", function( pnl )
+
+ if ( !IsValid( gSpawnMenu ) || !IsValid( g_ContextMenu ) ) then return end
+ if ( IsValid( pnl ) && pnl.HasParent && !pnl:HasParent( gSpawnMenu ) && !pnl:HasParent( g_ContextMenu ) ) then return end
+
+ gSpawnMenu:EndKeyFocus( pnl )
+
+end )
+
+function GM:SpawnMenuEnabled()
+ return false
+end
+
+function GM:OnContextMenuOpen()
+ self.BaseClass.OnContextMenuOpen( self )
+ menubar.Control:SetVisible( false )
+
+ GAMEMODE.SkillsHud:MakePopup()
+ GAMEMODE.ResourcesHud:MakePopup()
+ GAMEMODE.CommandsHud:MakePopup()
+
+ GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false )
+ GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false )
+
+ GAMEMODE.CommandsHud:SetVisible( true )
+end
+
+function GM:OnContextMenuClose()
+ self.BaseClass.OnContextMenuClose( self )
+ menubar.Control:SetVisible( false )
+
+ GAMEMODE.SkillsHud:SetMouseInputEnabled( false )
+ GAMEMODE.ResourcesHud:SetMouseInputEnabled( false )
+ GAMEMODE.CommandsHud:SetMouseInputEnabled( false )
+
+ GAMEMODE.CommandsHud:SetVisible( false )
+end
diff --git a/gamemode/cl_scoreboard.lua b/gamemode/cl_scoreboard.lua
new file mode 100644
index 0000000..e832a4a
--- /dev/null
+++ b/gamemode/cl_scoreboard.lua
@@ -0,0 +1,231 @@
+
+surface.CreateFont( "ScoreboardText", {
+ font = "Tahoma",
+ size = 16,
+ weight = 1000,
+ antialias = true,
+ additive = false,
+} )
+
+surface.CreateFont( "ScoreboardSub", {
+ font = "coolvetica",
+ size = 24,
+ weight = 500,
+ antialias = true,
+ additive = false,
+} )
+
+surface.CreateFont( "ScoreboardHead", {
+ font = "coolvetica",
+ size = 48,
+ weight = 500,
+ antialias = true,
+ additive = false,
+} )
+
+function GM:ScoreboardShow()
+ GAMEMODE.ShowScoreboard = true
+end
+
+function GM:ScoreboardHide()
+ GAMEMODE.ShowScoreboard = false
+end
+
+function GM:GetTeamScoreInfo()
+ local TeamInfo = {}
+
+ for id, pl in pairs(player.GetAll()) do
+ local _team = pl:Team()
+ local _frags = pl:Frags()
+ local _deaths = pl:Deaths()
+ local _ping = pl:Ping()
+
+ if (!TeamInfo[_team]) then
+ TeamInfo[_team] = {}
+ TeamInfo[_team].TeamName = team.GetName(_team)
+ TeamInfo[_team].Color = team.GetColor(_team)
+ TeamInfo[_team].Players = {}
+ end
+
+ local PlayerInfo = {}
+ PlayerInfo.Frags = _frags
+ PlayerInfo.Deaths = pl:GetNWInt("Survival")
+ PlayerInfo.Score = _frags
+ PlayerInfo.Ping = _ping
+ PlayerInfo.Name = pl:Nick()
+ PlayerInfo.PlayerObj = pl
+
+ if ( pl:IsAdmin() ) then PlayerInfo.Name = "[ADMIN] " .. PlayerInfo.Name end
+ if ( pl:IsDeveloper() ) then PlayerInfo.Name = "[DEVELOPER] " .. pl:Nick() end
+ if ( pl:GetNWBool( "AFK" ) ) then PlayerInfo.Name = PlayerInfo.Name .. " [AFK]" end
+
+ local insertPos = #TeamInfo[_team].Players + 1
+ for idx, info in pairs(TeamInfo[_team].Players) do
+ if (PlayerInfo.Frags > info.Frags) then
+ insertPos = idx
+ break
+ elseif (PlayerInfo.Frags == info.Frags) then
+ if (PlayerInfo.Deaths < info.Deaths) then
+ insertPos = idx
+ break
+ elseif (PlayerInfo.Deaths == info.Deaths) then
+ if (PlayerInfo.Name < info.Name) then
+ insertPos = idx
+ break
+ end
+ end
+ end
+ end
+
+ table.insert( TeamInfo[ _team ].Players, insertPos, PlayerInfo )
+ end
+
+ return TeamInfo
+end
+
+function GM:HUDDrawScoreBoard()
+ if ( !GAMEMODE.ShowScoreboard ) then return end
+
+ if ( !GAMEMODE.ScoreDesign ) then
+ GAMEMODE.ScoreDesign = {}
+ GAMEMODE.ScoreDesign.HeaderY = 0
+ GAMEMODE.ScoreDesign.Height = ScrH() / 2
+ end
+
+ local alpha = 255
+ local ScoreboardInfo = self:GetTeamScoreInfo()
+ local xOffset = ScrW() / 8
+ local yOffset = 32
+ local scrWidth = ScrW()
+ local scrHeight = ScrH() - 64
+ local boardWidth = scrWidth - ( 2 * xOffset )
+ local boardHeight = scrHeight
+ local colWidth = 75
+
+ boardWidth = math.Clamp( boardWidth, 400, 600 )
+ boardHeight = GAMEMODE.ScoreDesign.Height
+
+ xOffset = (ScrW() - boardWidth) / 2.0
+ yOffset = (ScrH() - boardHeight) / 2.0
+ yOffset = yOffset - ScrH() / 4.0
+ yOffset = math.Clamp( yOffset, 32, ScrH() )
+
+ surface.SetDrawColor( 0, 0, 0, 200 )
+ surface.DrawRect( xOffset, yOffset, boardWidth, boardHeight )
+
+ surface.SetDrawColor( 0, 0, 0, 150 )
+ surface.DrawOutlinedRect( xOffset, yOffset, boardWidth, boardHeight )
+
+ surface.SetDrawColor( 0, 0, 0, 50 )
+ //surface.DrawOutlinedRect( xOffset - 1, yOffset - 1, boardWidth + 2, boardHeight + 2 )
+
+ local hostname = GetGlobalString( "ServerName" )
+ local gamemodeName = GAMEMODE.Name .. " - " .. GAMEMODE.Author
+
+ if ( string.len( hostname ) > 32 ) then
+ surface.SetFont("ScoreboardSub")
+ else
+ surface.SetFont("ScoreboardHead")
+ end
+
+ surface.SetTextColor(255, 255, 255, 255)
+ local txWidth, txHeight = surface.GetTextSize( hostname )
+ local y = yOffset + 5
+ surface.SetTextPos(xOffset + (boardWidth / 2) - (txWidth / 2), y)
+ surface.DrawText(hostname)
+
+ /*y = y + txHeight + 2
+
+ surface.SetTextColor(255, 255, 255, 255)
+ surface.SetFont("ScoreboardSub")
+ local txWidth, txHeight = surface.GetTextSize(gamemodeName)
+ surface.SetTextPos(xOffset + (boardWidth / 2) - (txWidth / 2), y)
+ surface.DrawText(gamemodeName)*/
+
+ y = y + txHeight + 4
+ GAMEMODE.ScoreDesign.HeaderY = y - yOffset
+
+ surface.SetDrawColor(0, 0, 0, 100)
+ surface.DrawRect(xOffset, y - 1, boardWidth, 1)
+
+ surface.SetDrawColor(255, 255, 255, 20)
+ surface.DrawRect(xOffset + boardWidth - (colWidth * 1), y, colWidth, boardHeight - y + yOffset)
+
+ surface.SetDrawColor(255, 255, 255, 20)
+ surface.DrawRect(xOffset + boardWidth - (colWidth * 3), y, colWidth, boardHeight - y + yOffset)
+
+ surface.SetFont("ScoreboardText")
+ local txWidth, txHeight = surface.GetTextSize("W")
+
+ surface.SetDrawColor(0, 0, 0, 100)
+ surface.DrawRect(xOffset, y, boardWidth, txHeight + 6)
+
+ y = y + 2
+
+ surface.SetTextPos(xOffset + 16, y)
+ surface.DrawText("#Name")
+ surface.SetTextPos(xOffset + boardWidth - (colWidth * 3) + 8, y)
+ surface.DrawText("#Score")
+ surface.SetTextPos(xOffset + boardWidth - (colWidth * 2) + 8, y)
+ surface.DrawText("Level")
+ surface.SetTextPos(xOffset + boardWidth - (colWidth * 1) + 8, y)
+ surface.DrawText("#Ping")
+
+ y = y + txHeight + 4
+
+ local yPosition = y
+ for team, info in pairs(ScoreboardInfo) do
+ local teamText = info.TeamName .. " (" .. #info.Players .. " Players)"
+
+ surface.SetFont("ScoreboardText")
+ if (info.Color.r < 50 and info.Color.g < 50 and info.Color.b < 50) then surface.SetTextColor(255, 255, 255, 255) else surface.SetTextColor(0, 0, 0, 255) end
+
+ txWidth, txHeight = surface.GetTextSize(teamText)
+ surface.SetDrawColor(info.Color.r, info.Color.g, info.Color.b, 255)
+ surface.DrawRect(xOffset + 1, yPosition, boardWidth - 2, txHeight + 4)
+ yPosition = yPosition + 2
+ surface.SetTextPos(xOffset + boardWidth / 2 - txWidth / 2, yPosition)
+
+ surface.DrawText(teamText)
+ yPosition = yPosition + txHeight + 4
+
+ for index, plinfo in pairs(info.Players) do
+ surface.SetFont("ScoreboardText")
+ surface.SetTextColor(info.Color.r, info.Color.g, info.Color.b, 200)
+ surface.SetTextPos(xOffset + 16, yPosition)
+ txWidth, txHeight = surface.GetTextSize(plinfo.Name)
+
+ if (plinfo.PlayerObj == LocalPlayer()) then
+ surface.SetDrawColor(info.Color.r, info.Color.g, info.Color.b, 64)
+ surface.DrawRect(xOffset + 1, yPosition, boardWidth - 2, txHeight + 2)
+ surface.SetTextColor(info.Color.r, info.Color.g, info.Color.b, 255)
+ end
+
+ local px, py = xOffset + 16, yPosition
+ local textcolor = Color(info.Color.r, info.Color.g, info.Color.b, alpha)
+ local shadowcolor = Color(0, 0, 0, alpha * 0.8)
+
+ draw.SimpleText(plinfo.Name, "ScoreboardText", px + 1, py + 1, shadowcolor)
+ draw.SimpleText(plinfo.Name, "ScoreboardText", px, py, textcolor)
+
+ px = xOffset + boardWidth - (colWidth * 3) + 8
+ draw.SimpleText(plinfo.Frags, "ScoreboardText", px + 1, py + 1, shadowcolor)
+ draw.SimpleText(plinfo.Frags, "ScoreboardText", px, py, textcolor)
+
+ px = xOffset + boardWidth - (colWidth * 2) + 8
+ draw.SimpleText(plinfo.Deaths, "ScoreboardText", px + 1, py + 1, shadowcolor)
+ draw.SimpleText(plinfo.Deaths, "ScoreboardText", px, py, textcolor)
+
+ px = xOffset + boardWidth - (colWidth * 1) + 8
+ draw.SimpleText(plinfo.Ping, "ScoreboardText", px + 1, py + 1, shadowcolor)
+ draw.SimpleText(plinfo.Ping, "ScoreboardText", px, py, textcolor)
+
+ yPosition = yPosition + txHeight + 3
+ end
+ end
+
+ yPosition = yPosition + 1
+
+ GAMEMODE.ScoreDesign.Height = (GAMEMODE.ScoreDesign.Height * 2) + (yPosition - yOffset)
+ GAMEMODE.ScoreDesign.Height = GAMEMODE.ScoreDesign.Height / 3
+end
diff --git a/gamemode/combinations.lua b/gamemode/combinations.lua
new file mode 100644
index 0000000..9409f3c
--- /dev/null
+++ b/gamemode/combinations.lua
@@ -0,0 +1,3358 @@
+
+
+
+GMS.Combinations = {}
+function GMS.RegisterCombi( tbl, group )
+ if ( !GMS.Combinations[ group ] ) then GMS.Combinations[ group ] = {} end
+ GMS.Combinations[ group ][ string.Replace( tbl.Name, " ", "_" ) ] = tbl
+end
+
+/* ------------------------ Combinations ------------------------*/
+
+/* Flour */
+local COMBI = {}
+
+COMBI.Name = "Flour"
+COMBI.Description = "Flour can be used for making dough."
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 1
+COMBI.Req["Grain_Seeds"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Flour"] = 1
+COMBI.Results["Stone"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Spice */
+local COMBI = {}
+
+COMBI.Name = "Spices"
+COMBI.Description = "Spice can be used for various meals."
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 1
+COMBI.Req["Herbs"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Spices"] = 1
+COMBI.Results["Stone"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Dough */
+local COMBI = {}
+
+COMBI.Name = "Dough"
+COMBI.Description = "Dough is used for baking."
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 1
+COMBI.Req["Flour"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Dough"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Dough x10 */
+local COMBI = {}
+
+COMBI.Name = "Dough 10x"
+COMBI.Description = "Dough is used for baking."
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 7
+COMBI.Req["Flour"] = 15
+
+COMBI.Results = {}
+COMBI.Results["Dough"] = 10
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Rope */
+local COMBI = {}
+
+COMBI.Name = "Rope"
+COMBI.Description = "Allows you to use Rope tool ( Using Rope Tool will consume the Rope ) and used in fishing rod crafting."
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 5
+COMBI.Req["Wood"] = 2
+COMBI.Req["Water_Bottles"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Rope"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Welder */
+local COMBI = {}
+
+COMBI.Name = "Welder"
+COMBI.Description = "Allows you to use Weld Tool. You still need the Tool Gun though."
+
+COMBI.Req = {}
+COMBI.Req[ "Wood" ] = 10
+COMBI.Req[ "Stone" ] = 10
+COMBI.Req[ "Water_Bottles" ] = 1
+
+COMBI.Results = {}
+COMBI.Results[ "Welder" ] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Concrete */
+local COMBI = {}
+
+COMBI.Name = "Concrete"
+COMBI.Description = "Concrete can be used for spawning concrete props."
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 5
+COMBI.Req["Water_Bottles"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Concrete"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Urine */
+local COMBI = {}
+
+COMBI.Name = "Urine"
+COMBI.Description = "Drink some water and wait, used in gunpowder production."
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Urine_Bottles"] = 1
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Urine 10x */
+local COMBI = {}
+
+COMBI.Name = "Urine 10x"
+COMBI.Description = "Drink loads of water and wait, messy, but used in gunpowder production."
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Urine_Bottles"] = 10
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+/* Medicine */
+local COMBI = {}
+
+COMBI.Name = "Medicine"
+COMBI.Description = "To restore your health."
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 7
+COMBI.Req["Urine_Bottles"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Medicine"] = 5
+
+GMS.RegisterCombi( COMBI, "Combinations" )
+
+
+/* ------------------------ Structures ------------------------*/
+
+/* Resource Pack */
+local COMBI = {}
+
+COMBI.Name = "Resource Pack"
+COMBI.Description = "You can use the resource pack to store multiple resources in it. Highly recommended."
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 20
+COMBI.Req["Stone"] = 10
+
+COMBI.Results = "gms_resourcepack"
+COMBI.Texture = "gms_icons/gms_resourcepack.png"
+COMBI.BuildSiteModel = "models/items/item_item_crate.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Clock"
+COMBI.Description = "Shows you world time."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 10
+COMBI.Req["Glass"] = 10
+
+COMBI.Results = "gms_clock_big"
+COMBI.Texture = "gms_icons/gms_clock_big.png"
+COMBI.BuildSiteModel = "models/props_trainstation/trainstation_clock001.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Fridge */
+local COMBI = {}
+
+COMBI.Name = "Fridge"
+COMBI.Description = "You can use the fridge to store food in it. It will not spoil inside. Highly recommended."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+
+COMBI.Results = "gms_fridge"
+COMBI.Texture = "gms_icons/gms_fridge.png"
+COMBI.BuildSiteModel = "models/props_c17/FurnitureFridge001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Stone Workbench */
+local COMBI = {}
+
+COMBI.Name = "Stone Workbench"
+COMBI.Description = "This stone table has various fine specialized equipment used in crafting basic items."
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 15
+COMBI.Req["Stone"] = 25
+
+COMBI.Results = "gms_stoneworkbench"
+COMBI.Texture = "gms_icons/gms_stoneworkbench.png"
+COMBI.BuildSiteModel = "models/props/de_piranesi/pi_merlon.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Copper Workbench */
+local COMBI = {}
+
+COMBI.Name = "Copper Workbench"
+COMBI.Description = "This Copper table has various fine specialized equipment used in crafting quality items."
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 30
+COMBI.Req["Stone"] = 10
+COMBI.Req["Wood"] = 20
+
+COMBI.Results = "gms_copperworkbench"
+COMBI.Texture = "gms_icons/gms_copperworkbench.png"
+COMBI.BuildSiteModel = "models/props_combine/breendesk.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Iron Workbench */
+local COMBI = {}
+
+COMBI.Name = "Iron Workbench"
+COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 30
+COMBI.Req["Stone"] = 20
+COMBI.Req["Wood"] = 10
+
+COMBI.Results = "gms_ironworkbench"
+COMBI.Texture = "gms_icons/gms_ironworkbench.png"
+COMBI.BuildSiteModel = "models/props_wasteland/controlroom_desk001b.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Tech Workbench */
+local COMBI = {}
+
+COMBI.Name = "Tech Workbench"
+COMBI.Description = "This tech workbench will help you with all your electronic needs."
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 30
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = "gms_techworkbench"
+COMBI.Texture = "gms_icons/gms_techworkbench.png"
+COMBI.BuildSiteModel = "models/props_lab/reciever_cart.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Silver Workbench */
+local COMBI = {}
+
+COMBI.Name = "Silver Workbench"
+COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items."
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = "gms_silverworkbench"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props/de_inferno/bench_concrete.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Gold Workbench */
+local COMBI = {}
+
+COMBI.Name = "Gold Workbench"
+COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items."
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 30
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = "gms_goldworkbench"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props/cs_office/file_cabinet1.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Steel Workbench */
+local COMBI = {}
+
+COMBI.Name = "Steel Workbench"
+COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items."
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 30
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = "gms_steelworkbench"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props/de_nuke/equipment1.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Platinum Workbench */
+local COMBI = {}
+
+COMBI.Name = "Platinum Workbench"
+COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items."
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 30
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = "gms_platinumworkbench"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/xqm/boxfull.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Drinking Fountain */
+local COMBI = {}
+
+COMBI.Name = "Drinking Fountain"
+COMBI.Description = "PORTABLE WATER?!"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 50
+COMBI.Req["Iron"] = 50
+COMBI.Req["Water_Bottles"] = 50
+
+COMBI.Results = "gms_waterfountain"
+COMBI.Texture = "gms_icons/gms_waterfountain.png"
+COMBI.BuildSiteModel = "models/props/de_inferno/fountain.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Stove */
+local COMBI = {}
+
+COMBI.Name = "Stove"
+COMBI.Description = "Using a stove, you can cook without having to light a fire."
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 35
+COMBI.Req["Iron"] = 35
+COMBI.Req["Wood"] = 35
+
+COMBI.Results = "gms_stove"
+COMBI.Texture = "gms_icons/gms_stove.png"
+COMBI.BuildSiteModel = "models/props_c17/furniturestove001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Stone Furnace */
+local COMBI = {}
+
+COMBI.Name = "Stone Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Copper Ore into Copper."
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 35
+
+COMBI.Results = "gms_stonefurnace"
+COMBI.Texture = "gms_icons/gms_stonefurnace.png"
+COMBI.BuildSiteModel = "models/props/de_inferno/ClayOven.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Copper Furnace */
+local COMBI = {}
+
+COMBI.Name = "Copper Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Iron Ore into Iron."
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 35
+
+COMBI.Results = "gms_copperfurnace"
+COMBI.Texture = "gms_icons/gms_copperfurnace.png"
+COMBI.BuildSiteModel = "models/props/cs_militia/furnace01.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Iron Furnace */
+local COMBI = {}
+
+COMBI.Name = "Iron Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Sand into Glass."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 35
+
+COMBI.Results = "gms_ironfurnace"
+COMBI.Texture = "gms_icons/gms_ironfurnace.png"
+COMBI.BuildSiteModel = "models/props_c17/furniturefireplace001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Tech Furnace */
+local COMBI = {}
+
+COMBI.Name = "Tech Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Silver Ore into Silver."
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 35
+COMBI.Req["Cedar"] = 35
+
+COMBI.Results = "gms_techfurnace"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props/cs_militia/dryer.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Silver Furnace */
+local COMBI = {}
+
+COMBI.Name = "Silver Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Gold Ore into Gold."
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 35
+COMBI.Req["Maple"] = 35
+
+COMBI.Results = "gms_silverfurnace"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_wasteland/laundry_basket001.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Gold Furnace */
+local COMBI = {}
+
+COMBI.Name = "Gold Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Steel Ore into Steel."
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 35
+
+COMBI.Results = "gms_goldfurnace"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_industrial/oil_storage.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Steel Furnace */
+local COMBI = {}
+
+COMBI.Name = "Steel Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another, such as Platinum Ore into Platinum."
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 35
+COMBI.Req["Mahogany"] = 35
+
+COMBI.Results = "gms_steelfurnace"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_industrial/winch_deck.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Platinum Furnace */
+local COMBI = {}
+
+COMBI.Name = "Platinum Furnace"
+COMBI.Description = "You can use the furnace to smelt resources into another."
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 35
+COMBI.Req["Elm"] = 35
+
+COMBI.Results = "gms_platinumfurnace"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/xeon133/slider/slider_stand_12x12x24.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Grinding Stone */
+local COMBI = {}
+
+COMBI.Name = "Grinding Stone"
+COMBI.Description = "You can use the grinding stone to smash resources into smaller things, such as stone into sand."
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 40
+
+COMBI.Results = "gms_grindingstone"
+COMBI.Texture = "gms_icons/gms_grindingstone.png"
+COMBI.BuildSiteModel = "models/props_combine/combine_mine01.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Factory */
+local COMBI = {}
+
+COMBI.Name = "Factory"
+COMBI.Description = "You can use the factory to smelt resources into another and extract resources out of other resources."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 200
+COMBI.Req["Copper"] = 100
+COMBI.Req["Stone"] = 50
+
+COMBI.Results = "gms_factory"
+COMBI.Texture = "gms_icons/gms_factory.png"
+COMBI.BuildSiteModel = "models/props_c17/factorymachine01.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Pistol Gunlab */
+local COMBI = {}
+
+COMBI.Name = "Pistol Gun Lab"
+COMBI.Description = "For making pistols."
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 150
+COMBI.Req["Cedar"] = 150
+
+COMBI.Results = "gms_pistolgunlab"
+COMBI.Texture = "gms_icons/gms_gunlab.png"
+COMBI.BuildSiteModel = "models/props/cs_militia/gun_cabinet.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* SMG Gun Lab */
+local COMBI = {}
+
+COMBI.Name = "SMG Gun Lab"
+COMBI.Description = "For making Assault weapons."
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 200
+COMBI.Req["Maple"] = 200
+
+COMBI.Results = "gms_smggunlab"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_wasteland/controlroom_storagecloset001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* High-Tech Lab */
+local COMBI = {}
+
+COMBI.Name = "High Tech Gun Lab"
+COMBI.Description = "For making snipers and misc. weapons."
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 250
+COMBI.Req["Teak"] = 250
+COMBI.Req["Steel"] = 150
+
+COMBI.Results = "gms_hightechgunlab"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_wasteland/laundry_washer003.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Transmutator */
+local COMBI = {}
+
+COMBI.Name = "Transmutator"
+COMBI.Description = "For transmutating wood."
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 35
+COMBI.Req["Wood"] = 30
+COMBI.Req["Iron"] = 10
+
+COMBI.Results = "gms_transmutator"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_wasteland/kitchen_stove002a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Advanced Transmutator */
+local COMBI = {}
+
+COMBI.Name = "Advanced Transmutator"
+COMBI.Description = "For transmutating wood."
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Maple"] = 30
+
+COMBI.Results = "gms_advancedtransmutator"
+COMBI.Texture = "gms_icons/gms_none.png"
+COMBI.BuildSiteModel = "models/props_wasteland/kitchen_fridge001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* GunChunks */
+local COMBI = {}
+
+COMBI.Name = "Gun Chunks"
+COMBI.Description = "For making the components of guns with relative ease."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 50
+COMBI.Req["Copper"] = 25
+COMBI.Req["Wood"] = 25
+
+COMBI.Results = "gms_gunchunks"
+COMBI.Texture = "gms_icons/gms_gunchunks.png"
+COMBI.BuildSiteModel = "models/Gibs/airboat_broken_engine.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* ------------------------ Stone Furnace ------------------------*/
+
+/* Copper Ore to Copper*/
+local COMBI = {}
+
+COMBI.Name = "Copper"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_stonefurnace"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_stonefurnace" )
+
+/* Copper Ore to Copper x5 */
+local COMBI = {}
+
+COMBI.Name = "Copper 5x"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_stonefurnace"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_stonefurnace" )
+
+/* Copper Ore to Copper x10 */
+local COMBI = {}
+
+COMBI.Name = "Copper 10x"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_stonefurnace"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_stonefurnace" )
+
+/* Copper Ore to Copper x25 */
+local COMBI = {}
+
+COMBI.Name = "Copper 25x"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_stonefurnace"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_stonefurnace" )
+
+/* Allsmelt Copper */
+local COMBI = {}
+
+COMBI.Name = "All Copper"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_stonefurnace"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 35
+
+GMS.RegisterCombi( COMBI, "gms_stonefurnace" )
+
+/* ------------------------ Copper Furnace ------------------------*/
+
+/* Iron Ore to Iron */
+local COMBI = {}
+
+COMBI.Name = "Iron"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Iron Ore to Iron x5 */
+local COMBI = {}
+
+COMBI.Name = "Iron 5x"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Iron Ore to Iron x10 */
+local COMBI = {}
+
+COMBI.Name = "Iron 10x"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Iron Ore to Iron x25 */
+local COMBI = {}
+
+COMBI.Name = "Iron 25x"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Allsmelt Iron */
+local COMBI = {}
+
+COMBI.Name = "All Iron"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Sulphur */
+local COMBI = {}
+
+COMBI.Name = "Sulphur 5x"
+COMBI.Description = "Used in the production of gunpowder, refine from rocks."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Sulphur"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* Sulphur 10 */
+local COMBI = {}
+
+COMBI.Name = "Sulphur 10x"
+COMBI.Description = "Used in the production of gunpowder, refine from rocks."
+COMBI.Entity = "gms_copperfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Sulphur"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_copperfurnace" )
+
+/* ------------------------ Iron Furnace ------------------------*/
+
+/* All Tech */
+local COMBI = {}
+
+COMBI.Name = "All Tech"
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* 1 Tech */
+local COMBI = {}
+
+COMBI.Name = "Tech"
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* 5 Tech */
+local COMBI = {}
+
+COMBI.Name = "Tech 5x"
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* 10 Tech */
+local COMBI = {}
+
+COMBI.Name = "Tech 10x"
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* 25 Tech */
+local COMBI = {}
+
+COMBI.Name = "Tech 25x"
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+
+/* Glass */
+local COMBI = {}
+
+COMBI.Name = "Glass"
+COMBI.Description = "Glass can be used for making bottles and lighting."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Glass"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* Charcoal */
+local COMBI = {}
+
+COMBI.Name = "Charcoal"
+COMBI.Description = "Used in the production of gunpowder."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Charcoal"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* Charcoal 10x */
+local COMBI = {}
+
+COMBI.Name = "Charcoal 10x"
+COMBI.Description = "Used in the production of gunpowder."
+COMBI.Entity = "gms_ironfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 50
+
+COMBI.Results = {}
+COMBI.Results["Charcoal"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_ironfurnace" )
+
+/* ------------------------ Tech Furnace ------------------------*/
+
+/* All Silver */
+local COMBI = {}
+
+COMBI.Name = "All Silver"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_techfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_techfurnace" )
+
+/* 1 Silver */
+local COMBI = {}
+
+COMBI.Name = "Silver"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_techfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_techfurnace" )
+
+/* 5 Silver */
+local COMBI = {}
+
+COMBI.Name = "Silver 5x"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_techfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_techfurnace" )
+
+/* 10 Silver */
+local COMBI = {}
+
+COMBI.Name = "Silver 10x"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_techfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_techfurnace" )
+
+/* 25 Silver */
+local COMBI = {}
+
+COMBI.Name = "Silver 25x"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_techfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_techfurnace" )
+
+/* ------------------------ Silver Furnace ------------------------*/
+
+/* 1 Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_silverfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_silverfurnace" )
+
+/* 5 Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold 5x"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_silverfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_silverfurnace" )
+
+/* 10 Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold 10x"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_silverfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_silverfurnace" )
+
+/* 25 Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold 25x"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_silverfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_silverfurnace" )
+
+/* All Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_silverfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_silverfurnace" )
+
+/* ------------------------ Gold Furnace ------------------------*/
+
+/* 1 Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_goldfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_goldfurnace" )
+
+/* 5 Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel 5x"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_goldfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_goldfurnace" )
+
+/* 10 Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel 10x"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_goldfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_goldfurnace" )
+
+/* 25 Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel 25x"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_goldfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_goldfurnace" )
+
+/* All Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_goldfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_goldfurnace" )
+
+/* ------------------------ Steel Furnace ------------------------*/
+
+/* 1 Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_steelfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_steelfurnace" )
+
+/* 5 Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum 5x"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_steelfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_steelfurnace" )
+
+/* 10 Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum 10x"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_steelfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_steelfurnace" )
+
+/* 25 Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum 25x"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_steelfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_steelfurnace" )
+
+/* All Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_steelfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_steelfurnace" )
+
+/*------------------------ Factory ------------------------*/
+
+/* Glass ( 10 ) */
+local COMBI = {}
+
+COMBI.Name = "Glass 10x"
+COMBI.Description = "Heats 25 sand together to form 10 glass."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Glass"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Glass ( 25 ) */
+local COMBI = {}
+
+COMBI.Name = "Glass 25x"
+COMBI.Description = "Heats 50 sand together to form 25 glass."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 50
+
+COMBI.Results = {}
+COMBI.Results["Glass"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Glass ( 50 ) */
+local COMBI = {}
+
+COMBI.Name = "Glass 50x"
+COMBI.Description = "Heats 75 sand together to form 50 glass."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 75
+
+COMBI.Results = {}
+COMBI.Results["Glass"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Iron from Stone ( 10 ) */
+local COMBI = {}
+
+COMBI.Name = "Iron 10x"
+COMBI.Description = "Smelting together 25 stone forms 10 iron."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Iron from Stone ( 25 ) */
+local COMBI = {}
+
+COMBI.Name = "Iron 25x"
+COMBI.Description = "Smelting together 50 stone forms 25 iron."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 50
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Iron from Stone ( 50 ) */
+local COMBI = {}
+
+COMBI.Name = "Iron 50x"
+COMBI.Description = "Smelting together 75 stone forms 50 iron."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 75
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Allsmelt Iron */
+local COMBI = {}
+
+COMBI.Name = "All Iron"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Allsmelt Copper */
+local COMBI = {}
+
+COMBI.Name = "All Copper"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Stone to Sand ( 10 ) */
+local COMBI = {}
+
+COMBI.Name = "Sand 10x"
+COMBI.Description = "Crushes 10 stone to 10 sand."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Stone to Sand ( 25 ) */
+local COMBI = {}
+
+COMBI.Name = "Sand 25x"
+COMBI.Description = "Crushes 20 stone to 25 sand."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Stone to Sand ( 50 ) */
+local COMBI = {}
+
+COMBI.Name = "Sand 50x"
+COMBI.Description = "Crushes 30 stone to 50 sand."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Resin ( 5 ) */
+local COMBI = {}
+
+COMBI.Name = "Resin 5x"
+COMBI.Description = "Extracts the resin from the wood."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 15
+COMBI.Req["Water_Bottles"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Resin"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Resin ( 10 ) */
+local COMBI = {}
+
+COMBI.Name = "Resin 10x"
+COMBI.Description = "Extracts the resin from the wood."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 25
+COMBI.Req["Water_Bottles"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Resin"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Resin ( 25 ) */
+local COMBI = {}
+
+COMBI.Name = "Resin 25x"
+COMBI.Description = "Extracts the resin from the wood."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 50
+COMBI.Req["Water_Bottles"] = 4
+
+COMBI.Results = {}
+COMBI.Results["Resin"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Plastic ( 10 ) */
+local COMBI = {}
+
+COMBI.Name = "Plastic 10x"
+COMBI.Description = "Solidifies the Resin, creating a natural plastic."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Resin"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Plastic"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* Plastic ( 25 ) */
+local COMBI = {}
+
+COMBI.Name = "Plastic 25x"
+COMBI.Description = "Solidifies the Resin, creating a natural plastic."
+COMBI.Entity = "gms_factory"
+
+COMBI.Req = {}
+COMBI.Req["Resin"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Plastic"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_factory" )
+
+/* ------------------------ Grinding Stone ------------------------*/
+
+/* Stone to Sand x1 */
+local COMBI = {}
+
+COMBI.Name = "Sand"
+COMBI.Description = "Converts 1 stone to 1 sand."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* Stone to Sand x5 */
+local COMBI = {}
+
+COMBI.Name = "Sand 5x"
+COMBI.Description = "Converts 5 stone to 5 sand."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* Stone to Sand x10 */
+local COMBI = {}
+
+COMBI.Name = "Sand10"
+COMBI.Description = "Converts 10 stone to 10 sand."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Sand"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* Grain to Flour x1 */
+local COMBI = {}
+
+COMBI.Name = "Flour"
+COMBI.Description = "Converts 2 Grain Seeds to 1 Flour."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Flour"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* Grain to Flour x5 */
+local COMBI = {}
+
+COMBI.Name = "Flour 5x"
+COMBI.Description = "Converts 5 Grain Seeds to 3 Flour."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Flour"] = 3
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* Grain to Flour x10 */
+local COMBI = {}
+
+COMBI.Name = "Flour 10x"
+COMBI.Description = "Converts 10 Grain Seeds to 7 Flour."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Flour"] = 7
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/* All Grain to Flour*/
+local COMBI = {}
+
+COMBI.Name = "All Flour"
+COMBI.Description = "Converts Grain Seeds to Flour ( 10:6 )."
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Flour"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 25
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+/*------------------------ Cooking ------------------------*/
+
+/* Casserole */
+local COMBI = {}
+
+COMBI.Name = "Casserole"
+COMBI.Description = "Put a little spiced trout over the fire to make this delicious casserole."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Trout"] = 1
+COMBI.Req["Herbs"] = 3
+COMBI.FoodValue = 400
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Fried meat */
+local COMBI = {}
+
+COMBI.Name = "Fried Meat"
+COMBI.Description = "Simple fried meat."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Meat"] = 1
+
+COMBI.FoodValue = 250
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Sushi */
+local COMBI = {}
+
+COMBI.Name = "Sushi"
+COMBI.Description = "For when you like your fish raw."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Bass"] = 2
+
+COMBI.FoodValue = 300
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Fish soup */
+local COMBI = {}
+
+COMBI.Name = "Fish Soup"
+COMBI.Description = "Fish soup, pretty good!"
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Bass"] = 1
+COMBI.Req["Trout"] = 1
+COMBI.Req["Spices"] = 2
+COMBI.Req["Water_Bottles"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 2
+
+COMBI.FoodValue = 400
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Meatballs */
+local COMBI = {}
+
+COMBI.Name = "Meatballs"
+COMBI.Description = "Processed meat."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Meat"] = 1
+COMBI.Req["Spices"] = 1
+COMBI.Req["Water_Bottles"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 2
+
+COMBI.FoodValue = 400
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Fried fish */
+local COMBI = {}
+
+COMBI.Name = "Fried Fish"
+COMBI.Description = "Simple fried fish."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Bass"] = 1
+COMBI.FoodValue = 200
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Berry Pie */
+local COMBI = {}
+
+COMBI.Name = "Berry Pie"
+COMBI.Description = "Yummy, berry pie reminds me of home!"
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Dough"] = 2
+COMBI.Req["Water_Bottles"] = 2
+COMBI.Req["Berries"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 5
+
+COMBI.FoodValue = 700
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Rock cake */
+local COMBI = {}
+
+COMBI.Name = "Rock Cake"
+COMBI.Description = "Crunchy!"
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 2
+COMBI.Req["Herbs"] = 1
+COMBI.FoodValue = 50
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Salad */
+local COMBI = {}
+
+COMBI.Name = "Salad"
+COMBI.Description = "Everything for survival, I guess."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 2
+COMBI.FoodValue = 100
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Meal */
+local COMBI = {}
+
+COMBI.Name = "Meal"
+COMBI.Description = "The ultimate meal. Delicious!"
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 5
+COMBI.Req["Salmon"] = 1
+COMBI.Req["Meat"] = 2
+COMBI.Req["Spices"] = 3
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 20
+
+COMBI.FoodValue = 1000
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Shark soup */
+local COMBI = {}
+
+COMBI.Name = "Shark Soup"
+COMBI.Description = "Man this is good."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Shark"] = 2
+COMBI.Req["Herbs"] = 3
+COMBI.Req["Spices"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 15
+
+COMBI.FoodValue = 850
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Bread */
+local COMBI = {}
+
+COMBI.Name = "Bread"
+COMBI.Description = "Good old bread."
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Dough"] = 2
+COMBI.Req["Water_Bottles"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 5
+
+COMBI.FoodValue = 800
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* Hamburger */
+local COMBI = {}
+
+COMBI.Name = "Hamburger"
+COMBI.Description = "A hamburger! Yummy!"
+COMBI.Entity = "gms_stove"
+
+COMBI.Req = {}
+COMBI.Req["Dough"] = 2
+COMBI.Req["Water_Bottles"] = 1
+COMBI.Req["Meat"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Cooking"] = 3
+
+COMBI.FoodValue = 850
+
+GMS.RegisterCombi( COMBI, "Cooking" )
+
+/* ------------------------ Stone Workbench ------------------------*/
+
+/* Stone Hatchet */
+local COMBI = {}
+
+COMBI.Name = "Stone Hatchet"
+COMBI.Description = "This small stone axe is ideal for chopping down trees."
+COMBI.Entity = "gms_stoneworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+COMBI.Req["Wood"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_stonehatchet"
+
+GMS.RegisterCombi( COMBI, "gms_stoneworkbench" )
+
+/* Wooden Spoon */
+local COMBI = {}
+
+COMBI.Name = "Wooden Spoon"
+COMBI.Description = "Allows you to salvage more seeds from consumed fruit."
+COMBI.Entity = "gms_stoneworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 12
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 3
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_woodenspoon"
+
+GMS.RegisterCombi( COMBI, "gms_stoneworkbench" )
+
+/* Stone Pickaxe */
+local COMBI = {}
+
+COMBI.Name = "Stone Pickaxe"
+COMBI.Description = "This stone pickaxe is used for effectively mining stone and copper ore."
+COMBI.Entity = "gms_stoneworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+COMBI.Req["Wood"] = 10
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_stonepickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_stoneworkbench" )
+
+/* Fishing rod */
+local COMBI = {}
+
+COMBI.Name = "Wooden Fishing Rod"
+COMBI.Description = "This rod of wood can be used to fish from a lake."
+COMBI.Entity = "gms_stoneworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Rope"] = 1
+COMBI.Req["Wood"] = 20
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 4
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_woodenfishingrod"
+
+GMS.RegisterCombi( COMBI, "gms_stoneworkbench" )
+
+/* ------------------------ Copper Workbench ------------------------*/
+
+/* Copper Hatchet */
+local COMBI = {}
+
+COMBI.Name = "Copper Hatchet"
+COMBI.Description = "This copper axe is ideal for chopping down trees."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_copperhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* Copper Hammer */
+local COMBI = {}
+
+COMBI.Name = "Wrench"
+COMBI.Description = "This wrench is ideal for crafting weapons."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 10
+COMBI.Req["Wood"] = 10
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 5
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_wrench"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* Copper Pickaxe */
+local COMBI = {}
+
+COMBI.Name = "Copper Pickaxe"
+COMBI.Description = "This copper pickaxe is used for effectively mining stone, copper ore and iron ore."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_copperpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* Frying pan */
+local COMBI = {}
+
+COMBI.Name = "Frying Pan"
+COMBI.Description = "This kitchen tool is used for more effective cooking."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 20
+COMBI.Req["Wood"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 5
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_fryingpan"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* Shovel */
+local COMBI = {}
+
+COMBI.Name = "Shovel"
+COMBI.Description = "This tool can dig up rocks, and decreases forage times."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 15
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 8
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_shovel"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* Crowbar */
+local COMBI = {}
+
+COMBI.Name = "Crowbar"
+COMBI.Description = "This weapon is initially a tool, but pretty useless for it's original purpose on a stranded Island."
+COMBI.Entity = "gms_copperworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 20
+COMBI.Req["Iron"] = 20
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 6
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "weapon_crowbar"
+
+GMS.RegisterCombi( COMBI, "gms_copperworkbench" )
+
+/* ------------------------ Iron Workbench ------------------------*/
+
+/* Sickle */
+local COMBI = {}
+
+COMBI.Name = "Sickle"
+COMBI.Description = "This tool effectivizes harvesting."
+COMBI.Entity = "gms_ironworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 5
+COMBI.Req["Wood"] = 15
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 7
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_sickle"
+
+GMS.RegisterCombi( COMBI, "gms_ironworkbench" )
+
+/* Strainer */
+local COMBI = {}
+
+COMBI.Name = "Strainer"
+COMBI.Description = "This tool can filter the earth for resources."
+COMBI.Entity = "gms_ironworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 5
+COMBI.Req["Wood"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_strainer"
+
+GMS.RegisterCombi( COMBI, "gms_ironworkbench" )
+
+/* Advanced Fishing rod */
+local COMBI = {}
+
+COMBI.Name = "Advanced Fishing rod"
+COMBI.Description = "With this Fishing rod you can catch rare fish even faster. You might even catch something big."
+COMBI.Entity = "gms_ironworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 25
+COMBI.Req["Wood"] = 30
+COMBI.Req["Rope"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 15
+COMBI.SkillReq["Fishing"] = 5
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_advancedfishingrod"
+
+GMS.RegisterCombi( COMBI, "gms_ironworkbench" )
+
+/* Iron Pickaxe */
+local COMBI = {}
+
+COMBI.Name = "Iron Pickaxe"
+COMBI.Description = "This iron pickaxe is used for effectively mining stone, copper ore, iron ore, and tech ore."
+COMBI.Entity = "gms_ironworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Wood"] = 10
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_ironpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_ironworkbench" )
+
+/* Iron Hatchet */
+local COMBI = {}
+
+COMBI.Name = "Iron Hatchet"
+COMBI.Description = "This iron axe is ideal for chopping down trees."
+COMBI.Entity = "gms_ironworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Wood"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_ironhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_ironworkbench" )
+
+
+/*------------------------ Gun Lab ------------------------*/
+
+/*HL2 Smg */
+local COMBI = {}
+
+COMBI.Name = "HL2 Machine Gun"
+COMBI.Description = "Just a simple Machine Gun."
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Copper Gunslide"] = 1
+COMBI.Req["Copper Gungrip"] = 1
+COMBI.Req["Copper Gunbarrel"] = 1
+COMBI.Req["Copper Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 15
+COMBI.SkillReq["Hunting"] = 15
+
+COMBI.Texture = "gms_icons/weapon_smg1.png"
+COMBI.SwepClass = "weapon_smg1"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* HL2 Pistol */
+local COMBI = {}
+
+COMBI.Name = "Pistol"
+COMBI.Description = "It's not great, but it does the job. Your first ordinary Pistol."
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Copper Gunslide"] = 1
+COMBI.Req["Copper Gungrip"] = 1
+COMBI.Req["Copper Gunbarrel"] = 1
+COMBI.Req["Copper Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 10
+COMBI.SkillReq["Hunting"] = 8
+
+COMBI.Texture = "gms_icons/weapon_pistol.png"
+COMBI.SwepClass = "weapon_pistol"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+local COMBI = {}
+
+COMBI.Name = "HL2 Shotgun"
+COMBI.Description = "Just a simple Shotgun. Left click for single shot, right click for double shots"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron Gunslide"] = 1
+COMBI.Req["Iron Gungrip"] = 1
+COMBI.Req["Iron Gunbarrel"] = 1
+COMBI.Req["Iron Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 25
+COMBI.SkillReq["Hunting"] = 20
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "weapon_shotgun"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+local COMBI = {}
+
+COMBI.Name = "HL2 Crossbow"
+COMBI.Description = "A very Medieval weapon, shoots bolts with left click and zooms in with right click"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+COMBI.Req["Tech WeaponScope"] = 1
+COMBI.Req["Rope"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 75
+COMBI.SkillReq["Hunting"] = 70
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "weapon_crossbow"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/*------------------------ Gun Chunks ------------------------*/
+
+/* Copper Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Copper Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Copper Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Copper Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Copper Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Copper Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Copper Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Copper Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Copper Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Copper Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Copper Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 15
+COMBI.Req["Wood"] = 20
+COMBI.Req["Gunpowder"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Copper Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Copper Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Copper Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Copper"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Copper Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Copper Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Copper Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Copper"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Copper Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Iron Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Iron Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Oak"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Iron Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Iron Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Iron Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Oak"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Iron Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Iron Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Iron Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Oak"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Iron Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Iron Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Iron Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 20
+COMBI.Req["Oak"] = 20
+COMBI.Req["Gunpowder"] = 15
+
+COMBI.Results = {}
+COMBI.Results["Iron Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Iron Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Iron Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Iron"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Iron Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Iron Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Iron Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Iron"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Iron Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Tech Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Tech Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Tech Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Tech Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Tech Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Tech Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Tech Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Tech Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Tech Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Tech Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Tech Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 15
+COMBI.Req["Gunpowder"] = 15
+
+COMBI.Results = {}
+COMBI.Results["Tech Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Tech Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Tech Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Tech"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Tech Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Tech Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Tech Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Tech"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Tech Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Silver Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Silver Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Silver Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Silver Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Silver Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Silver Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Silver Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Silver Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Silver Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Silver Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Silver Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 20
+COMBI.Req["Gunpowder"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Silver Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Silver Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Silver Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Silver"] = 40
+
+COMBI.Results = {}
+COMBI.Results["Silver Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Silver Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Silver Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Silver"] = 40
+
+COMBI.Results = {}
+COMBI.Results["Silver Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gold Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Gold Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Gold Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gold Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Gold Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Gold Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gold Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Gold Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Gold Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gold Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Gold Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 25
+COMBI.Req["Gunpowder"] = 25
+
+COMBI.Results = {}
+COMBI.Results["Gold Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gold Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Gold Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Gold"] = 45
+
+COMBI.Results = {}
+COMBI.Results["Gold Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Gold Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Gold Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Gold"] = 45
+
+COMBI.Results = {}
+COMBI.Results["Gold Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Steel Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Steel Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Steel Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Steel Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Steel Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Steel Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Steel Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Steel Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Steel Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Steel Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Steel Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 30
+COMBI.Req["Gunpowder"] = 30
+
+COMBI.Results = {}
+COMBI.Results["Steel Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Steel Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Steel Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Steel"] = 50
+
+COMBI.Results = {}
+COMBI.Results["Steel Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Steel Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Steel Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Steel"] = 50
+
+COMBI.Results = {}
+COMBI.Results["Steel Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Platinum Gunslide */
+local COMBI = {}
+
+COMBI.Name = "Platinum Gunslide"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Platinum Gunslide"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Platinum Gunbarrel */
+local COMBI = {}
+
+COMBI.Name = "Platinum Gunbarrel"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Platinum Gunbarrel"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Platinum Gungrip */
+local COMBI = {}
+
+COMBI.Name = "Platinum Gungrip"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Platinum Gungrip"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Platinum Gunmagazine */
+local COMBI = {}
+
+COMBI.Name = "Platinum Gunmagazine"
+COMBI.Description = "A piece of a gun"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 35
+COMBI.Req["Gunpowder"] = 35
+
+COMBI.Results = {}
+COMBI.Results["Platinum Gunmagazine"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Platinum Weapon Scope */
+local COMBI = {}
+
+COMBI.Name = "Platinum Weapon Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Platinum"] = 55
+
+COMBI.Results = {}
+COMBI.Results["Platinum Weapon Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+
+/* Platinum Reflex Scope */
+local COMBI = {}
+
+COMBI.Name = "Platinum Reflex Scope"
+COMBI.Description = "A weapon scope"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 20
+COMBI.Req["Platinum"] = 55
+
+COMBI.Results = {}
+COMBI.Results["Platinum Reflex Scope"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Saltpetre */
+local COMBI = {}
+
+COMBI.Name = "Saltpetre"
+COMBI.Description = "Used in making gunpowder"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Urine_Bottles"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Saltpetre"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Saltpetre x10 */
+local COMBI = {}
+
+COMBI.Name = "Saltpetre 10x"
+COMBI.Description = "Used in making gunpowder"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Urine_Bottles"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Saltpetre"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* Gunpowder */
+local COMBI = {}
+
+COMBI.Name = "Gunpowder"
+COMBI.Description = "Explosive!"
+COMBI.Entity = "gms_gunchunks"
+
+COMBI.Req = {}
+COMBI.Req["Sulphur"] = 5
+COMBI.Req["Charcoal"] = 10
+COMBI.Req["Saltpetre"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Gunpowder"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_gunchunks" )
+
+/* ------------------------------------------------------------------------
+ Tech workbench
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "Batteries"
+COMBI.Description = "These self-rechargeable batteries are used to craft stunstick, toolgun and flashlight.\nAlso the more batteries you have, the longer you can use your flashlight."
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 3
+COMBI.Req["Iron"] = 3
+
+COMBI.Results = {}
+COMBI.Results["Batteries"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Toolgun"
+COMBI.Description = "Vital to long term survival, it allows you to easily build complex structures."
+COMBI.Entity = "gms_techworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 30
+COMBI.Req["Wood"] = 20
+COMBI.Req["Glass"] = 5
+COMBI.Req["Batteries"] = 2
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gmod_tool"
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Flashlight"
+COMBI.Description = "Grants ability to use flashlight."
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 15
+COMBI.Req["Glass"] = 5
+COMBI.Req["Batteries"] = 3
+
+COMBI.Results = {}
+COMBI.Results["Flashlight"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Stunstick"
+COMBI.Description = "This highly advanced, effective melee weapon is useful for hunting down animals and fellow stranded alike."
+COMBI.Entity = "gms_techworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 40
+COMBI.Req["Batteries"] = 4
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 11
+COMBI.SkillReq["Hunting"] = 5
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "weapon_stunstick"
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Wrist Watch"
+COMBI.Description = "See the time whereever you go."
+COMBI.Entity = "gms_techworkbench"
+
+COMBI.Results = {}
+COMBI.Results["Wrist_Watch"] = 1
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 5
+COMBI.Req["Glass"] = 5
+COMBI.Req["Batteries"] = 2
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Tech Pickaxe"
+COMBI.Description = "This tech pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, and silver ore."
+COMBI.Entity = "gms_techworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_techpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Tech Hatchet"
+COMBI.Description = "This tech axe is ideal for chopping down trees."
+COMBI.Entity = "gms_techworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 25
+COMBI.Req["Cedar"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_techhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_techworkbench" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Silver workbench
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "Silver Pickaxe"
+COMBI.Description = "This silver pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, and gold ore."
+COMBI.Entity = "gms_silverworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_silverpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_silverworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Silver Hatchet"
+COMBI.Description = "This silver axe is ideal for chopping down trees."
+COMBI.Entity = "gms_silverworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 30
+COMBI.Req["Maple"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_silverhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_silverworkbench" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Gold workbench
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "Gold Pickaxe"
+COMBI.Description = "This gold pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, and steel ore."
+COMBI.Entity = "gms_goldworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_goldpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_goldworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Gold Hatchet"
+COMBI.Description = "This gold axe is ideal for chopping down trees."
+COMBI.Entity = "gms_goldworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 35
+COMBI.Req["Teak"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_goldhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_goldworkbench" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Steel workbench
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "Steel Pickaxe"
+COMBI.Description = "This steel pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, steel ore, and platinum ore."
+COMBI.Entity = "gms_steelworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_steelpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_steelworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Steel Hatchet"
+COMBI.Description = "This Steel axe is ideal for chopping down trees."
+COMBI.Entity = "gms_steelworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 40
+COMBI.Req["Mahogany"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_steelhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_steelworkbench" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Platinum workbench
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "Platinum Pickaxe"
+COMBI.Description = "This platinum pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, steel ore, and platinum ore."
+COMBI.Entity = "gms_platinumworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_platinumpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_platinumworkbench" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Platinum Hatchet"
+COMBI.Description = "This Platinum axe is ideal for chopping down trees."
+COMBI.Entity = "gms_platinumworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 45
+COMBI.Req["Elm"] = 10
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_platinumhatchet"
+
+GMS.RegisterCombi( COMBI, "gms_platinumworkbench" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Basic Transmutator
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "All Oak"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_transmutator"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 1
+COMBI.Req["Iron"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Oak"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_transmutator" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "All Cedar"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_transmutator"
+
+COMBI.Req = {}
+COMBI.Req["Oak"] = 1
+COMBI.Req["Tech"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Cedar"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_transmutator" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "All Maple"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_transmutator"
+
+COMBI.Req = {}
+COMBI.Req["Cedar"] = 1
+COMBI.Req["Silver"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Maple"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_transmutator" )
+
+------------------------------------------------------------------------
+
+/* ------------------------------------------------------------------------
+ Advanced Transmutator
+------------------------------------------------------------------------ */
+
+local COMBI = {}
+
+COMBI.Name = "All Teak"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_advancedtransmutator"
+
+COMBI.Req = {}
+COMBI.Req["Maple"] = 1
+COMBI.Req["Gold"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Teak"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "All Mahogany"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_advancedtransmutator"
+
+COMBI.Req = {}
+COMBI.Req["Teak"] = 1
+COMBI.Req["Steel"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Mahogany"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" )
+
+------------------------------------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "All Elm"
+COMBI.Description = "This type of wood can be used to make more advanced machinery."
+COMBI.Entity = "gms_advancedtransmutator"
+
+COMBI.Req = {}
+COMBI.Req["Mahogany"] = 1
+COMBI.Req["Platinum"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Elm"] = 2
+
+COMBI.AllSmelt = true
+COMBI.Max = 200
+
+GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" )
+
+------------------------------------------------------------------------ \ No newline at end of file
diff --git a/gamemode/combinations2.lua b/gamemode/combinations2.lua
new file mode 100644
index 0000000..bf31327
--- /dev/null
+++ b/gamemode/combinations2.lua
@@ -0,0 +1,1196 @@
+
+/* ------------------------ Pistol Gun Lab ------------------------*/
+
+/* M9k USP */
+local COMBI = {}
+
+COMBI.Name = "USP Pistol"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 16
+COMBI.SkillReq["Hunting"] = 12
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_usp"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* M9k Luger */
+local COMBI = {}
+
+COMBI.Name = "Luger"
+COMBI.Description = "A refined version of a pistol, Also German made!"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 17
+COMBI.SkillReq["Hunting"] = 13
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_luger"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* M9k Colt1911 */
+local COMBI = {}
+
+COMBI.Name = "Colt Pistol"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 16
+COMBI.SkillReq["Hunting"] = 12
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_colt1911"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Glock */
+local COMBI = {}
+
+COMBI.Name = "Glock Pistol"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 20
+COMBI.SkillReq["Hunting"] = 16
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_glock"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Remington 1858 */
+local COMBI = {}
+
+COMBI.Name = "Remington 1858"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Silver Gunslide"] = 1
+COMBI.Req["Silver Gungrip"] = 1
+COMBI.Req["Silver Gunbarrel"] = 1
+COMBI.Req["Silver Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 25
+COMBI.SkillReq["Hunting"] = 20
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_remington1858"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* M9k S W Model 3 Russian */
+local COMBI = {}
+
+COMBI.Name = "S W Model 3 Russian"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Silver Gunslide"] = 1
+COMBI.Req["Silver Gungrip"] = 1
+COMBI.Req["Silver Gunbarrel"] = 1
+COMBI.Req["Silver Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 20
+COMBI.SkillReq["Hunting"] = 17
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_model3russian"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Satan */
+local COMBI = {}
+
+COMBI.Name = "Satan Revolver"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Silver Gunslide"] = 1
+COMBI.Req["Silver Gungrip"] = 1
+COMBI.Req["Silver Gunbarrel"] = 1
+COMBI.Req["Silver Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 30
+COMBI.SkillReq["Hunting"] = 25
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_m29satan"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Deagle */
+local COMBI = {}
+
+COMBI.Name = "Deagle"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Gold Gunslide"] = 1
+COMBI.Req["Gold Gungrip"] = 1
+COMBI.Req["Gold Gunbarrel"] = 1
+COMBI.Req["Gold Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 35
+COMBI.SkillReq["Hunting"] = 28
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_deagle"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Raging Bull */
+local COMBI = {}
+
+COMBI.Name = "Raging Bull"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Steel Gunslide"] = 1
+COMBI.Req["Steel Gungrip"] = 1
+COMBI.Req["Steel Gunbarrel"] = 1
+COMBI.Req["Steel Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 40
+COMBI.SkillReq["Hunting"] = 32
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_ragingbull"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+
+/* M9k Scoped Raging Bull */
+local COMBI = {}
+
+COMBI.Name = "Scoped Raging Bull"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["PLatinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+COMBI.SkillReq["Hunting"] = 32
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_scoped_taurus"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* ------------------------ SMG Gun Lab ------------------------*/
+
+/* M9k P90 */
+local COMBI = {}
+
+COMBI.Name = "P90"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 25
+COMBI.SkillReq["Hunting"] = 20
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_smgp90"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* M9k Magdul PDR */
+local COMBI = {}
+
+COMBI.Name = "Magdul PDR"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Silver Gunslide"] = 1
+COMBI.Req["Silver Gungrip"] = 1
+COMBI.Req["Silver Gunbarrel"] = 1
+COMBI.Req["Silver Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 35
+COMBI.SkillReq["Hunting"] = 30
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_magpulpdr"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+
+
+/* M9k MP90 */
+local COMBI = {}
+
+COMBI.Name = "MP90"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Gold Gunslide"] = 1
+COMBI.Req["Gold Gungrip"] = 1
+COMBI.Req["Gold Gunbarrel"] = 1
+COMBI.Req["Gold Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 45
+COMBI.SkillReq["Hunting"] = 40
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_mp9"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+ /*FN FAL*/
+local COMBI = {}
+
+COMBI.Name = "FN FAL"
+COMBI.Description = "Fairly advanced Assault rifle, Pressing E and R at the same time will turn the gun between Automatic and Single shot."
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Steel Gunslide"] = 1
+COMBI.Req["Steel Gungrip"] = 1
+COMBI.Req["Steel Gunbarrel"] = 1
+COMBI.Req["Steel Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 60
+COMBI.SkillReq["Hunting"] = 50
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_fal"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* M9k KRISS Vector */
+local COMBI = {}
+
+COMBI.Name = "KRISS Vector"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Steel Gunslide"] = 1
+COMBI.Req["Steel Gungrip"] = 1
+COMBI.Req["Steel Gunbarrel"] = 1
+COMBI.Req["Steel Gunmagazine"] = 1
+COMBI.Req["Steel Reflex Scope"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+COMBI.SkillReq["Hunting"] = 45
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_vector"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* M9k MP7 */
+local COMBI = {}
+
+COMBI.Name = "MP7"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Steel Gunslide"] = 1
+COMBI.Req["Steel Gungrip"] = 1
+COMBI.Req["Steel Gunbarrel"] = 1
+COMBI.Req["Steel Gunmagazine"] = 1
+COMBI.Req["Steel Weapon Scope"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 60
+COMBI.SkillReq["Hunting"] = 50
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_mp7"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* M9k Honey Badger */
+local COMBI = {}
+
+COMBI.Name = "Honey Badger"
+COMBI.Description = "A refined version of an SMG"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["Platinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 70
+COMBI.SkillReq["Hunting"] = 60
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_honeybadger"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* ------------------------ High Tech Gun Lab ------------------------*/
+
+/* M9k Winchester */
+local COMBI = {}
+
+COMBI.Name = "Winchester Rifle"
+COMBI.Description = "A refined version of an Assault Rifle"
+COMBI.Entity = "gms_hightechgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["Platinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+COMBI.Req["Steel"] = 100
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 90
+COMBI.SkillReq["Hunting"] = 70
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_winchester73"
+
+GMS.RegisterCombi( COMBI, "gms_hightechgunlab" )
+
+
+/* M9k Vikhr */
+local COMBI = {}
+
+COMBI.Name = "Vikhr Rifle"
+COMBI.Description = "A refined version of an Assault Rifle"
+COMBI.Entity = "gms_hightechgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["Platinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+COMBI.Req["Steel"] = 100
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 100
+COMBI.SkillReq["Hunting"] = 70
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_vikhr"
+
+GMS.RegisterCombi( COMBI, "gms_hightechgunlab" )
+
+
+/* M9k Remington Sniper */
+local COMBI = {}
+
+COMBI.Name = "Remington Sniper"
+COMBI.Description = "A refined version of a Sniper Rifle"
+COMBI.Entity = "gms_hightechgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["Platinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+COMBI.Req["Platinum"] = 150
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 150
+COMBI.SkillReq["Hunting"] = 70
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_remington7615p"
+
+GMS.RegisterCombi( COMBI, "gms_hightechgunlab" )
+
+
+/* M9k SVT Sniper */
+local COMBI = {}
+
+COMBI.Name = "SVT Sniper"
+COMBI.Description = "A refined version of a Sniper Rifle"
+COMBI.Entity = "gms_hightechgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Platinum Gunslide"] = 1
+COMBI.Req["Platinum Gungrip"] = 1
+COMBI.Req["Platinum Gunbarrel"] = 1
+COMBI.Req["Platinum Gunmagazine"] = 1
+COMBI.Req["Platinum Weapon Scope"] = 1
+COMBI.Req["Platinum"] = 200
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 180
+COMBI.SkillReq["Hunting"] = 100
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_svt40"
+
+GMS.RegisterCombi( COMBI, "gms_hightechgunlab" )
+
+/* ------------------------ Ammo ------------------------*/
+
+/* Pistol ammo */
+local COMBI = {}
+
+COMBI.Name = "Pistol ammo"
+COMBI.Description = "If you wanna keep using the pistol, you'll need this"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 25
+COMBI.Req["Gunpowder"] = 15
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 10
+
+COMBI.Texture = "gms_icons/item_ammo_pistol.png"
+COMBI.SwepClass = "item_ammo_pistol_large"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* Crossbow Bolts */
+local COMBI = {}
+
+COMBI.Name = "Crossbow Bolts"
+COMBI.Description = "If you wanna keep using your Crossbow, you'll need this"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 50
+COMBI.Req["Stone"] = 25
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+
+COMBI.Texture = "gms_icons/item_ammo_pistol.png"
+COMBI.SwepClass = "item_ammo_crossbow "
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* Smg ammo */
+local COMBI = {}
+
+COMBI.Name = "SMG Ammo"
+COMBI.Description = "If you wanna keep using the smg, you'll need this"
+COMBI.Entity = "gms_smggunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 50
+COMBI.Req["Gunpowder"] = 25
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 15
+
+COMBI.Texture = "gms_icons/item_ammo_smg1.png"
+COMBI.SwepClass = "item_ammo_smg1_large"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* Revolver Ammo */
+local COMBI = {}
+
+COMBI.Name = "Revolver Ammo"
+COMBI.Description = "If you wanna keep using the revolvers, you'll need this"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 50
+COMBI.Req["Gunpowder"] = 25
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 10
+
+COMBI.Texture = "gms_icons/item_ammo_pistol.png"
+COMBI.SwepClass = "item_ammo_357_large"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* Assault Rifle Ammo */
+local COMBI = {}
+
+COMBI.Name = "Assault Rifle Ammo"
+COMBI.Description = "If you wanna keep using your Assault Rifle weapons you'll need this"
+COMBI.Entity = "gms_cedargunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 10
+COMBI.Req["Gunpowder"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+
+COMBI.Texture = "gms_icons/item_ammo_smg1.png"
+COMBI.SwepClass = "item_ammo_ar2_large"
+
+GMS.RegisterCombi( COMBI, "gms_smggunlab" )
+
+/* Winchester Ammo */
+local COMBI = {}
+
+COMBI.Name = "Winchester Ammo"
+COMBI.Description = "If you wanna keep using your Winchester you'll need this"
+COMBI.Entity = "gms_hightechgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 10
+COMBI.Req["Gunpowder"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+
+COMBI.Texture = "gms_icons/item_ammo_smg1.png"
+COMBI.SwepClass = "m9k_ammo_winchester"
+
+GMS.RegisterCombi( COMBI, "gms_hightechgunlab" )
+
+/* Shotgun Ammo (HL2) */
+local COMBI = {}
+
+COMBI.Name = "Shotgun Ammo"
+COMBI.Description = "If you want to keep using your Shotgun weapons you'll need this"
+COMBI.Entity = "gms_pistolgunlab"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 5
+COMBI.Req["Gunpowder"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 25
+
+COMBI.Texture = "gms_icons/item_ammo_smg1.png"
+COMBI.SwepClass = "item_box_buckshot"
+
+GMS.RegisterCombi( COMBI, "gms_pistolgunlab" )
+
+/* ------------------------------------------------------------------------Platinum workbench------------------------------------------------------------------------ */
+local COMBI = {}
+
+COMBI.Name = "Pickaxe of Djarex"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_platinumworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 25
+COMBI.Req ["Steel"] = 25
+COMBI.Req ["Gold"] = 25
+COMBI.Req["Elm"] = 50
+COMBI.Req["Mahogany"] = 50
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 50
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_pickaxeofdjarex"
+
+GMS.RegisterCombi( COMBI, "gms_platinumworkbench" )
+-------------------------------------------------------------Platinum Furnace------------------------------------
+local COMBI = {}
+
+COMBI.Name = "Pure Mithril"
+COMBI.Description = "The purest form of mithril able to be made"
+COMBI.Entity = "gms_platinumfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Mithril_Ore"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Pure_Mithril"] = 1
+
+GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" )
+
+local COMBI = {}
+
+COMBI.Name = "Pure Mithril x5"
+COMBI.Description = "The purest form of mithril able to be made"
+COMBI.Entity = "gms_platinumfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Mithril_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Pure_Mithril"] = 5
+
+GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" )
+
+local COMBI = {}
+
+COMBI.Name = "Pure Mithril x10"
+COMBI.Description = "The purest form of mithril able to be made"
+COMBI.Entity = "gms_platinumfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Mithril_Ore"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Pure_Mithril"] = 10
+
+GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" )
+
+local COMBI = {}
+
+COMBI.Name = "All Pure Mithril"
+COMBI.Description = "Pure Mithril can be used to start of you industrial needs"
+COMBI.Entity = "gms_platinumfurnace"
+
+COMBI.Req = {}
+COMBI.Req["Mithril_Ore"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Pure_Mithril"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_platinumfurnace" )
+
+
+----------------------------------------------------------------------Steel Workbench-----------------------------------------------
+local COMBI = {}
+
+COMBI.Name = "Bucket"
+COMBI.Description = "a simple bucket for simple needs"
+COMBI.Entity = "gms_steelworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 30
+COMBI.Req["Wood"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 30
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_bucket"
+
+GMS.RegisterCombi ( COMBI, "gms_steelworkbench")
+
+
+---------------------------------------------------------------------------Obelisk----------------------------------
+/*Obelisk*/
+local COMBI = {}
+
+COMBI.Name = "Obelisk"
+COMBI.Description = "A broken down obelisk used to make basic runes"
+
+COMBI.Req = {}
+COMBI.Req["Strange_Stone"] = 50
+
+COMBI.Results = "gms_obelisk"
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.BuildSiteModel = "models/props_c17/gravestone_cross001b.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+
+local COMBI = {}
+
+COMBI.Name = "Basic Rune"
+COMBI.Description = "the most basic rune used for inscribing"
+COMBI.Entity = "gms_obelisk"
+
+COMBI.Req = {}
+COMBI.Req["Strange_Stone"] = 5
+
+COMBI.Results = {}
+COMBI.Results["Basic_Rune"] = 1
+
+GMS.RegisterCombi ( COMBI, "gms_obelisk")
+
+local COMBI = {}
+
+COMBI.Name = "Chisel"
+COMBI.Description = "Effective in cutting stone"
+COMBI.Entity = "gms_obelisk"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 30
+COMBI.Req["Wood"] = 5
+COMBI.Req["Strange_Stone"] = 5
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 40
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_chisel"
+
+GMS.RegisterCombi ( COMBI, "gms_obelisk")
+
+
+
+----------------------------------------------------------Mithril Factory-----------------------------------------------
+/*Mithril Factory*/
+local COMBI = {}
+
+COMBI.Name = "Mithril Factory"
+COMBI.Description = "A advanced factor for faster smelting"
+
+COMBI.Req = {}
+COMBI.Req["Pure_Mithril"] = 400
+COMBI.Req["Teak"] = 50
+
+COMBI.Results = "gms_mithrilfactory"
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.BuildSiteModel = "models/props_wasteland/laundry_washer001a.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+/* Allsmelt Copper */
+local COMBI = {}
+
+COMBI.Name = "All Copper"
+COMBI.Description = "Copper can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Copper"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* Allsmelt Iron */
+local COMBI = {}
+
+COMBI.Name = "All Iron"
+COMBI.Description = "Iron can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Iron_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Iron"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* Allsmelt Tech */
+local COMBI = {}
+
+COMBI.Name = " All Tech "
+COMBI.Description = "Tech can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Tech"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* All Silver */
+local COMBI = {}
+
+COMBI.Name = "All Silver"
+COMBI.Description = "Silver can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Silver"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi ( COMBI, "gms_mithrilfactory" )
+
+/* All Gold */
+local COMBI = {}
+
+COMBI.Name = "All Gold"
+COMBI.Description = "Gold can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Gold"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* All Steel */
+local COMBI = {}
+
+COMBI.Name = "All Steel"
+COMBI.Description = "Steel can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Steel"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* All Platinum */
+local COMBI = {}
+
+COMBI.Name = "All Platinum"
+COMBI.Description = "Platinum can be used to create more advanced buildings and tools."
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Platinum"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+/* All Pure Mithrill */
+local COMBI = {}
+
+COMBI.Name = "Pure_Mithril"
+COMBI.Description = "Pure Mithril can be used to start of you industrial needs"
+COMBI.Entity = "gms_mithrilfactory"
+
+COMBI.Req = {}
+COMBI.Req["Mithril_Ore"] = 2
+
+COMBI.Results = {}
+COMBI.Results["Pure_Mithril"] = 1
+
+COMBI.AllSmelt = true
+COMBI.Max = 50
+
+GMS.RegisterCombi( COMBI, "gms_mithrilfactory" )
+
+------------------------------------------------------------Mythril Workbench-----------------------------------------------
+
+local COMBI = {}
+
+COMBI.Name = "Mithril WorkBench"
+COMBI.Description = "A very basic industrial crafting station"
+
+COMBI.Req = {}
+COMBI.Req["Pure_Mithril"] = 200
+COMBI.Req["Teak"] = 20
+
+COMBI.Results = "gms_mithrilworkbench"
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.BuildSiteModel = "models/props_wasteland/kitchen_counter001c.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+local COMBI = {}
+
+COMBI.Name = "Mithril Pickaxe"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_mithrilworkbench"
+
+COMBI.Req = {}
+COMBI.Req["Pure_Mithril"] = 50
+COMBI.Req["Teak"] = 25
+
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_mithrilpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_mithrilworkbench" )
+
+------------------------------------------------Rune Altar--------------------------------------
+local COMBI = {}
+
+COMBI.Name = "Rune Altar"
+COMBI.Description = "A basic Altar used for making runes"
+
+COMBI.Req = {}
+COMBI.Req["Strange_Stone"] = 100
+COMBI.Req["Stone"] = 500
+COMBI.Req["Basic_Rune"] = 10
+
+COMBI.Results = "gms_runealtar"
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.BuildSiteModel = "models/xqm/rails/cap.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+ local COMBI = {}
+
+COMBI.Name = "Fire Rune"
+COMBI.Description = "A rune infused with the element of fire"
+COMBI.Entity = "gms_runealtar"
+
+COMBI.Req = {}
+COMBI.Req["Basic_Rune"] = 1
+COMBI.Req["Charcoal"] = 10
+COMBI.Req["Strange_Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Fire_Rune"] = 1
+
+
+GMS.RegisterCombi( COMBI, "gms_runealtar" )
+
+local COMBI = {}
+
+COMBI.Name = "Water Rune"
+COMBI.Description = "A rune infused with the element of water"
+COMBI.Entity = "gms_runealtar"
+
+COMBI.Req = {}
+COMBI.Req["Basic_Rune"] = 1
+COMBI.Req["Water_Bottles"] = 10
+COMBI.Req["Strange_Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Water_Rune"] = 1
+
+
+GMS.RegisterCombi( COMBI, "gms_runealtar" )
+
+local COMBI = {}
+
+COMBI.Name = "Air Rune"
+COMBI.Description = "A rune infused with the element of air"
+COMBI.Entity = "gms_runealtar"
+
+COMBI.Req = {}
+COMBI.Req["Basic_Rune"] = 1
+COMBI.Req["Dust"] = 10
+COMBI.Req["Strange_Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Air_Rune"] = 1
+
+
+GMS.RegisterCombi( COMBI, "gms_runealtar" )
+
+local COMBI = {}
+
+COMBI.Name = "Earth Rune"
+COMBI.Description = "A rune infused with the element of earth"
+COMBI.Entity = "gms_runealtar"
+
+COMBI.Req = {}
+COMBI.Req["Basic_Rune"] = 1
+COMBI.Req["Wood"] = 10
+COMBI.Req["Strange_Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Earth_Rune"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_runealtar" )
+---------------------------------------------------Runic Infuser-----------------------------------
+local COMBI = {}
+
+COMBI.Name = "Runic Infuser"
+COMBI.Description = "A basic place for infusing tools"
+
+COMBI.Req = {}
+COMBI.Req["Strange_Stone"] = 200
+COMBI.Req["Stone"] = 200
+COMBI.Req["Basic_Rune"] = 20
+
+COMBI.Results = "gms_runicinfuser"
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.BuildSiteModel = "models/maxofs2d/hover_rings.mdl"
+
+GMS.RegisterCombi( COMBI, "Structures" )
+
+local COMBI = {}
+
+COMBI.Name = "Pickaxe Head"
+COMBI.Description = "it might be dull but it gets the job done"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 150
+COMBI.Req["Strange_Stone"] = 20
+
+COMBI.Results = {}
+COMBI.Results["Pickaxe_Head"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+local COMBI = {}
+
+COMBI.Name = "Pickaxe Handle"
+COMBI.Description = "a sturdy handle for a sturdy tool"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 100
+COMBI.Req["Strange_Stone"] = 15
+
+COMBI.Results = {}
+COMBI.Results["Pickaxe_Handle"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+local COMBI = {}
+
+COMBI.Name = "Air Rune Pickaxe"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Pickaxe_Head"] = 1
+COMBI.Req["Pickaxe_Handle"] = 1
+COMBI.Req["Air_Rune"] = 3
+COMBI.Req["Strange_Stone"] = 15
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_runeapickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+local COMBI = {}
+
+COMBI.Name = "Earth Rune Pickaxe"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Pickaxe_Head"] = 1
+COMBI.Req["Pickaxe_Handle"] = 1
+COMBI.Req["Earth_Rune"] = 3
+COMBI.Req["Strange_Stone"] = 15
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_runeepickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+local COMBI = {}
+
+COMBI.Name = "Fire Rune Pickaxe"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Pickaxe_Head"] = 1
+COMBI.Req["Pickaxe_Handle"] = 1
+COMBI.Req["Fire_Rune"] = 3
+COMBI.Req["Strange_Stone"] = 15
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_runefpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+local COMBI = {}
+
+COMBI.Name = "Water Rune Pickaxe"
+COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone"
+COMBI.Entity = "gms_runicinfuser"
+
+COMBI.Req = {}
+COMBI.Req["Pickaxe_Head"] = 1
+COMBI.Req["Pickaxe_Handle"] = 1
+COMBI.Req["Water_Rune"] = 3
+COMBI.Req["Strange_Stone"] = 15
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "gms_runewpickaxe"
+
+GMS.RegisterCombi( COMBI, "gms_runicinfuser" )
+
+---------------------------------Grinding Stone--------------------
+local COMBI = {}
+
+COMBI.Name = "Dust x5"
+COMBI.Description = "A fine powder that floats through the wind"
+COMBI.Entity = "gms_grindingstone"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Dust"] = 5
+
+GMS.RegisterCombi( COMBI, "gms_grindingstone" )
+
+
+
+
+
+
+
+
+
diff --git a/gamemode/combirenbuy.lua b/gamemode/combirenbuy.lua
new file mode 100644
index 0000000..35d914f
--- /dev/null
+++ b/gamemode/combirenbuy.lua
@@ -0,0 +1,21 @@
+/* M9k USP */
+local COMBI = {}
+
+COMBI.Name = "Test"
+COMBI.Description = "A refined version of a pistol"
+COMBI.Entity = "gms_renbuyshop"
+
+COMBI.Req = {}
+COMBI.Req["Tech Gunslide"] = 1
+COMBI.Req["Tech Gungrip"] = 1
+COMBI.Req["Tech Gunbarrel"] = 1
+COMBI.Req["Tech Gunmagazine"] = 1
+
+COMBI.SkillReq = {}
+COMBI.SkillReq["Weapon_Crafting"] = 16
+COMBI.SkillReq["Hunting"] = 12
+
+COMBI.Texture = "gms_icons/gms_weapon.png"
+COMBI.SwepClass = "m9k_usp"
+
+GMS.RegisterCombi( COMBI, "gms_renbuyshop" ) \ No newline at end of file
diff --git a/gamemode/combirensell.lua b/gamemode/combirensell.lua
new file mode 100644
index 0000000..ea012bb
--- /dev/null
+++ b/gamemode/combirensell.lua
@@ -0,0 +1,1500 @@
+/* HolyRen */
+local COMBI = {}
+
+COMBI.Name = "HolyRen"
+COMBI.Description = "Converts Ren into HolyRen, an upgraded tier of Ren"
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Ren"] = 1000
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* RILL Ren */
+local COMBI = {}
+
+COMBI.Name = "RILL Ren"
+COMBI.Description = "Converts HolyRen into RILL Ren. RILL means Requiem Insignia Imprinted Ren"
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["HolyRen"] = 100
+
+COMBI.Results = {}
+COMBI.Results["RILLRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Stone */
+local COMBI = {}
+
+COMBI.Name = "Stone"
+COMBI.Description = "Converts an item into Ren, this will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Stone x10 */
+local COMBI = {}
+
+COMBI.Name = "Stone x10"
+COMBI.Description = "Converts an item into Ren, this will make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Stone"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Copper Ore*/
+local COMBI = {}
+
+COMBI.Name = "Copper Ore"
+COMBI.Description = "Converts an item into Ren, this will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Copper Ore x10 */
+local COMBI = {}
+
+COMBI.Name = "Copper Ore x10"
+COMBI.Description = "Converts an item into Ren, this will also make 250 Ren"
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Copper_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Copper Smelted */
+local COMBI = {}
+
+COMBI.Name = "Copper"
+COMBI.Description = "Converts an item into Ren, this will also make 50 Ren"
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Copper Smelted x10*/
+local COMBI = {}
+
+COMBI.Name = "Copper x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Copper"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Iron Smelted */
+local COMBI = {}
+
+COMBI.Name = "Iron"
+COMBI.Description = "Converts an item into Ren, this will also make 75 Ren"
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 75
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Iron Smelted x10 */
+local COMBI = {}
+
+COMBI.Name = "Iron x10"
+COMBI.Description = "Converts an item into Ren, This will also make 750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Iron"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Tech Smelted */
+local COMBI = {}
+
+COMBI.Name = "Tech"
+COMBI.Description = "Converts an item into Ren, This will also make 100 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 100
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Tech Smelted x10*/
+local COMBI = {}
+
+COMBI.Name = "Tech x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Tech"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Tech Ore */
+local COMBI = {}
+
+COMBI.Name = "Tech Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Tech Ore x10 */
+local COMBI = {}
+
+COMBI.Name = "Tech Ore x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Tech_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Silver */
+local COMBI = {}
+
+COMBI.Name = "Silver"
+COMBI.Description = "Converts an item into Ren, This will also make 125 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 125
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Silver x10 */
+local COMBI = {}
+
+COMBI.Name = "Silver x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Silver"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Silver Ore */
+local COMBI = {}
+
+COMBI.Name = "Silver Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 62 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 62
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Silver Ore x10 */
+local COMBI = {}
+
+COMBI.Name = "Silver Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 620 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Silver_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 620
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gold */
+local COMBI = {}
+
+COMBI.Name = "Gold"
+COMBI.Description = "Converts an item into Ren, This will also make 150 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 150
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gold x10*/
+local COMBI = {}
+
+COMBI.Name = "Gold x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gold"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gold Ore */
+local COMBI = {}
+
+COMBI.Name = "Gold Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 175 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 175
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gold Ore x10*/
+local COMBI = {}
+
+COMBI.Name = "Gold Ore x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gold_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Steel */
+local COMBI = {}
+
+COMBI.Name = "Steel"
+COMBI.Description = "Converts an item into Ren, This will also make 175 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 175
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Steel x10 */
+local COMBI = {}
+
+COMBI.Name = "Steel x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Steel"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Steel Ore */
+local COMBI = {}
+
+COMBI.Name = "Steel Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 87 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 87
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Steel Ore x10*/
+local COMBI = {}
+
+COMBI.Name = "Steel Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 870 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Steel_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 870
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Platinum */
+local COMBI = {}
+
+COMBI.Name = "Platinum"
+COMBI.Description = "Converts an item into Ren, This will also make 200 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 200
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Platinum x10*/
+local COMBI = {}
+
+COMBI.Name = "Platinum x10"
+COMBI.Description = "Converts an item into Ren, This will also make 2 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Platinum"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 2
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Platinum Ore*/
+local COMBI = {}
+
+COMBI.Name = "Platinum Ore"
+COMBI.Description = "Converts an item into Ren, This will also make 100 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 100
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Platinum Ore x10*/
+local COMBI = {}
+
+COMBI.Name = "Platinum Ore x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Platinum_Ore"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Wood */
+local COMBI = {}
+
+COMBI.Name = "Wood"
+COMBI.Description = "Converts an item into Ren, This will also make 10 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 10
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Wood x10*/
+local COMBI = {}
+
+COMBI.Name = "Wood x10"
+COMBI.Description = "Converts an item into Ren, This will also make 10 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Wood"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 100
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Oak */
+local COMBI = {}
+
+COMBI.Name = "Oak"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Oak"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Oak x10*/
+local COMBI = {}
+
+COMBI.Name = "Oak x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Oak"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Cedar */
+local COMBI = {}
+
+COMBI.Name = "Cedar"
+COMBI.Description = "Converts an item into Ren, This will also make 75 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Cedar"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 75
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Cedar x10*/
+local COMBI = {}
+
+COMBI.Name = "Cedar x10"
+COMBI.Description = "Converts an item into Ren, This will also make 750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Cedar"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Maple */
+local COMBI = {}
+
+COMBI.Name = "Maple"
+COMBI.Description = "Converts an item into Ren, This will also make 100 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Maple"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 100
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Maple x10*/
+local COMBI = {}
+
+COMBI.Name = "Maple x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Maple"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Teak */
+local COMBI = {}
+
+COMBI.Name = "Teak"
+COMBI.Description = "Converts an item into Ren, This will also make 125 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Teak"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 125
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Teak x10*/
+local COMBI = {}
+
+COMBI.Name = "Teak x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Teak"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Mahogany */
+local COMBI = {}
+
+COMBI.Name = "Mahogany"
+COMBI.Description = "Converts an item into Ren, This will also make 150 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Mahogany"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 150
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Mahogany x10*/
+local COMBI = {}
+
+COMBI.Name = "Mahogany x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Mahogany"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Elm */
+local COMBI = {}
+
+COMBI.Name = "Elm"
+COMBI.Description = "Converts an item into Ren, This will also make 175 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Elm"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 175
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Elm x10*/
+local COMBI = {}
+
+COMBI.Name = "Elm x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Elm"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* WaterBottles */
+local COMBI = {}
+
+COMBI.Name = "Water Bottles"
+COMBI.Description = "Converts an item into Ren, This will also make 125 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 125
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* WaterBottles x10*/
+local COMBI = {}
+
+COMBI.Name = "Water Bottles x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Water_Bottles"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Urine Bottles */
+local COMBI = {}
+
+COMBI.Name = "Urine Bottles"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Urine_Bottles"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Urine Bottles x10*/
+local COMBI = {}
+
+COMBI.Name = "Urine Bottles x10"
+COMBI.Description = "Converts an item into Ren, This will also make 2500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Urine_Bottles"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+COMBI.Results["HolyRen"] = 2
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Saltpetre */
+local COMBI = {}
+
+COMBI.Name = "Saltpetre"
+COMBI.Description = "Converts an item into Ren, This will also make 150 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Saltpetre"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 150
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Saltpetre x10*/
+local COMBI = {}
+
+COMBI.Name = "Saltpetre x10"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Saltpetre"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Charcoal */
+local COMBI = {}
+
+COMBI.Name = "Charcoal"
+COMBI.Description = "Converts an item into Ren, This will also make 150 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Charcoal"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 150
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Charcoal x10*/
+local COMBI = {}
+
+COMBI.Name = "Charcoal x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Charcoal"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 1500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Charcoal x10*/
+local COMBI = {}
+
+COMBI.Name = "Charcoal"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Charcoal 10"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Sulphur */
+local COMBI = {}
+
+COMBI.Name = "Sulphur"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Sulphur"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Sulphur x10*/
+local COMBI = {}
+
+COMBI.Name = "Sulphur x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Sulphur"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gunpowder */
+local COMBI = {}
+
+COMBI.Name = "Gunpowder"
+COMBI.Description = "Converts an item into Ren, This will also make 325 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gunpowder"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 325
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Gunpowder x10*/
+local COMBI = {}
+
+COMBI.Name = "Gunpowder x10"
+COMBI.Description = "Converts an item into Ren, This will also make 325 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Gunpowder"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 3
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Herbs */
+local COMBI = {}
+
+COMBI.Name = "Herbs"
+COMBI.Description = "Converts an item into Ren, This will also make 325 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 325
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Herbs x10*/
+local COMBI = {}
+
+COMBI.Name = "Herbs x10"
+COMBI.Description = "Converts an item into Ren, This will also make 3250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Herbs"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 3
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Spices */
+local COMBI = {}
+
+COMBI.Name = "Spices"
+COMBI.Description = "Converts an item into Ren, This will also make 650 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Spices"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 650
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Spices x10 */
+local COMBI = {}
+
+COMBI.Name = "Spices x10"
+COMBI.Description = "Converts an item into Ren, This will also make 6500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Spices"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+COMBI.Results["HolyRen"] = 6
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Banana Seeds */
+local COMBI = {}
+
+COMBI.Name = "Banana Seeds"
+COMBI.Description = "Converts an item into Ren, This will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Banana_Seeds"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Banana Seeds */
+local COMBI = {}
+
+COMBI.Name = "Banana Seeds x10"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Banana_Seeds"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Watermelon Seeds */
+local COMBI = {}
+
+COMBI.Name = "Watermelon Seeds"
+COMBI.Description = "Converts an item into Ren, This will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Watermelon_Seeds"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Watermelon Seeds x10 */
+local COMBI = {}
+
+COMBI.Name = "Watermelon Seeds x10"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Watermelon_Seeds"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+
+/* Orange Seeds */
+local COMBI = {}
+
+COMBI.Name = "Orange Seeds"
+COMBI.Description = "Converts an item into Ren, This will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Orange_Seeds"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Orange Seeds x10*/
+local COMBI = {}
+
+COMBI.Name = "Orange Seeds x10"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Orange_Seeds"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Grain */
+local COMBI = {}
+
+COMBI.Name = "Grain Seeds"
+COMBI.Description = "Converts an item into Ren, This will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Grain x10*/
+local COMBI = {}
+
+COMBI.Name = "Grain Seeds x10"
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Grain_Seeds"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Berries */
+local COMBI = {}
+
+COMBI.Name = "Berries"
+COMBI.Description = "Converts an item into Ren, This will also make 30 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Berries"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 30
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Berries x10*/
+local COMBI = {}
+
+COMBI.Name = "Berries x10"
+COMBI.Description = "Converts an item into Ren, This will also make 300 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Berries"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 300
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Glass */
+local COMBI = {}
+
+COMBI.Name = "Glass"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Glass x10 */
+local COMBI = {}
+
+COMBI.Name = "Glass x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Glass"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Baits */
+local COMBI = {}
+
+COMBI.Name = "Baits"
+COMBI.Description = "Converts an item into Ren, This will also make 200 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Baits"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 200
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Baits x10*/
+local COMBI = {}
+
+COMBI.Name = "Baits x10"
+COMBI.Description = "Converts an item into Ren, This will also make 2 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Baits"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 2
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Dough */
+local COMBI = {}
+
+COMBI.Name = "Dough"
+COMBI.Description = "Converts an item into Ren, This will also make 75 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Dough"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 75
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Dough x10 */
+local COMBI = {}
+
+COMBI.Name = "Dough x10"
+COMBI.Description = "Converts an item into Ren, This will also make 750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Dough"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Flour */
+local COMBI = {}
+
+COMBI.Name = "Flour"
+COMBI.Description = "Converts an item into Ren, This will also make 37 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Flour"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 37
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Flour x10 */
+local COMBI = {}
+
+COMBI.Name = "Flour x10"
+COMBI.Description = "Converts an item into Ren, This will also make 370 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Flour"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 370
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Meat */
+local COMBI = {}
+
+COMBI.Name = "Meat"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Meat"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Meat x10*/
+local COMBI = {}
+
+COMBI.Name = "Meat x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Meat"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Batteries */
+local COMBI = {}
+
+COMBI.Name = "Batteries"
+COMBI.Description = "Converts an item into Ren, This will also make 40 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Batteries"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 40
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Batteries x10*/
+local COMBI = {}
+
+COMBI.Name = "Batteries x10"
+COMBI.Description = "Converts an item into Ren, This will also make 400 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Batteries"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 400
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Sand */
+local COMBI = {}
+
+COMBI.Name = "Sand"
+COMBI.Description = "Converts an item into Ren, This will also make 25 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 25
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Sand x10 */
+local COMBI = {}
+
+COMBI.Name = "Sand x10 "
+COMBI.Description = "Converts an item into Ren, This will also make 250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Sand"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Bass */
+local COMBI = {}
+
+COMBI.Name = "Bass"
+COMBI.Description = "Converts an item into Ren, This will also make 50 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Bass"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 50
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Bass x10*/
+local COMBI = {}
+
+COMBI.Name = "Bass x10"
+COMBI.Description = "Converts an item into Ren, This will also make 500 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Bass"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 500
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Trout */
+local COMBI = {}
+
+COMBI.Name = "Trout"
+COMBI.Description = "Converts an item into Ren, This will also make 75 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Trout"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 75
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Trout x10*/
+local COMBI = {}
+
+COMBI.Name = "Trout x10"
+COMBI.Description = "Converts an item into Ren, This will also make 750 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Trout"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 750
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Salmon */
+local COMBI = {}
+
+COMBI.Name = "Salmon"
+COMBI.Description = "Converts an item into Ren, This will also make 100 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Salmon"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 100
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Salmon x10*/
+local COMBI = {}
+
+COMBI.Name = "Salmon x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Salmon"] = 100
+
+COMBI.Results = {}
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Shark */
+local COMBI = {}
+
+COMBI.Name = "Shark"
+COMBI.Description = "Converts an item into Ren, This will also make 125 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Shark"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 125
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Shark x10*/
+local COMBI = {}
+
+COMBI.Name = "Shark x10"
+COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Shark"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 250
+COMBI.Results["HolyRen"] = 1
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Medicine */
+local COMBI = {}
+
+COMBI.Name = "Medicine"
+COMBI.Description = "Converts an item into Ren, This will also make 455 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Medicine"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 455
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Medicine x10 */
+local COMBI = {}
+
+COMBI.Name = "Medicine x10"
+COMBI.Description = "Converts an item into Ren, This will also make 4550 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Medicine"] = 100
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 550
+COMBI.Results["HolyRen"] = 4
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Flashlight */
+local COMBI = {}
+
+COMBI.Name = "Flash Light"
+COMBI.Description = "Converts an item into Ren, This will also make 140 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Flashlight"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 140
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Wrist Watch */
+local COMBI = {}
+
+COMBI.Name = "Wrist Watch"
+COMBI.Description = "Converts an item into Ren, This will also make 61 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Wrist Watch"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 61
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Welder */
+local COMBI = {}
+
+COMBI.Name = "Welder"
+COMBI.Description = "Converts an item into Ren, This will also make 455 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Welder"] = 1
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 35
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" )
+
+/* Medicine */
+local COMBI = {}
+
+COMBI.Name = "Medicine"
+COMBI.Description = "Converts an item into Ren, This will also make 455 Ren."
+COMBI.Entity = "gms_rensellshop"
+
+COMBI.Req = {}
+COMBI.Req["Medicine"] = 10
+
+COMBI.Results = {}
+COMBI.Results["Ren"] = 455
+
+GMS.RegisterCombi( COMBI, "gms_rensellshop" ) \ No newline at end of file
diff --git a/gamemode/init.lua b/gamemode/init.lua
new file mode 100644
index 0000000..5426d99
--- /dev/null
+++ b/gamemode/init.lua
@@ -0,0 +1,3256 @@
+
+-- Send clientside files
+AddCSLuaFile( "shared.lua" )
+AddCSLuaFile( "cl_init.lua" )
+AddCSLuaFile( "cl_scoreboard.lua" )
+AddCSLuaFile( "cl_qmenu.lua" )
+AddCSLuaFile( "cl_panels.lua" )
+AddCSLuaFile( "cl_hud.lua" )
+AddCSLuaFile( "unlocks.lua" )
+AddCSLuaFile( "combinations.lua" )
+AddCSLuaFile( "combinations2.lua" )
+AddCSLuaFile( "combirenbuy.lua" )
+AddCSLuaFile( "combirensell.lua" )
+AddCSLuaFile( "time_weather.lua" )
+AddCSLuaFile( "cl_deathmenu.lua" )
+
+include( "shared.lua" )
+include( "processes.lua" )
+include( "chatcommands.lua" )
+-- include( "resources.lua" )
+
+--Vars
+GM.NextSaved = 0
+GM.NextLoaded = 0
+
+--Locals
+local PlayerMeta = FindMetaTable( "Player" )
+local EntityMeta = FindMetaTable( "Entity" )
+
+--Tribes table
+if ( !GM.Tribes ) then
+ GM.Tribes = GM.Tribes or {}
+ table.insert( GM.Tribes, { name = "The Stranded", color = Color( 200, 200, 0 ), password = false } )
+ table.insert( GM.Tribes, { name = "Survivalists", color = Color( 225, 225, 225 ), password = false } )
+ table.insert( GM.Tribes, { name = "Anonymous", color = Color( 0, 145, 145 ), password = false } )
+ table.insert( GM.Tribes, { name = "The Gummies", color = Color( 255, 23, 0 ), password = false } )
+ table.insert( GM.Tribes, { name = "The Dynamics", color = Color( 0, 72, 255 ), password = false } )
+ table.insert( GM.Tribes, { name = "Scavengers", color = Color( 8, 255, 0 ), password = false } )
+end
+
+GM.AntlionBarrowSpawns = {}
+GM.AntlionBarrowSpawns[ "gm_construct" ] = { Vector( -4321.8149, -2551.3449, 257.5130 ) }
+GM.AntlionBarrowSpawns[ "gms_rollinghills" ] = { Vector( 3131.2876, -980.5972, 519.5605 ), Vector( -4225.0200, 6009.3516, 513.1411 ) }
+GM.AntlionBarrowSpawns[ "gms_rollinghills_daynight" ] = GM.AntlionBarrowSpawns[ "gms_rollinghills" ]
+GM.AntlionBarrowSpawns[ "gms_rollinghills_daynight_b1" ] = GM.AntlionBarrowSpawns[ "gms_rollinghills" ]
+
+GM.AntlionBarrowSpawns[ "gms_nowhere2" ] = { Vector( 3918.7753, 5111.8149, 7.5218 ), Vector( -2061.3061, 4842.8325, 7.6148 ) }
+GM.AntlionBarrowSpawns[ "gms_minisurvival_v2" ] = { Vector( -2818.7075, 3132.7507, -529.3529 ), Vector( -1423.5445, -1801.8461, -521.4026 ) }
+
+GM.AntlionBarrowSpawns[ "gms_coastal_outlands" ] = {
+
+Vector( 5682.056152, -504.173035, 181.781555 ),
+Vector( 5960.534180, 10054.454102, 83.857697 ),
+Vector( 2401.916504, 431.268372, -11125.555664 ),
+Vector( 3803.869141, 7341.371094, -11190.447266 ),
+Vector( 2804.810303, 12146.677734, -9125.259766 ),
+
+}
+
+GM.TreeSpawns = {}
+
+GM.TreeSpawns[ "gms_coastal_outlands" ] = {
+
+// The third coordinate is the height coordinate
+// Always subtract 70 to the height coord if it is positive so that the tree will be touching the floor
+
+Vector( 1462.160522, -3664.370361, -10941.564453 ),
+Vector( 3718.633545, -1710.644409, -11269.974609 ),
+Vector( 3159.402588, 145.593597, -11045.797852 ),
+Vector( 2519.847168, -547.534180, -11161.646484 ),
+Vector( 4932.186035, 4456.111328, -11258.104492 ),
+Vector( 4781.265137, 6047.670410, -11249.711914 ),
+Vector( 3673.399170, 5922.402832, -11243.965820 ),
+Vector( 3063.780273, 6409.881348, -11238.132813 ),
+Vector( 5274.083496, 8890.347656, -10530.000000 ),
+Vector( 5899.765137, 6888.799316, -10543.629883 ),
+Vector( 6781.679199, 6864.066895, -10404.078125 ),
+Vector( 7762.570313, 8027.228516, -9794.528320 ),
+Vector( 3582.199219, 8849.200195, -10587.720703 ),
+Vector( 2345.549072, 9190.130859, -9654.171875 ),
+Vector( -184.908630, 9758.339844, -9654.647461 ),
+Vector( -1548.173218, 10890.804688, -9306.844727 ),
+Vector( -791.436951, 11616.236328, -9311.025391 ),
+Vector( -1412.835571, 12691.185547, -9611.835938 ),
+Vector( 504.700775, 13039.500977, -9156.863281 ),
+Vector( 1297.606201, 12465.360352, -9147.304688 ),
+Vector( 2329.148193, 11747.046875, -9157.968750 ),
+Vector( 3458.504883, 9959.944336, -9299.968750 ),
+Vector( 5360.672363, 4706.935547, 344.907623 ),
+Vector( 4492.113281, 4696.718750, 319.830444 ),
+Vector( 4619.547852, 5449.032715, 407.463806 ),
+Vector( 5092.520508, 5595.101563, 535.216309 ),
+Vector( 5451.174805, 4665.181152, 354.842255 ),
+Vector( 4171.684570, 2509.103271, 370.570892 ),
+Vector( 5031.233398, 1786.687256, 311.406921 ),
+Vector( 4515.268555, 136.138535, 327.624390 ),
+Vector( 2986.565674, -3083.914551, 866.749268 ),
+Vector( 3086.577148, -7007.732910, 1510.264038 ),
+Vector( 3577.333252, -9913.345703, 1559.749146 ),
+Vector( 2075.320313, 9463.977539, 152.691238 ),
+Vector( 7145.083008, 8708.809570, -9852.012695 )
+
+}
+
+util.AddNetworkString('givePlayerWeapon')
+util.AddNetworkString('givePlayerResource')
+
+-- Give player weapons from grave
+net.Receive('givePlayerWeapon', function(len, ply)
+
+ local wepToGive = net.ReadString()
+ local wepSlot = net.ReadInt(32)
+ local weptbl = ply:GetEyeTrace().Entity.deathWeapons
+ table.remove(weptbl, wepSlot)
+
+ ply:Give(wepToGive)
+
+
+
+end)
+
+--Give player resource from grave
+net.Receive('givePlayerResource', function(len, ply)
+
+ local ResToGive = net.ReadString()
+ local Amount = net.ReadInt(32)
+ local resSlot = net.ReadInt(32)
+ local restbl = ply:GetEyeTrace().Entity.deathResources
+ local tbl1 = string.Split(restbl[resSlot], " ")
+ local tbl2 = string.Split(tbl1[2], "x")
+ local amt = tbl2[2]
+
+ ply:IncResource( ResToGive, Amount )
+
+ if (amt - Amount <= 0) then
+
+ table.remove(restbl, resSlot)
+ else
+ amt = amt - Amount
+ restbl[resSlot] = tbl1[1] .. " x" .. amt
+
+ end
+
+
+end)
+
+-- Custom anlion barrow auto placement
+hook.Add( "InitPostEntity", "gms_custom_antspawns", function()
+ if ( !GAMEMODE.AntlionBarrowSpawns[ game.GetMap() ] ) then return end
+ for id, pos in pairs( GAMEMODE.AntlionBarrowSpawns[ game.GetMap() ] ) do
+ local ent = ents.Create( "gms_antlionbarrow" )
+ ent:SetPos( pos )
+ ent:Spawn()
+ ent.GMSAutoSpawned = true
+ ent:SetNetworkedString( "Owner", "World" )
+ end
+
+end )
+
+-- Custom tree auto placement
+hook.Add( "InitPostEntity", "gms_custom_treespawns", function()
+
+ if ( !GAMEMODE.TreeSpawns[ game.GetMap() ] ) then return end
+ for id, pos in pairs( GAMEMODE.TreeSpawns[ game.GetMap() ] ) do
+ local ent = ents.Create( "gms_tree" )
+ ent:SetPos( pos )
+ ent:Spawn()
+ ent.GMSAutoSpawned = true
+ ent:SetNetworkedString( "Owner", "World" )
+ end
+end )
+
+-- Find tribe by ID
+function GM.FindTribeByID( id )
+ for tid, tabl in pairs( GAMEMODE.Tribes ) do
+ if ( tid == id ) then return tabl end
+ end
+ return false
+end
+
+-- Cancel process
+concommand.Add( "gms_cancelprocess", function( ply, cmd, args ) ply:CancelProcess() end )
+
+/* Menu toggles */
+function GM:ShowHelp( ply ) end
+function GM:ShowTeam( ply ) end
+function GM:ShowSpare1( ply ) end
+
+function GM:ShowSpare2( ply )
+ if ( ply:GetNWBool( "AFK" ) ) then
+ GAMEMODE.AFK( ply, "gms_afk", {} )
+ elseif ( ply:GetNWBool( "Sleeping" ) ) then
+ ply:Wakeup()
+ end
+ ply:CancelProcess()
+end
+
+
+/* ----------------------------------------------------------------------------------------------------
+ Player Functions
+---------------------------------------------------------------------------------------------------- */
+
+function PlayerMeta:SendMessage( text, duration, color )
+ if ( !IsValid( self ) ) then return end
+ local duration = duration or 3
+ local color = color or color_white
+
+ umsg.Start( "gms_sendmessage", self )
+ umsg.String( text )
+ umsg.Short( duration )
+ umsg.String( color.r .. "," .. color.g .. "," .. color.b .. "," .. color.a )
+ umsg.End()
+end
+
+function PlayerMeta:OpenCombiMenu( str )
+ umsg.Start( "gms_OpenCombiMenu", self )
+ umsg.String( str )
+ umsg.End()
+end
+
+util.AddNetworkString('deathmenu')
+
+function PlayerMeta:DeathMenu( res, wep )
+ net.Start('deathmenu')
+ net.WriteTable(res)
+ net.WriteTable(wep)
+ net.Send(self)
+end
+
+function PlayerMeta:SendAchievement( text )
+ umsg.Start( "gms_sendachievement", self )
+ umsg.String( text )
+ umsg.End()
+
+ local sound = CreateSound( self, Sound( "music/hl1_song11.mp3" ) )
+ sound:Play()
+ timer.Simple( 5.5, function() sound:Stop() end )
+end
+
+function PlayerMeta:SetSkill( skill, int )
+ skill = string.Capitalize( skill )
+ if ( !self.Skills[ skill ] ) then self.Skills[ skill ] = 0 end
+
+ if ( skill != "Survival" ) then
+ int = math.Clamp( int, 0, 200 )
+ else
+ self.MaxResources = ( int * 5 ) + 25
+ end
+ self.Skills[ skill ] = int
+
+ umsg.Start( "gms_SetSkill", self )
+ umsg.String( skill )
+ umsg.Short( self:GetSkill( skill ) )
+ umsg.End()
+end
+
+function PlayerMeta:GetSkill( skill )
+ skill = string.Capitalize( skill )
+ if ( skill == "Survival" ) then self:SetNWInt( skill, self.Skills[skill] ) end
+ return self.Skills[ skill ] or 0
+end
+
+function PlayerMeta:IncSkill( skill, int )
+ skill = string.Capitalize( skill )
+ if ( !self.Skills[ skill ] ) then self:SetSkill( skill, 0 ) end
+ if ( !self.Experience[ skill ] ) then self:SetXP( skill, 0 ) end
+
+ if ( skill != "Survival" ) then
+ int = math.Clamp( int, 0, 200 )
+ for id = 1, int do self:IncXP( "Survival", 20 ) end
+ self:SendMessage( string.Replace( skill, "_", " " ) .. " +" .. int, 3, Color( 10, 200, 10, 255 ) )
+ else
+ self.MaxResources = self.MaxResources + 5
+ self:SendAchievement( "Level Up!" )
+ end
+
+ self.Skills[skill] = self.Skills[skill] + int
+
+ umsg.Start( "gms_SetSkill", self )
+ umsg.String( skill )
+ umsg.Short( self:GetSkill( skill ) )
+ umsg.End()
+
+ self:CheckForUnlocks()
+end
+
+function PlayerMeta:DecSkill( skill, int )
+ skill = string.Capitalize( skill )
+ self.Skills[skill] = math.max( self.Skills[skill] - int, 0 )
+
+ umsg.Start( "gms_SetSkill", self )
+ umsg.String( skill )
+ umsg.Short( self:GetSkill( skill ) )
+ umsg.End()
+end
+
+function PlayerMeta:SetXP( skill, int )
+ skill = string.Capitalize( skill )
+ if ( !self.Skills[skill] ) then self:SetSkill( skill, 0 ) end
+ if ( !self.Experience[skill] ) then self.Experience[skill] = 0 end
+
+ self.Experience[skill] = int
+
+ umsg.Start( "gms_SetXP", self )
+ umsg.String( skill )
+ umsg.Short( self:GetXP( skill ) )
+ umsg.End()
+end
+
+function PlayerMeta:GetXP( skill )
+ skill = string.Capitalize( skill )
+ return self.Experience[skill] or 0
+end
+
+function PlayerMeta:IncXP( skill, int )
+ skill = string.Capitalize( skill )
+ if ( !self.Skills[skill] ) then self.Skills[skill] = 0 end
+ if ( !self.Experience[skill] ) then self.Experience[skill] = 0 end
+
+ if ( self.Experience[skill] + int >= 100 ) then
+ self.Experience[skill] = 0
+ self:IncSkill( skill, 1 )
+ else
+ self.Experience[skill] = self.Experience[skill] + int
+ end
+
+ umsg.Start( "gms_SetXP", self )
+ umsg.String( skill )
+ umsg.Short( self:GetXP( skill ) )
+ umsg.End()
+end
+
+function PlayerMeta:DecXP( skill, int )
+ skill = string.Capitalize( skill )
+ self.Experience[skill] = self.Experience[skill] - int
+
+ umsg.Start( "gms_SetXP", self )
+ umsg.String( skill )
+ umsg.Short( self:GetXP( skill ) )
+ umsg.End()
+end
+
+function PlayerMeta:SetResource( resource, int )
+ resource = string.Capitalize( resource )
+ if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end
+
+
+ self.Resources[resource] = int
+
+ umsg.Start( "gms_SetResource", self )
+ umsg.String( resource )
+ umsg.Short( int )
+ umsg.End()
+end
+
+function PlayerMeta:GetResource( resource )
+ resource = string.Capitalize( resource )
+ return self.Resources[ resource ] or 0
+end
+
+function PlayerMeta:IncResource( resource, int )
+ resource = string.Capitalize( resource )
+
+ if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end
+ local all = self:GetAllResources()
+ local max = self.MaxResources
+
+ if ( all + int > max ) then
+ self.Resources[resource] = self.Resources[resource] + ( max - all )
+ self:DropResource( resource, ( all + int ) - max )
+ self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) )
+ else
+ self.Resources[resource] = self.Resources[resource] + int
+ end
+
+ umsg.Start( "gms_SetResource", self )
+ umsg.String( resource )
+ umsg.Short( self:GetResource( resource ) )
+ umsg.End()
+end
+
+function PlayerMeta:DecResource( resource, int )
+ if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end
+ self.Resources[resource] = self.Resources[resource] - int
+
+ local r = self.Resources[resource]
+ if ( resource == "Flashlight" and r < 1 ) then self:Flashlight( false ) end
+ if ( resource == "Batteries" ) then
+ local maxPow = 50
+ if ( r ) then maxPow = math.min( maxPow + r * 50, 500 ) end
+ self.Power = math.min( self.Power, maxPow )
+ self:UpdateNeeds()
+ end
+
+ umsg.Start( "gms_SetResource", self )
+ umsg.String( resource )
+ umsg.Short( self:GetResource( resource ) )
+ umsg.End()
+end
+
+function PlayerMeta:GetAllResources()
+ local num = 0
+
+ for k, v in pairs( self.Resources ) do
+ num = num + v
+ end
+
+ return num
+end
+
+function PlayerMeta:CreateBuildingSite( pos, angle, model, class, cost )
+ local rep = ents.Create( "gms_buildsite" )
+ rep:SetPos( pos )
+ rep:SetAngles( angle )
+ rep.Costs = cost
+ rep:Setup( model, class )
+ rep:Spawn()
+
+ rep.Player = self
+ rep.OwnerTable = { Team = self:Team(), SteamID = self:SteamID(), Name = self:Name(), EntIndex = self:EntIndex() }
+
+ self:SetNetworkedEntity( "Hasbuildingsite", rep )
+
+ SPropProtection.PlayerMakePropOwner( self , rep )
+ return rep
+end
+
+local NoDropModels = {
+ "models/props_c17/furniturefireplace001a.mdl",
+ "models/props_c17/factorymachine01.mdl",
+ "models/Gibs/airboat_broken_engine.mdl",
+ "models/props_c17/furniturestove001a.mdl",
+ "models/props_wasteland/controlroom_desk001b.mdl",
+ "models/props_c17/FurnitureFridge001a.mdl",
+ "models/props_lab/reciever_cart.mdl",
+ "models/props_trainstation/trainstation_clock001.mdl"
+}
+
+function PlayerMeta:CreateStructureBuildingSite( pos, angle, model, class, cost, name )
+ local rep = ents.Create( "gms_buildsite" )
+ local str = ":"
+ for k, v in pairs( cost ) do
+ str = str .. "\n" .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+
+ rep:SetAngles( angle )
+ rep.Costs = cost
+ rep:Setup( model, class )
+ rep:SetPos( pos )
+ rep.Name = name
+ rep:SetNWString( "Name", name )
+ rep:SetNWString( "Resources", str )
+ rep:Spawn()
+
+ local cormin, cormax = rep:WorldSpaceAABB()
+ local offset = cormax - cormin
+
+ if ( model == "models/props_c17/FurnitureFridge001a.mdl" ) then pos = pos + Vector( 0, 0, 10 ) end
+ rep:SetPos( Vector( pos.x, pos.y, pos.z + ( offset.z / 2 ) ) )
+ if ( !table.HasValue( NoDropModels, model ) ) then
+ rep:DropToGround()
+ end
+
+ self:SetNWEntity( "Hasbuildingsite", rep )
+ rep.Player = self
+ rep.OwnerTable = { Team = self:Team(), SteamID = self:SteamID(), Name = self:Name(), EntIndex = self:EntIndex() }
+ SPropProtection.PlayerMakePropOwner( self, rep )
+ return rep
+end
+
+function PlayerMeta:GetBuildingSite()
+ return self:GetNWEntity( "Hasbuildingsite" )
+end
+
+function PlayerMeta:DropResource( resource, int )
+ local nearby = {}
+
+ for k, v in pairs( ents.FindByClass( "gms_resource*" ) ) do
+ if ( v:GetPos():Distance( self:GetPos() ) < 150 ) then
+ if ( v:GetClass() == "gms_resourcedrop" and v.Type != resource ) then
+ else
+ table.insert( nearby, v )
+ end
+ end
+ end
+
+ for id, ent in pairs( nearby ) do
+ if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then continue end
+ if ( ent:GetClass() == "gms_resourcedrop" ) then
+ ent.Amount = ent.Amount + int
+ ent:SetResourceDropInfoInstant( ent.Type, ent.Amount )
+ return
+ else
+ if ( !ent.Resources ) then ent.Resources = {} end
+
+ if ( ent.Resources[ resource ] ) then
+ ent.Resources[ resource ] = ent.Resources[ resource ] + int
+ else
+ ent.Resources[ resource ] = int
+ end
+
+ ent:SetResPackInfo( resource, ent.Resources[ resource ] )
+ return
+ end
+ end
+
+ local ent = ents.Create( "gms_resourcedrop" )
+ ent:SetPos( self:TraceFromEyes( 60 ).HitPos + Vector( 0, 0, 15 ) )
+ ent:SetAngles( self:GetAngles() )
+ ent:Spawn()
+
+ ent:GetPhysicsObject():Wake()
+
+ ent.Type = resource
+ ent.Amount = int
+
+ ent:SetResourceDropInfo( ent.Type, ent.Amount )
+ SPropProtection.PlayerMakePropOwner( self, ent )
+end
+
+function PlayerMeta:SetFood( int )
+ if ( int > 1000 ) then
+ int = 1000
+ end
+
+ self.Hunger = int
+ self:UpdateNeeds()
+end
+
+function PlayerMeta:SetThirst( int )
+ if ( int > 1000 ) then
+ int = 1000
+ end
+
+ self.Thirst = int
+ self:UpdateNeeds()
+end
+
+function PlayerMeta:Heal( int )
+ self:SetHealth( math.min( self:Health() + int, self:GetMaxHealth() ) )
+end
+
+function PlayerMeta:AddUnlock( text )
+ self.FeatureUnlocks[text] = 1
+
+ umsg.Start( "gms_AddUnlock", self )
+ umsg.String( text )
+ umsg.End()
+
+ if ( GMS.FeatureUnlocks[text].OnUnlock ) then GMS.FeatureUnlocks[text].OnUnlock( self ) end
+end
+
+function PlayerMeta:HasUnlock( text )
+ if ( self.FeatureUnlocks and self.FeatureUnlocks[text] ) then return true end
+ return false
+end
+
+function PlayerMeta:CheckForUnlocks()
+ for k, unlock in pairs( GMS.FeatureUnlocks ) do
+ if ( !self:HasUnlock( k ) ) then
+ local NrReqs = 0
+
+ for skill, value in pairs( unlock.Req ) do
+ if ( self:GetSkill( skill ) >= value ) then
+ NrReqs = NrReqs + 1
+ end
+ end
+
+ if ( NrReqs == table.Count( unlock.Req ) ) then
+ self:AddUnlock( k )
+ end
+ end
+ end
+end
+
+function PlayerMeta:TraceFromEyes( dist )
+ return util.TraceLine( {
+ start = self:GetShootPos(),
+ endpos = self:GetShootPos() + ( self:GetAimVector() * dist ),
+ filter = self
+ } )
+end
+
+function PlayerMeta:UpdateNeeds()
+ umsg.Start( "gms_setneeds", self )
+ umsg.Short( self.Sleepiness )
+ umsg.Short( self.Hunger )
+ umsg.Short( self.Thirst )
+ umsg.Short( self.Oxygen )
+ umsg.Short( self.Power )
+ umsg.Short( Time )
+ umsg.End()
+end
+
+function PlayerMeta:PickupResourceEntity( ent )
+ if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then return end
+
+ local int = ent.Amount
+ local room = self.MaxResources - self:GetAllResources()
+
+ if ( room <= 0 ) then self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( room < int ) then int = room end
+ ent.Amount = ent.Amount - int
+ if ( ent.Amount <= 0 ) then ent:Fadeout() else ent:SetResourceDropInfo( ent.Type, ent.Amount ) end
+
+ self:IncResource( ent.Type, int )
+ self:SendMessage( "Picked up " .. string.Replace( ent.Type, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) )
+end
+
+function PlayerMeta:PickupResourceEntityPack( ent )
+ if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then return end
+
+ if ( table.Count( ent.Resources ) > 0 ) then
+ for res, int in pairs( ent.Resources ) do
+ local room = self.MaxResources - self:GetAllResources()
+
+ if ( room <= 0 ) then self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( room < int ) then int = room end
+ ent.Resources[res] = ent.Resources[res] - int
+
+ ent:SetResPackInfo( res, ent.Resources[res] )
+ if ( ent.Resources[res] <= 0 ) then ent.Resources[res] = nil end
+
+ self:IncResource( res, int )
+ self:SendMessage( "Picked up " .. string.Replace( res, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) )
+ end
+ end
+end
+
+function PlayerMeta:MakeLoadingBar( msg )
+ umsg.Start( "gms_MakeLoadingBar", self )
+ umsg.String( msg )
+ umsg.End()
+end
+
+function PlayerMeta:StopLoadingBar()
+ umsg.Start( "gms_StopLoadingBar",self )
+ umsg.End()
+end
+
+function PlayerMeta:MakeSavingBar( msg )
+ umsg.Start( "gms_MakeSavingBar", self )
+ umsg.String( msg )
+ umsg.End()
+end
+
+function PlayerMeta:StopSavingBar()
+ umsg.Start( "gms_StopSavingBar", self )
+ umsg.End()
+end
+
+function PlayerMeta:AllSmelt( ResourceTable )
+ local resourcedata = {}
+ resourcedata.Req = {}
+ resourcedata.Results = {}
+ local AmountReq = 0
+ for k, v in pairs( ResourceTable.Req ) do
+ if ( self:GetResource( k ) > 0 ) then
+ if ( self:GetResource( k ) <= ResourceTable.Max ) then
+ resourcedata.Req[k] = self:GetResource( k )
+ AmountReq = AmountReq + self:GetResource( k )
+ else
+ resourcedata.Req[k] = ResourceTable.Max
+ AmountReq = AmountReq + ResourceTable.Max
+ self:SendMessage( "You can only do " .. tostring( ResourceTable.Max ) .. " " .. string.Replace( k, "_", " " ) .. " at a time.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ resourcedata.Req[k] = 1
+ end
+ end
+ for k, v in pairs( ResourceTable.Results ) do
+ resourcedata.Results[k] = AmountReq
+ end
+ return resourcedata
+end
+
+function PlayerMeta:Sleep()
+ if ( !self:Alive() or self:GetNWBool( "Sleeping" ) or self:GetNWBool( "AFK" ) ) then return end
+ if ( self.Sleepiness > 700 ) then self:SendMessage( "You're not tired enough.", 3, Color( 255, 255, 255, 255 ) ) return end
+
+ self:SetNWBool( "Sleeping", true )
+ self:Freeze( true )
+
+ -- Check for shelter
+ local tr = util.TraceLine( {
+ start = self:GetShootPos(),
+ endpos = self:GetShootPos() + ( self:GetUp() * 300 ),
+ filter = self
+ } )
+
+ self.NeedShelter = false
+ if ( !tr.HitWorld and !tr.HitNonWorld ) then
+ self.NeedShelter = true
+ end
+
+ self:EmitSound( "stranded/start_sleeping.wav" )
+end
+
+function PlayerMeta:Wakeup()
+ if ( !self:GetNWBool( "Sleeping" ) ) then return end
+ self:SetNWBool( "Sleeping", false )
+ self:Freeze( false )
+
+ --Check for shelter
+ local trace = {}
+ trace.start = self:GetShootPos()
+ trace.endpos = trace.start + ( self:GetUp() * 300 )
+ trace.filter = self
+
+ local tr = util.TraceLine( trace )
+
+ if ( self.NeedShelter ) then
+ self:SendMessage( "I should get something to sleep under next time...", 6, Color( 200, 0, 0, 255 ) )
+ else
+ self:SendMessage( "Ah, nothing like a good nights sleep!", 5, Color( 255, 255, 255, 255 ) )
+ end
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Entity Functions
+---------------------------------------------------------------------------------------------------- */
+
+function EntityMeta:SetResourceDropInfo( strType, int )
+ timer.Simple( 0.5, function() self:SetResourceDropInfoInstant( strType, int ) end )
+end
+
+function EntityMeta:SetResourceDropInfoInstant( strType, int )
+ for k, v in pairs( player.GetAll() ) do
+ local strType = strType or "Error"
+ umsg.Start( "gms_SetResourceDropInfo", v )
+ umsg.String( self:EntIndex() )
+ umsg.String( string.gsub( strType, "_", " " ) )
+ umsg.Short( self.Amount )
+ umsg.End()
+ end
+end
+
+function EntityMeta:SetResPackInfo( strType, int )
+ for k, v in pairs( player.GetAll() ) do
+ local strType = strType or "Error"
+ umsg.Start( "gms_SetResPackInfo", v )
+ umsg.String( self:EntIndex() )
+ umsg.String( string.gsub( strType, "_", " " ) )
+ umsg.Short( int )
+ umsg.End()
+ end
+end
+
+
+function EntityMeta:SetFoodInfo( strType )
+ timer.Simple( 0.5, function() self:SetFoodInfoInstant( strType ) end )
+end
+
+function EntityMeta:SetFoodInfoInstant( strType )
+ for k, v in pairs( player.GetAll() ) do
+ local strType = strType or "Error"
+ umsg.Start( "gms_SetFoodDropInfo", v )
+ umsg.String( self:EntIndex() )
+ umsg.String( string.gsub( strType, "_", " " ) )
+ umsg.End()
+ end
+end
+
+function EntityMeta:DropToGround()
+ local trace = {}
+ trace.start = self:GetPos()
+ trace.endpos = trace.start + Vector( 0, 0, -100000 )
+ trace.mask = MASK_SOLID_BRUSHONLY
+ trace.filter = self
+
+ local tr = util.TraceLine( trace )
+
+ self:SetPos( tr.HitPos )
+end
+
+function GM.ReproduceTrees()
+ local GM = GAMEMODE
+ if ( GetConVarNumber( "gms_ReproduceTrees" ) == 1 ) then
+ local trees = {}
+ for k, v in pairs( ents.GetAll() ) do
+ if ( v:IsTreeModel() ) then
+ table.insert( trees, v )
+ end
+ end
+
+ if ( #trees < GetConVarNumber( "gms_MaxReproducedTrees" ) ) then
+ for k, ent in pairs( trees ) do
+ local num = math.random( 1, 3 )
+
+ if ( num == 1 ) then
+ local nearby = {}
+ for k, v in pairs( ents.FindInSphere( ent:GetPos(), 50 ) ) do
+ if ( v:GetClass() == "gms_seed" or v:IsProp() ) then
+ table.insert( nearby, v )
+ end
+ end
+
+ if ( #nearby < 3 ) then
+ local pos = ent:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 )
+ local retries = 50
+
+ while ( ( pos:Distance( ent:GetPos() ) < 200 or GMS.ClassIsNearby( pos, "prop_physics", 100 ) ) and retries > 0 ) do
+ pos = ent:GetPos() + Vector( math.random( -300, 300 ),math.random( -300, 300 ), 0 )
+ retries = retries - 1
+ end
+
+ local pos = pos + Vector( 0, 0, 500 )
+
+ local seed = ents.Create( "gms_seed" )
+ seed:SetPos( pos )
+ seed:DropToGround()
+ seed:Setup( "tree", 180 )
+ seed:SetNetworkedString( "Owner", "World" )
+ seed:Spawn()
+ end
+ end
+ end
+ end
+ if ( #trees == 0 ) then
+ local info = {}
+ for i = 1, 20 do
+ info.pos = Vector( math.random( -10000, 10000 ), math.random( -10000, 10000 ), 1000 )
+ info.Retries = 50
+
+ --Find pos in world
+ while ( util.IsInWorld( info.pos ) == false and info.Retries > 0 ) do
+ info.pos = Vector( math.random( -10000, 10000 ),math.random( -10000, 10000 ), 1000 )
+ info.Retries = info.Retries - 1
+ end
+
+ --Find ground
+ local trace = {}
+ trace.start = info.pos
+ trace.endpos = trace.start + Vector( 0, 0, -100000 )
+ trace.mask = MASK_SOLID_BRUSHONLY
+
+ local groundtrace = util.TraceLine( trace )
+
+ --Assure space
+ local nearby = ents.FindInSphere( groundtrace.HitPos, 200 )
+ info.HasSpace = true
+
+ for k, v in pairs( nearby ) do
+ if ( v:IsProp() ) then
+ info.HasSpace = false
+ end
+ end
+
+ --Find sky
+ local trace = {}
+ trace.start = groundtrace.HitPos
+ trace.endpos = trace.start + Vector( 0, 0, 100000 )
+
+ local skytrace = util.TraceLine( trace )
+
+ --Find water?
+ local trace = {}
+ trace.start = groundtrace.HitPos
+ trace.endpos = trace.start + Vector( 0, 0, 1 )
+ trace.mask = MASK_WATER
+
+ local watertrace = util.TraceLine( trace )
+
+ --All a go, make entity
+ if ( info.HasSpace and skytrace.HitSky and !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then
+ local seed = ents.Create( "gms_seed" )
+ seed:SetPos( groundtrace.HitPos )
+ seed:DropToGround()
+ seed:Setup( "tree", 180 + math.random( -20, 20 ) )
+ seed:SetNetworkedString( "Owner", "World" )
+ seed:Spawn()
+ end
+ end
+ end
+ end
+
+ timer.Simple( math.random( 1, 3 ) * 60, function() GM.ReproduceTrees() end )
+end
+timer.Simple( 60, function() GAMEMODE.ReproduceTrees() end )
+
+GMS.LootableNPCs = { "npc_antlion", "npc_antlionguard", "npc_crow", "npc_seagull", "npc_pigeon", "npc_zombie" }
+
+function EntityMeta:IsLootableNPC()
+ return table.HasValue( GMS.LootableNPCs, self:GetClass() )
+end
+
+function EntityMeta:MakeCampfire()
+ if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end
+
+ local min, max = self:OBBMins(), self:OBBMaxs()
+ local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z )
+ local mul = math.min( math.sqrt( vol ) / 200, 1 )
+
+ if ( !self.CampFire ) then self:SetHealth( 1337 ) end
+ self.CampFire = true
+
+ timer.Create( "gms_removecampfire_" .. self:EntIndex(), 480 * mul, 1, function() if ( IsValid( self ) ) then self:Fadeout() end end )
+
+ if ( GetConVarNumber( "gms_SpreadFire" ) >= 1 ) then
+ self:Ignite( 360, ( self:OBBMins() - self:OBBMaxs() ):Length() + 10 )
+ else
+ self:Ignite( 360, 0.001 )
+ end
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Entity Fading
+---------------------------------------------------------------------------------------------------- */
+
+GMS.FadingOutProps = {}
+GMS.FadingInProps = {}
+
+function EntityMeta:Fadeout( speed )
+ if ( !IsValid( self ) ) then return end
+ local speed = speed or 1
+
+ for k, v in pairs( player.GetAll() ) do
+ umsg.Start( "gms_CreateFadingProp", v )
+ umsg.String( self:GetModel() )
+ umsg.Vector( self:GetPos() )
+ local ang = self:GetAngles()
+ umsg.Vector( Vector( ang.p, ang.y, ang.r ) )
+ local col = self:GetColor()
+ umsg.Vector( Vector( col.r, col.g, col.b ) )
+ umsg.Short( math.Round( speed ) )
+ umsg.End()
+ end
+
+ self:Remove()
+end
+
+--Fadein is serverside
+function EntityMeta:Fadein( speed )
+ self.AlphaFade = 0
+ self:SetRenderMode( RENDERMODE_TRANSALPHA )
+ self:SetColor( Color( 255, 255, 255, 0 ) )
+ self.FadeInSpeed = speed or 4
+ table.insert( GMS.FadingInProps, self )
+end
+
+hook.Add( "Think", "gms_FadePropsThink", function()
+ for k, ent in pairs( GMS.FadingInProps ) do
+ if ( !ent or ent == NULL ) then
+ table.remove( GMS.FadingInProps, k )
+ elseif ( !IsValid( ent ) ) then
+ table.remove( GMS.FadingInProps, k )
+ elseif ( ent.AlphaFade >= 255 ) then
+ table.remove( GMS.FadingInProps, k )
+ else
+ ent.AlphaFade = ent.AlphaFade + ent.FadeInSpeed
+ ent:SetColor( Color( 255, 255, 255, ent.AlphaFade ) )
+ end
+ end
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Entity rising / lowering ( Used by gms_seed )
+---------------------------------------------------------------------------------------------------- */
+
+GM.RisingProps = {}
+GM.SinkingProps = {}
+
+function EntityMeta:RiseFromGround( speed, altmax )
+ local speed = speed or 1
+ local max;
+
+ if ( !altmax ) then
+ min, max = self:WorldSpaceAABB()
+ max = max.z
+ else
+ max = altmax
+ end
+
+ local tbl = {}
+ tbl.Origin = self:GetPos().z
+ tbl.Speed = speed
+ tbl.Entity = self
+
+ self:SetPos( self:GetPos() + Vector( 0, 0, -max + 10 ) )
+ table.insert( GAMEMODE.RisingProps, tbl )
+end
+
+function EntityMeta:SinkIntoGround( speed )
+ local speed = speed or 1
+
+ local tbl = {}
+ tbl.Origin = self:GetPos().z
+ tbl.Speed = speed
+ tbl.Entity = self
+ tbl.Height = max
+
+ table.insert( GAMEMODE.SinkingProps, tbl )
+end
+
+hook.Add( "Think", "gms_RiseAndSinkPropsHook", function()
+ for k, tbl in pairs( GAMEMODE.RisingProps ) do
+ if ( !IsValid( tbl.Entity ) || tbl.Entity:GetPos().z >= tbl.Origin ) then
+ table.remove( GAMEMODE.RisingProps, k )
+ else
+ tbl.Entity:SetPos( tbl.Entity:GetPos() + Vector( 0, 0, 1 * tbl.Speed ) )
+ end
+ end
+
+ for k, tbl in pairs( GAMEMODE.SinkingProps ) do
+ if ( !IsValid( tbl.Entity ) || tbl.Entity:GetPos().z <= tbl.Origin - tbl.Height ) then
+ table.remove( GAMEMODE.SinkingProps, k )
+ tbl.Entity:Remove()
+ else
+ tbl.Entity:SetPos( tbl.Entity:GetPos() + Vector( 0, 0, -1 * tbl.Speed ) )
+ end
+ end
+end )
+
+/* ----------------------------------------------------------------------------------------------------
+ Admin commands
+---------------------------------------------------------------------------------------------------- */
+
+concommand.Add( "gms_admin_maketree", function( ply )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 10000 )
+ GAMEMODE.MakeTree( tr.HitPos )
+end )
+
+concommand.Add( "gms_admin_makerock", function( ply )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 10000 )
+ GAMEMODE.MakeGenericPlant( ply, tr.HitPos, GMS.RockModels[ math.random( 1, #GMS.RockModels ) ], true )
+end )
+
+concommand.Add( "gms_admin_makefood", function( ply )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 10000 )
+ local ent = ents.Create( "prop_physics" )
+ ent:SetAngles( Angle( 0, math.random( 1, 360 ), 0 ) )
+ ent:SetModel( GMS.EdibleModels[math.random( 1, #GMS.EdibleModels )] )
+ ent:SetPos( tr.HitPos + Vector( 0, 0, 10 ) )
+ ent:Spawn()
+ SPropProtection.PlayerMakePropOwner( ply, ent )
+end )
+
+concommand.Add( "gms_admin_makeantlionbarrow", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( !args[1] ) then ply:SendMessage( "Specify max antlions!", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 10000 )
+ local ent = ents.Create( "gms_antlionbarrow" )
+ ent:SetPos( tr.HitPos )
+ ent:Spawn()
+ ent:SetNetworkedString( "Owner", "World" )
+ ent:SetKeyValue( "MaxAntlions", args[1] )
+end )
+
+concommand.Add( "gms_admin_makeplant", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ local tr = ply:TraceFromEyes( 10000 )
+ local typ = tonumber( args[ 1 ] ) or math.random( 1, 5 )
+ local pos = tr.HitPos
+
+ if ( typ == 1 ) then
+ GAMEMODE.MakeMelon( pos, math.random( 1, 3 ), ply )
+ elseif ( typ == 2 ) then
+ GAMEMODE.MakeBanana( pos, math.random( 1, 3 ), ply )
+ elseif ( typ == 3 ) then
+ GAMEMODE.MakeOrange( pos, math.random( 1, 3 ), ply )
+ elseif ( typ == 4 ) then
+ GAMEMODE.MakeBush( pos, ply )
+ elseif ( typ == 5 ) then
+ GAMEMODE.MakeGrain( pos, ply )
+ end
+end )
+
+concommand.Add( "gms_admin_populatearea", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( !args[1] or !args[2] or !args[3] ) then ply:SendMessage( "You need to specify <type> <amount> <radius>", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ for k, v in pairs( player.GetAll() ) do
+ v:SendMessage( "Populating area...", 3, Color( 255, 255, 255, 255 ) )
+ end
+
+ --Population time
+ local Amount = tonumber( args[2] ) or 10
+ local info = {}
+ info.Amount = Amount
+
+ if ( Amount > 200 ) then
+ ply:SendMessage( "Auto-capped at 200 props.", 3, Color( 200, 0, 0, 255 ) )
+ info.Amount = 200
+ end
+
+ local Type = args[1]
+ local Amount = info.Amount
+ local Radius = tonumber( args[3] ) or 1000
+
+ --Find playertrace
+ local plytrace = ply:TraceFromEyes( 10000 )
+
+ for i = 1, Amount do
+ info.pos = plytrace.HitPos + Vector( math.random( -Radius, Radius ), math.random( -Radius, Radius ), 1000 )
+ info.Retries = 50
+
+ --Find pos in world
+ while ( util.IsInWorld( info.pos ) == false and info.Retries > 0 ) do
+ info.pos = plytrace.HitPos + Vector( math.random( -Radius, Radius ), math.random( -Radius, Radius ), 1000 )
+ info.Retries = info.Retries - 1
+ end
+
+ --Find ground
+ local trace = {}
+ trace.start = info.pos
+ trace.endpos = trace.start + Vector( 0, 0, -100000 )
+ trace.mask = MASK_SOLID_BRUSHONLY
+
+ local groundtrace = util.TraceLine( trace )
+
+ --Assure space
+ local nearby = ents.FindInSphere( groundtrace.HitPos, 200 )
+ info.HasSpace = true
+
+ for k, v in pairs( nearby ) do
+ if ( v:IsProp() ) then
+ info.HasSpace = false
+ end
+ end
+
+ --Find sky
+ local trace = {}
+ trace.start = groundtrace.HitPos
+ trace.endpos = trace.start + Vector( 0, 0, 100000 )
+
+ local skytrace = util.TraceLine( trace )
+
+ --Find water?
+ local trace = {}
+ trace.start = groundtrace.HitPos
+ trace.endpos = trace.start + Vector( 0, 0, 1 )
+ trace.mask = MASK_WATER
+
+ local watertrace = util.TraceLine( trace )
+
+ --All a go, make entity
+ if ( Type == "Trees" ) then
+ if ( info.HasSpace and skytrace.HitSky and !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then
+ GAMEMODE.MakeTree( groundtrace.HitPos )
+ end
+ elseif ( Type == "Rocks" ) then
+ if ( !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then
+ local ent = ents.Create( "prop_physics" )
+ ent:SetAngles( Angle( 0, math.random( 1, 360 ), 0 ) )
+ ent:SetModel( GMS.RockModels[math.random( 1, #GMS.RockModels )] )
+ ent:SetPos( groundtrace.HitPos )
+ ent:Spawn()
+ ent:SetNetworkedString( "Owner", "World" )
+ ent:Fadein()
+ ent.PhysgunDisabled = true
+ ent:GetPhysicsObject():EnableMotion( false )
+ end
+ elseif ( Type == "Random_Plant" and info.HasSpace ) then
+ if ( !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then
+ local typ = math.random( 1, 5 )
+ local pos = groundtrace.HitPos
+
+ if ( typ == 1 ) then
+ GAMEMODE.MakeMelon( pos,math.random( 1, 2 ), ply )
+ elseif ( typ == 2 ) then
+ GAMEMODE.MakeBanana( pos,math.random( 1, 2 ), ply )
+ elseif ( typ == 3 ) then
+ GAMEMODE.MakeOrange( pos,math.random( 1, 2 ), ply )
+ elseif ( typ == 4 ) then
+ GAMEMODE.MakeBush( pos, ply )
+ elseif ( typ == 5 ) then
+ GAMEMODE.MakeGrain( pos, ply )
+ end
+ end
+ end
+ end
+
+ --Finished
+ for k, v in pairs( player.GetAll() ) do
+ v:SendMessage( "Done!", 3, Color( 255, 255, 255, 255 ) )
+ end
+end )
+
+concommand.Add( "gms_admin_clearmap", function( ply )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ for k, v in pairs( ents.GetAll() ) do
+ if ( v:IsRockModel() or v:IsTreeModel() ) then
+ for k, tbl in pairs( GAMEMODE.RisingProps ) do
+ if ( tbl.Entity == v ) then
+ table.remove( GAMEMODE.RisingProps, k )
+ end
+ end
+ for k, tbl in pairs( GAMEMODE.SinkingProps ) do
+ if ( tbl.Entity == v ) then
+ table.remove( GAMEMODE.SinkingProps, k )
+ end
+ end
+ for k, ent in pairs( GAMEMODE.FadingInProps ) do
+ if ( ent == v ) then
+ table.remove( GAMEMODE.FadingInProps, k )
+ end
+ end
+ v:Fadeout()
+ end
+ end
+
+ for k, v in pairs( player.GetAll() ) do v:SendMessage( "Cleared map.", 3, Color( 255, 255, 255, 255 ) ) end
+end )
+
+concommand.Add( "gms_admin_saveallcharacters", function( ply )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ for k, v in pairs( player.GetAll() ) do
+ v:SaveCharacter()
+ end
+
+ ply:SendMessage( "Saved characters on all current players.", 3, Color( 255, 255, 255, 255 ) )
+end )
+
+function GM.ADropResource( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( args == nil or args[1] == nil ) then ply:SendMessage( "You need to at least give a resource type!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ args[1] = string.Capitalize( args[1] )
+ if ( args[2] == nil or string.lower( args[2] ) == "all" ) then args[2] = tostring( ply:GetResource( args[1] ) ) end
+ if ( tonumber( args[2] ) <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ local int = tonumber( args[2] )
+ local Type = args[1]
+
+ ply:DropResource( Type, int )
+ ply:SendMessage( "Dropped " .. string.Replace( Type, "_", " " ) .. " ( " .. int .. "x )", 3, Color( 10, 200, 10, 255 ) )
+end
+concommand.Add( "gms_ADropResources", GM.ADropResource )
+
+/* ----------------------------------------------------------------------------------------------------
+ Console Commands
+---------------------------------------------------------------------------------------------------- */
+
+concommand.Add( "gms_dropall", function( ply )
+ local DeltaTime = 0
+ for k, v in pairs( ply.Resources ) do
+ if ( v > 0 ) then
+ timer.Simple( DeltaTime, function() ply:DecResource( k, v ) ply:DropResource( k, v ) end, ply, k, v )
+ DeltaTime = DeltaTime + 0.2
+ end
+ end
+ ply.NextSpawnTime = CurTime() + DeltaTime + 0.5
+end )
+
+concommand.Add( "gms_salvage", function( ply )
+ if ( ply.InProcess ) then return end
+
+ local tr = ply:TraceFromEyes( 100 )
+ if ( !tr.HitNonWorld ) then return end
+
+ local ent = tr.Entity
+
+ if ( ent:GetClass() != "gms_buildsite" && ( table.HasValue( GMS.StructureEntities, ent:GetClass() ) || ent.NormalProp == true ) && SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ ply:DoProcess( "Salvage", 6, { Entity = ent, MatType = tr.MatType } )
+ else
+ ply:SendMessage( "Cannot salvage this kind of prop.", 5, Color( 255, 255, 255, 255 ) )
+ end
+end )
+
+concommand.Add( "gms_steal", function( ply, cmd, args )
+ local tr = ply:TraceFromEyes( 100 )
+ local ent = tr.Entity
+
+ if ( ply:GetSkill( "Survival" ) < 30 ) then ply:SendMessage( "You can only steal at survival level 30+.", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( !IsValid( ent ) || !tr.HitNonWorld || ent:IsNPC() || ent:IsPlayer() || ent:GetClass() == "gms_buildsite" || ent:GetClass() == "gms_seed" || ent:GetNWString( "Owner", "None" ) == "World" || SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ ply:SendMessage( "You can't steal this.", 3, Color( 200, 0, 0, 255 ) )
+ return
+ end
+
+ local cls = ent:GetClass()
+ local time = math.max( ent:GetVolume(), 1 )
+ if ( cls == "gms_resourcedrop" ) then
+ time = ent.Amount * 0.5
+ elseif ( cls == "gms_resourcepack" or cls == "gms_fridge" ) then
+ for r, n in pairs( ent.Resources ) do
+ time = time + ( n * 0.25 )
+ end
+ end
+
+ time = math.max( time - math.floor( ply:GetSkill( "Stealing" ) / 3 ), math.max( time * 0.25, 2 ) )
+ ply:DoProcess( "Steal", time, { Ent = ent } )
+end )
+
+function GM.PlantMelon( ply, cmd, args )
+ if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then
+ ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) )
+ return
+ end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ if ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) then
+ if ( ply:GetResource( "Melon_Seeds" ) >= 1 ) then
+ if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then
+ local data = {}
+ data.Pos = tr.HitPos
+ ply:DoProcess( "PlantMelon", 3, data )
+ else
+ ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You need a watermelon seed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_plantmelon", GM.PlantMelon )
+
+function GM.PlantBanana( ply, cmd, args )
+ if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then
+ if ( ply:GetResource( "Banana_Seeds" ) >= 1 ) then
+ if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then
+ ply:DoProcess( "PlantBanana", 3, { Pos = tr.HitPos } )
+ else
+ ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You need a banana seed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_plantbanana", GM.PlantBanana )
+
+function GM.PlantOrange( ply, cmd, args )
+ if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.",3,Color( 200,0,0,255 ) ) return end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then
+ if ( ply:GetResource( "Orange_Seeds" ) >= 1 ) then
+ if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then
+ ply:DoProcess( "PlantOrange", 3, { Pos = tr.HitPos } )
+ else
+ ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You need an orange seed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200 ,0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_plantorange", GM.PlantOrange )
+
+function GM.PlantGrain( ply, cmd, args )
+ if ( !ply:HasUnlock( "Grain_Planting" ) ) then ply:SendMessage( "You need more planting skill.", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ local nearby = false
+
+ for k, v in pairs( ents.FindInSphere( tr.HitPos, 50 ) ) do
+ if ( ( v:IsGrainModel() or v:IsProp() or v:GetClass() == "gms_seed" ) and ( tr.HitPos-Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, tr.HitPos.z ) ):Length() <= 50 ) then
+ nearby = true
+ end
+ end
+
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then
+ if ( ply:GetResource( "Grain_Seeds" ) >= 1 ) then
+ if ( !nearby ) then
+ ply:DoProcess( "PlantGrain", 3, { Pos = tr.HitPos } )
+ else
+ ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You need a grain seed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_plantgrain", GM.PlantGrain )
+
+function GM.PlantBush( ply, cmd, args )
+ if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ local nearby = false
+
+ for k, v in pairs( ents.FindInSphere( tr.HitPos, 50 ) ) do
+ if ( ( v:IsBerryBushModel() or v:IsProp() or v:GetClass() == "gms_seed" ) and ( tr.HitPos-Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, tr.HitPos.z ) ):Length() <= 50 ) then
+ nearby = true
+ end
+ end
+
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then
+ if ( ply:GetResource( "Berries" ) >= 1 ) then
+ if ( !nearby ) then
+ ply:DoProcess( "PlantBush", 3, { Pos = tr.HitPos } )
+ else
+ ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You need a berry.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_plantbush", GM.PlantBush )
+
+function GM.PlantTree( ply, cmd, args )
+ if ( !ply:HasUnlock( "Sprout_Planting" ) ) then ply:SendMessage( "You need more planting skill.", 3, Color( 200, 0, 0, 255 ) ) return end
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( tr.HitWorld ) then
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then
+ if ( ply:GetResource( "Sprouts" ) >= 1 ) then
+ ply:DoProcess( "PlantTree", 5, { Pos = tr.HitPos } )
+ else
+ ply:SendMessage( "You need a sprout.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) )
+ end
+ else
+ ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+concommand.Add( "gms_planttree", GM.PlantTree )
+
+function GM.DrinkFromBottle( ply, cmd, args )
+ if ( ply:GetResource( "Water_Bottles" ) < 1 ) then ply:SendMessage( "You need a water bottle.", 3, Color( 200, 0, 0, 255 ) ) return end
+ ply:DoProcess( "DrinkBottle", 1.5 )
+end
+concommand.Add( "gms_drinkbottle", GM.DrinkFromBottle )
+
+function GM.EatBerry( ply, cmd, args )
+ if ( ply:GetResource( "Berries" ) < 1 ) then ply:SendMessage( "You need some berries.", 3, Color( 200, 0, 0, 255 ) ) return end
+ ply:DoProcess( "EatBerry", 1.5 )
+end
+concommand.Add( "gms_eatberry", GM.EatBerry )
+
+function GM.TakeAMedicine( ply, cmd, args )
+ if ( ply:GetResource( "Medicine" ) < 1 ) then ply:SendMessage( "You need Medicine.", 3, Color( 200, 0, 0, 255 ) ) return end
+ ply:DoProcess( "TakeMedicine", 1.5 )
+end
+concommand.Add( "gms_takemedicine", GM.TakeAMedicine )
+
+function GM.DropWeapon( ply, cmd, args )
+ if ( !ply:Alive() ) then return end
+ if ( table.HasValue( GMS.NonDropWeapons, ply:GetActiveWeapon():GetClass() ) ) then
+ ply:SendMessage( "You cannot drop this!", 3, Color( 200, 0, 0, 255 ) )
+ else
+ ply:DropWeapon( ply:GetActiveWeapon() )
+ end
+end
+concommand.Add( "gms_dropweapon", GM.DropWeapon )
+
+function GM.DropResource( ply, cmd, args )
+ if ( args == nil or args[1] == nil ) then ply:SendMessage( "You need to at least give a resource type!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ args[1] = string.Capitalize( args[1] )
+ if ( !ply.Resources[args[1]] or ply.Resources[args[1]] == 0 ) then ply:SendMessage( "You don't have this kind of resource.", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( args[2] == nil or string.lower( args[2] ) == "all" ) then args[2] = tonumber( ply:GetResource( args[1] ) ) end
+
+ if ( !tonumber( args[2] ) || tonumber( args[2] ) <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ local int = tonumber( args[2] )
+ local Type = args[1]
+ local res = ply:GetResource( Type )
+
+ if ( int > res ) then
+ int = res
+ end
+ ply:DropResource( Type, int )
+ ply:DecResource( Type, int )
+
+ ply:SendMessage( "Dropped " .. string.Replace( Type, "_", " " ) .. " ( " .. int .. "x )", 3, Color( 10, 200, 10, 255 ) )
+end
+concommand.Add( "gms_DropResources", GM.DropResource )
+
+function GM.TakeResource( ply, cmd, args )
+ if ( ply.InProcess ) then return end
+
+ local takeAll = false
+ if ( args == nil or args[ 1 ] == nil ) then takeAll = true end
+
+ local int = tonumber( args[ 2 ] ) or 99999
+ local typ = string.Capitalize( args[ 1 ] or "" )
+
+ if ( int <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ local tr = ply:TraceFromEyes( 150 )
+ local ent = tr.Entity
+
+ if ( !IsValid( ent ) ) then return end
+
+ local cls = ent:GetClass()
+
+ if ( cls != "gms_resourcedrop" && cls != "gms_resourcepack" && cls != "gms_fridge" ) then return end
+ if ( !SPropProtection.PlayerCanTouch( ply, ent ) ) then return end
+ if ( ( ply:GetPos() - ent:LocalToWorld( ent:OBBCenter() ) ):Length() >= 100 ) then return end
+
+ if ( cls == "gms_resourcedrop" ) then
+ if ( ent.Type != typ && !takeAll ) then return end
+ local room = ply.MaxResources - ply:GetAllResources()
+ if ( room <= 0 ) then return end
+ if ( int >= ent.Amount ) then int = ent.Amount end
+ if ( room < int ) then int = room end
+ ent.Amount = ent.Amount - int
+ if ( ent.Amount <= 0 ) then ent:Fadeout() else ent:SetResourceDropInfo( ent.Type, ent.Amount ) end
+
+ ply:IncResource( ent.Type, int )
+ ply:SendMessage( "Picked up " .. string.Replace( ent.Type, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) )
+ end
+
+ if ( cls == "gms_resourcepack" ) then
+ for res, num in pairs( ent.Resources ) do
+ if ( res == typ or takeAll ) then
+ local totake = int
+ local room = ply.MaxResources - ply:GetAllResources()
+ if ( room <= 0 ) then return end
+ if ( totake >= num ) then totake = num end
+ if ( room < totake ) then totake = room end
+ ent.Resources[ res ] = num - totake
+ ent:SetResPackInfo( res, ent.Resources[ res ] )
+ if ( ent.Resources[ res ] <= 0 ) then ent.Resources[ res ] = nil end
+
+ ply:IncResource( res, totake )
+ ply:SendMessage( "Picked up " .. string.Replace( res, "_", " " ) .. " ( " .. totake .. "x )", 4, Color( 10, 200, 10, 255 ) )
+ end
+ end
+ end
+
+ if ( takeAll ) then return end
+
+ if ( cls == "gms_fridge" ) then
+ for res, num in pairs( ent.Resources ) do
+ if ( res == args[ 1 ] ) then
+ ent.Resources[ res ] = num - 1
+ ent:SetResPackInfo( res, ent.Resources[ res ] )
+ if ( ent.Resources[ res ] <= 0 ) then ent.Resources[ res ] = nil end
+
+ local food = ents.Create( "gms_food" )
+ food:SetPos( ent:GetPos() + Vector( 0, 0, ent:OBBMaxs().z + 16 ) )
+ SPropProtection.PlayerMakePropOwner( ply, food )
+ food.Value = GMS.Combinations[ "Cooking" ][ string.Replace( res, " ", "_" ) ].FoodValue
+ food.Name = res
+ food:Spawn()
+ food:SetFoodInfo( res )
+
+ timer.Simple( 300, function( food ) if ( IsValid( food ) ) then food:Fadeout( 2 ) end end, food )
+ end
+ end
+ end
+end
+concommand.Add( "gms_TakeResources", GM.TakeResource ) // ply:PickupResourceEntityPack( ent )
+
+concommand.Add( "gms_structures", function( ply )
+ ply:OpenCombiMenu( "Structures" )
+end )
+
+concommand.Add( "gms_combinations", function( ply )
+ ply:OpenCombiMenu( "Combinations" )
+end )
+
+concommand.Add( "gms_MakeCombination", function( ply, cmd, args )
+ if ( !args[1] or !args[2] ) then ply:SendMessage( "Please specify a valid combination.", 3, Color( 255, 255, 255, 255 ) ) return end
+
+ local group = args[1]
+ local combi = args[2]
+
+ if ( !GMS.Combinations[ group ] ) then return end
+ if ( !GMS.Combinations[ group ][ combi ] ) then return end
+
+ local tbl = GMS.Combinations[ group ][ combi ]
+
+ if ( group == "Cooking" and tbl.Entity ) then
+ local nearby = false
+
+ for k, v in pairs( ents.FindInSphere( ply:GetPos(), 100 ) ) do
+ if ( ( v:IsProp() and v:IsOnFire() ) or v:GetClass() == tbl.Entity ) then nearby = true end
+ end
+
+ if ( !nearby ) then ply:SendMessage( "You need to be close to a fire!", 3, Color( 200, 0 ,0, 255 ) ) return end
+ elseif ( tbl.Entity ) then
+ local nearby = false
+
+ for k, v in pairs( ents.FindInSphere( ply:GetPos(), 100 ) ) do
+ if ( v:GetClass() == tbl.Entity ) then nearby = true end
+ end
+
+ if ( !nearby ) then ply:SendMessage( "You need to be close to a " .. tbl.Entity .. "!", 3, Color( 200, 0, 0, 255 ) ) return end
+ end
+
+ --Check for skills
+ local numreq = 0
+
+ if ( tbl.SkillReq ) then
+ for k, v in pairs( tbl.SkillReq ) do
+ if ( ply:GetSkill( k ) >= v ) then
+ numreq = numreq + 1
+ end
+ end
+
+ if ( numreq < table.Count( tbl.SkillReq ) ) then ply:SendMessage( "Not enough skill.", 3, Color( 200, 0, 0, 255 ) ) return end
+ end
+
+ --Check for resources
+ local numreq = 0
+
+ for k, v in pairs( tbl.Req ) do
+ if ( ply:GetResource( k ) ) >= v then
+ numreq = numreq + 1
+ end
+ end
+
+ if ( numreq < table.Count( tbl.Req ) and group != "Structures" ) then ply:SendMessage( "Not enough resources.", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ --All well, make stuff:
+ if ( group == "Cooking" ) then
+ local data = {}
+ data.Name = tbl.Name
+ data.FoodValue = tbl.FoodValue
+ data.Cost = table.Copy( tbl.Req )
+ local time = 5
+
+ if ply:GetActiveWeapon():GetClass() == "gms_fryingpan" then
+ time = 2
+ end
+
+ ply:DoProcess( "Cook", time, data )
+ elseif ( group == "Combinations" ) then
+ local data = {}
+ data.Name = tbl.Name
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ local time = 5
+
+ ply:DoProcess( "MakeGeneric", time, data )
+ elseif ( group == "gms_pistolgunlab" or group == "gms_gunchunks" or group == "gms_smggunlab" or group == "gms_hightechgunlab" or group == "gms_transmutator" or group == "gms_advancedtransmutator" or group == "gms_renbuyshop" or group == "gms_rensellshop" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.3
+
+ if ( tbl.SwepClass != nil ) then
+ data.Class = tbl.SwepClass
+ ply:DoProcess( "MakeWeapon", time, data )
+ else
+ ply:DoProcess( "Processing", time, data )
+ end
+ elseif ( group == "gms_factory" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.3
+
+ local smelt = false
+ for r,n in pairs( data.Res ) do
+ if ( r == "Iron" or r == "Copper" ) then smelt = true end
+ end
+
+ if ( tbl.SwepClass != nil ) then
+ data.Class = tbl.SwepClass
+ ply:DoProcess( "MakeWeapon", time, data )
+ elseif ( smelt ) then
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.15, 2 ) )
+ ply:DoProcess( "Smelt", time, data )
+ else
+ ply:DoProcess( "Processing", time, data )
+ end
+ elseif ( group == "gms_stoneworkbench" or group == "gms_copperworkbench" or group == "gms_ironworkbench" or group == "gms_silverworkbench" or group == "gms_goldworkbench" or group == "gms_steelworkbench" or group == "gms_platinumworkbench" ) then
+ local data = {}
+ data.Name = tbl.Name
+ data.Class = tbl.SwepClass
+ data.Cost = table.Copy( tbl.Req )
+
+ local time = 10
+ if ( ply:GetActiveWeapon():GetClass() == "gms_wrench" ) then time = 7 end
+ time = math.max( time - math.floor( math.max( ply:GetSkill( "Weapon_Crafting" ) - 8, 0 ) / 4 ), 4 )
+
+ ply:DoProcess( "MakeWeapon", time, data )
+ elseif ( group == "gms_techworkbench" or group == "gms_obelisk" or group == "gms_runealtar" or group == "gms_mithrilworkbench" or group == "gms_runicinfuser") then
+ local data = {}
+ data.Name = tbl.Name
+ data.Cost = table.Copy( tbl.Req )
+
+ if ( tbl.SwepClass != nil ) then
+ local time = 10
+ if ( ply:GetActiveWeapon():GetClass() == "gms_wrench" ) then time = 7 end
+ time = math.max( time - math.floor( math.max( ply:GetSkill( "Weapon_Crafting" ) - 8, 0 ) / 4 ), 4 )
+ data.Class = tbl.SwepClass
+ ply:DoProcess( "MakeWeapon", time, data )
+ else
+ data.Res = tbl.Results
+ local time = 5
+ ply:DoProcess( "MakeGeneric", time, data )
+ end
+ elseif ( group == "Structures" ) then
+ local trs = ply:TraceFromEyes( 250 )
+ if ( !trs.HitWorld ) then ply:SendMessage( "Aim at the ground to construct a structure.", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ ply:DoProcess( "MakeBuilding", 20, {
+ Name = tbl.Name,
+ Class = tbl.Results,
+ Cost = table.Copy( tbl.Req ),
+ BuildSiteModel = tbl.BuildSiteModel,
+ Pos = trs.HitPos
+ } )
+
+ elseif ( group == "gms_stonefurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+
+ local time = timecount * 0.5
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.25, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_copperfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.6
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.3, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_ironfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.7
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_techfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.7
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_silverfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.7
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_goldfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.7
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_steelfurnace" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.1
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_platinumfurnace") then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.5
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) )
+
+
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_mithrilfactory") then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.2
+ time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.20, 2 ) )
+
+
+
+
+
+
+ ply:DoProcess( "Smelt", time, data )
+ elseif ( group == "gms_grindingstone" ) then
+ local data = {}
+ data.Name = tbl.Name
+ if ( tbl.AllSmelt == true ) then
+ local sourcetable = ply:AllSmelt( tbl )
+
+ for r, n in pairs( sourcetable.Results ) do
+ if ( r == "Flour" ) then sourcetable.Results[r] = math.floor( n * 0.6 ) end
+ end
+
+ data.Res = sourcetable.Results
+ data.Cost = table.Copy( sourcetable.Req )
+ else
+ data.Res = tbl.Results
+ data.Cost = table.Copy( tbl.Req )
+ end
+ local timecount = 1
+ for k, v in pairs( data.Cost ) do
+ timecount = timecount + v
+ end
+ local time = timecount * 0.75
+
+ ply:DoProcess( "Crush", time, data )
+ end
+end )
+
+concommand.Add( "gms_sleep", function( ply, cmd, args ) ply:Sleep() end )
+concommand.Add( "gms_wakeup", function( ply, cmd, args ) ply:Wakeup() end )
+
+function GM.AFK( ply, cmd, args )
+ if ( ply:GetNWBool( "Sleeping" ) or !ply:Alive() ) then return end
+ if ( ply.InProcess ) then return end
+ if ( !ply:GetNWBool( "AFK", false ) ) then
+ ply:SetNWBool( "AFK", true )
+ else
+ ply:SetNWBool( "AFK", false )
+ end
+
+ ply:Freeze( ply:GetNWBool( "AFK" ) )
+end
+concommand.Add( "gms_afk", GM.AFK )
+
+function GM.PlayerStuck( ply, cmd, args )
+ if ( ply.InProcess ) then return end
+ if ( ply.Spam == true ) then ply:SendMessage( "No spamming!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( ply.Spam == false or ply.Spam == nil ) then ply:SetPos( ply:GetPos() + Vector( 0, 0, 64 ) ) end
+
+ ply.Spam = true
+ timer.Simple( 0.2, function() ply.Spam = false end )
+end
+concommand.Add( "gms_stuck", GM.PlayerStuck )
+
+function GM.MakeCampfire( ply, cmd, args )
+ if ( GetConVarNumber( "gms_campfire" ) == 1 ) then
+ local tr = ply:TraceFromEyes( 150 )
+
+ if ( !tr.HitNonWorld or !tr.Entity ) then ply:SendMessage( "Aim at the prop( s ) to use for campfire.", 3, Color( 255, 255, 255, 255 ) ) return end
+
+ local ent = tr.Entity
+ local cls = tr.Entity:GetClass()
+
+ if ( ent:IsOnFire() or cls != "prop_physics" and cls != "prop_physics_multiplayer" and cls != "prop_dynamic" ) then
+ ply:SendMessage( "Aim at the prop( s ) to use for campfire.", 3, Color( 255, 255, 255, 255 ) )
+ return
+ end
+
+ local mat = tr.MatType
+
+ if ( ply:GetResource( "Wood" ) < 5 ) then ply:SendMessage( "You need at least 5 wood to make a fire.", 5, Color( 255, 255, 255, 255 ) ) return end
+
+ if ( mat != MAT_WOOD ) then ply:SendMessage( "Prop has to be wood, or if partially wood, aim at the wooden part.", 5, Color( 255, 255, 255, 255 ) ) return end
+
+ local data = {}
+ data.Entity = ent
+
+ if ( SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ ply:DoProcess( "Campfire", 5, data )
+ return
+ end
+ end
+end
+concommand.Add( "gms_makefire", GM.MakeCampfire )
+
+/* ----------------------------------------------------------------------------------------------------
+ Player spawn
+---------------------------------------------------------------------------------------------------- */
+
+function GM:PlayerInitialSpawn( ply )
+ ply:SetTeam( 1 )
+
+ ply.Skills = {}
+ ply.Resources = {}
+ ply.Experience = {}
+ ply.FeatureUnlocks = {}
+
+ ply:SetSkill( "Survival", 0 )
+ ply:SetXP( "Survival", 0 )
+ ply.MaxResources = 25
+ ply.Loaded = true
+
+ -- Admin info, needed clientside
+ if ( ply:IsAdmin() ) then
+ for k, v in pairs( file.Find( "gmstranded/gamesaves/*.txt", "DATA" ) ) do
+ local name = string.sub( v, 1, string.len( v ) - 4 )
+
+ if ( string.Right( name, 5 ) != "_info" ) then
+ umsg.Start( "gms_AddLoadGameToList", ply )
+ umsg.String( name )
+ umsg.End()
+ end
+ end
+ end
+
+ -- Character loading
+ if ( file.Exists( "gmstranded/saves/" .. ply:UniqueID() .. ".txt", "DATA" ) ) then
+ local tbl = util.JSONToTable( file.Read( "gmstranded/saves/" .. ply:UniqueID() .. ".txt", "DATA" ) )
+
+ if ( tbl[ "skills" ] ) then
+ for k, v in pairs( tbl[ "skills" ] ) do ply:SetSkill( k, v ) end
+ end
+
+ if ( tbl[ "experience" ] ) then
+ for k, v in pairs( tbl["experience"] ) do ply:SetXP( k, v ) end
+ end
+
+ /*if ( tbl["unlocks"] ) then
+ for k, v in pairs( tbl["unlocks"] ) do ply.FeatureUnlocks[ k ] = v end
+ end*/
+
+ if ( tbl["resources"] ) then
+ for k, v in pairs( tbl["resources"] ) do ply:SetResource( k, v ) end
+ end
+
+ if ( tbl["weapons"] ) then
+ for k, v in pairs( tbl["weapons"] ) do ply:Give( v ) end
+ end
+
+ ply:StripAmmo()
+
+ if ( tbl[ "ammo" ] ) then
+ for k, v in pairs( tbl[ "ammo" ] ) do ply:GiveAmmo( v, k ) end
+ end
+
+ if ( !ply.Skills[ "Survival" ] ) then ply.Skills[ "Survival" ] = 0 end
+
+ ply.FeatureUnlocks = tbl["unlocks"]
+ ply.MaxResources = ( ply.Skills["Survival"] * 5 ) + 25
+
+ ply:SendMessage( "Loaded character successfully.", 3, Color( 255, 255, 255, 255 ) )
+ ply:SendMessage( "Last visited on " .. tbl.date .. ", enjoy your stay.", 10, Color( 255, 255, 255, 255 ) )
+ end
+
+ ply:SetNWInt( "plants", 0 )
+ for k, v in pairs( ents.GetAll() ) do
+ if ( v and IsValid( v ) and v:GetNWEntity( "plantowner" ) and IsValid( v:GetNWEntity( "plantowner" ) ) and v:GetNWEntity( "plantowner" ) == ply ) then
+ ply:SetNWInt( "plants", ply:GetNWInt( "plants" ) + 1 )
+ end
+ end
+
+ local time = 2
+
+ local rp = RecipientFilter()
+ rp:AddPlayer( ply )
+
+ for id, t in pairs( GAMEMODE.Tribes ) do
+ timer.Simple( time, function()
+ umsg.Start( "sendTribe", rp )
+ umsg.Short( id )
+ umsg.String( t.name )
+ umsg.Vector( Vector( t.color.r, t.color.g, t.color.b ) )
+ if ( t.password == false ) then
+ umsg.Bool( false )
+ else
+ umsg.Bool( true )
+ end
+ umsg.End()
+
+ end )
+ time = time + 0.1
+ end
+
+ for _, v in ipairs( ents.FindByClass( "gms_resourcedrop" ) ) do
+ timer.Simple( time, function()
+ umsg.Start( "gms_SetResourceDropInfo", rp )
+ umsg.String( v:EntIndex() )
+ umsg.String( string.gsub( v.Type or "Error!", "_", " " ) )
+ umsg.Short( v.Amount )
+ umsg.End()
+ end )
+ time = time + 0.1
+ end
+
+ for _, v in ipairs( table.Add( ents.FindByClass( "gms_resourcepack" ), ents.FindByClass( "gms_fridge" ) ) ) do
+ for res, num in pairs( v.Resources ) do
+ timer.Simple( time, function()
+ umsg.Start( "gms_SetResPackInfo", rp )
+ umsg.String( v:EntIndex() )
+ umsg.String( string.gsub( res, "_", " " ) )
+ umsg.Short( num )
+ umsg.End()
+ end )
+ time = time + 0.1
+ end
+ time = time + 0.1
+ end
+
+ for _, v in ipairs( ents.FindByClass( "gms_food" ) ) do
+ timer.Simple( time, function()
+ umsg.Start( "gms_SetFoodDropInfo", ply )
+ umsg.String( v:EntIndex() )
+ umsg.String( string.gsub( v.Name or "ERROR", "_", " " ) )
+ umsg.End()
+ end )
+ time = time + 0.1
+ end
+end
+
+local SpawnClasses = {
+ "info_player_deathmatch", "info_player_combine", "info_player_combine",
+ "info_player_rebel", "info_player_counterterrorist", "info_player_terrorist",
+ "info_player_axis", "info_player_allies", "gmod_player_start",
+ "info_player_teamspawn", "ins_spawnpoint", "aoc_spawnpoint",
+ "dys_spawn_point", "info_player_pirate", "info_player_viking",
+ "info_player_knight", "diprip_start_team_blue", "diprip_start_team_red",
+ "info_player_red", "info_player_blue", "info_player_coop",
+ "info_player_human", "info_player_zombie", "info_player_deathmatch",
+ "info_player_zombiemaster"
+}
+
+function GM:PlayerSelectSpawn( pl )
+ if ( GAMEMODE.TeamBased ) then
+ local ent = GAMEMODE:PlayerSelectTeamSpawn( pl:Team(), pl )
+ if ( IsValid( ent ) ) then return ent end
+ end
+
+ if ( !IsTableOfEntitiesValid( self.SpawnPoints ) ) then
+ self.LastSpawnPoint = 0
+ self.SpawnPoints = ents.FindByClass( "info_player_start" )
+ for id, cl in pairs( SpawnClasses ) do
+ self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( cl ) )
+ end
+ end
+
+ local count = table.Count( self.SpawnPoints )
+ if ( count == 0 ) then
+ MsgN( "[PlayerSelectSpawn] Error! No spawn points!" )
+ return nil
+ end
+
+ local ChosenSpawnPoint = nil
+
+ for id, ChosenSpawnPoint in pairs( self.SpawnPoints ) do
+
+ if ( IsValid( ChosenSpawnPoint ) && ChosenSpawnPoint:IsInWorld() ) then
+ if ( GAMEMODE:IsSpawnpointSuitable( pl, ChosenSpawnPoint, id == count ) ) then
+ return ChosenSpawnPoint
+ end
+ end
+
+ end
+
+ return ChosenSpawnPoint
+end
+
+function GM:PlayerSpawn( ply )
+
+ self:SetPlayerSpeed( ply, 250, 250 )
+ ply:SetMaxHealth( 100 )
+ ply:UnSpectate()
+
+ for k, v in pairs( GMS.FeatureUnlocks ) do
+ if ( ply:HasUnlock( k ) && v.OnUnlock ) then v.OnUnlock( ply ) end
+ end
+
+ hook.Call("PlayerLoadout", self, ply)
+ hook.Call("PlayerSetModel", self, ply)
+
+ ply.Sleepiness = 1000
+ ply.Hunger = 1000
+ ply.Thirst = 1000
+ ply.Oxygen = 1000
+ ply.Power = 50
+
+ ply.Resources = ply.Resources or {}
+
+ if ( ply.Resources[ "Batteries" ] ) then ply.Power = math.min( ply.Power + ply.Resources[ "Batteries" ] * 50, 500 ) end
+
+ /* GMOD CUSTOMIZATION */
+ ply:UpdatePlayerColor()
+
+ local col = ply:GetInfo( "cl_weaponcolor" )
+ ply:SetWeaponColor( Vector( col ) )
+
+ ply:SetupHands()
+
+ ply:UpdateNeeds()
+end
+
+function GM:PlayerSetModel( ply )
+ local cl_playermodel = ply:GetInfo( "cl_playermodel" )
+ local modelname = player_manager.TranslatePlayerModel( cl_playermodel )
+ util.PrecacheModel( modelname )
+ ply:SetModel( modelname )
+end
+
+function GM:PlayerSetHandsModel( ply, ent )
+
+ local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() )
+ local info = player_manager.TranslatePlayerHands( simplemodel )
+ if ( info ) then
+ ent:SetModel( info.model )
+ ent:SetSkin( info.skin )
+ ent:SetBodyGroups( info.body )
+ end
+
+end
+
+function GM:PlayerLoadout( ply )
+ ply:Give( "gms_fists" )
+ ply:Give( "weapon_physcannon" )
+ ply:Give( "weapon_physgun" )
+
+ ply:SelectWeapon( "weapon_physgun" )
+ ply:SelectWeapon( "gms_fists" )
+
+ if ( GetConVarNumber( "gms_AllTools" ) == 1 ) then
+ for id, wep in pairs( GMS.AllWeapons ) do ply:Give( wep ) end
+ end
+
+ if ( ply:IsDeveloper() ) then ply:Give( "gmod_tool" ) ply:Give( "pill_pigeon" ) end
+end
+
+function GM:PlayerCanPickupWeapon( ply, wep )
+ if ( ply:HasWeapon( wep:GetClass() ) ) then return false end
+ return true
+end
+
+function GM:CanProperty( pl, property, ent )
+ if ( !IsValid( ent ) ) then return false end
+ if ( !pl:IsAdmin() ) then return false end
+
+ if ( ent.m_tblToolsAllowed ) then
+ local vFound = false
+ for k, v in pairs( ent.m_tblToolsAllowed ) do
+ if ( property == v ) then vFound = true end
+ end
+
+ if ( !vFound ) then return false end
+ end
+
+ if ( property == "bonemanipulate" ) then
+ if ( game.SinglePlayer() ) then return true end
+
+ if ( ent:IsNPC() ) then return GetConVarNumber( "sbox_bonemanip_npc" ) != 0 end
+ if ( ent:IsPlayer() ) then return GetConVarNumber( "sbox_bonemanip_player" ) != 0 end
+
+ return GetConVarNumber( "sbox_bonemanip_misc" ) != 0
+ end
+
+ return true
+end
+
+hook.Add( "PlayerDeath", "Death", function( ply )
+
+ // Creates the gravestone
+ local grave = ents.Create("gms_gravestone")
+
+ grave:SetPos( Vector( ply:GetPos().x, ply:GetPos().y, ply:GetPos().z+18 ) )
+
+ grave:Spawn()
+ grave:SetplName(ply:Nick())
+
+ grave:SetNetworkedString( "Owner", "Everyone" )
+
+ wepstbl = {}
+ restbl = {}
+
+ for _, v in pairs( ply:GetWeapons() ) do
+ if ( !table.HasValue( GMS.NonDropWeapons, v:GetClass() ) && GetConVarNumber( "gms_AllTools" ) != 1 ) then
+ //ply:DropWeapon( v )
+ table.insert(wepstbl, v:GetClass())
+ SPropProtection.PlayerMakePropOwner( ply, v )
+ end
+ end
+
+ for _, v in pairs(ply.Resources) do
+
+ num1 = v * 0.1
+ num2 = v - math.Round(num1)
+
+ if (num2 > 0) then
+
+ table.insert(restbl, _.." x"..num2)
+ ply:DecResource(_,v)
+
+ end
+
+
+
+ end
+
+ ply.Resources = {}
+
+ grave.deathWeapons = wepstbl
+ grave.deathResources = restbl
+
+ ply:CancelProcess()
+
+ if ( ply:GetNWBool("AFK") ) then
+ ply:Freeze( false )
+ ply:SetNWBool( "AFK", false )
+ end
+end )
+
+timer.Create( "GMS.AutoSaveAllCharacters", math.Clamp( GetConVarNumber( "gms_AutoSaveTime" ), 1, 60 ) * 60, 0, function()
+ if ( GetConVarNumber( "gms_AutoSave" ) == 1 ) then
+ for k, v in pairs( player.GetAll() ) do
+ v:SendMessage( "Autosaving..", 3, Color( 255, 255, 255, 255 ) )
+ v:SaveCharacter()
+ end
+ end
+end )
+
+function GM:PlayerDisconnected( ply )
+ Msg( "Saving character of disconnecting player " .. ply:Nick() .. "...\n" )
+ ply:SaveCharacter()
+end
+
+function GM:ShutDown()
+ for k, v in pairs( player.GetAll() ) do v:SaveCharacter() end
+end
+
+function PlayerMeta:UpdatePlayerColor()
+ local col = self:GetInfo( "cl_playercolor" )
+ if ( GetConVarNumber( "gms_TeamColors" ) > 0 ) then
+ local tcol = team.GetColor( self:Team() )
+ col = tcol.r / 255 .. " " .. tcol.g / 255 .. " " .. tcol.b / 255
+ end
+ self:SetPlayerColor( Vector( col ) )
+end
+
+function PlayerMeta:ResetCharacter()
+
+ self.Skills = {}
+ self.Resources = {}
+ self.Experience = {}
+ self.FeatureUnlocks = {}
+
+ self:SetSkill( "Survival", 0 )
+ self:SetXP( "Survival", 0 )
+ self.MaxResources = 25
+
+ self:SaveCharacter()
+
+ umsg.Start( "gms_ResetPlayer", ply )
+ umsg.End()
+
+end
+
+function PlayerMeta:SaveCharacter()
+ if ( !file.IsDir( "gmstranded", "DATA" ) ) then file.CreateDir( "gmstranded" ) end
+ if ( !file.IsDir( "gmstranded/saves", "DATA" ) ) then file.CreateDir( "gmstranded/saves" ) end
+ if ( !self.Loaded ) then
+ print( "Player " .. self:Name() .. " tried to save before he has loaded!" )
+ self:SendMessage( "Character save failed: Not yet loaded!", 3, Color( 255, 50, 50, 255 ) )
+ return
+ end
+
+ local tbl = {}
+ tbl["date"] = os.date( "%A %m/%d/%y" )
+ tbl["name"] = self:Nick()
+
+ tbl["skills"] = self.Skills
+ tbl["experience"] = self.Experience
+ tbl["unlocks"] = self.FeatureUnlocks
+
+ tbl["resources"] = {}
+ tbl["weapons"] = {}
+ tbl["ammo"] = {}
+
+ for k, v in pairs( self.Resources ) do
+ if ( v > 0 ) then tbl["resources"][ k ] = v end
+ end
+
+ for id, wep in pairs( self:GetWeapons() ) do
+ if ( wep:GetClass() != "gms_fists" || wep:GetClass() != "weapon_physgun" || wep:GetClass() != "weapon_physcannon" ) then
+ table.insert( tbl[ "weapons" ], wep:GetClass() )
+ end
+ end
+
+ local ammo_types = { "ar2", "smg1", "pistol", "buckshot", "357", "grenade", "alyxgun", "xbowbolt", "AlyxGun", "RPG_Round","SMG1_Grenade", "SniperRound",
+ "SniperPenetratedRound", "Grenade", "Thumper", "Gravity", "Battery", "GaussEnergy", "CombineCannon", "AirboatGun", "StriderMinigun", "StriderMinigunDirect",
+ "HelicopterGun", "AR2AltFire", "Grenade", "Hopwire", "CombineHeavyCannon", "ammo_proto1"
+ }
+
+ for id, str in pairs( ammo_types ) do
+ local ammo = self:GetAmmoCount( str )
+ if ( ammo > 0 ) then tbl[ "ammo" ][ str ] = ammo end
+ end
+
+ file.Write( "gmstranded/saves/" .. self:UniqueID() .. ".txt", util.TableToJSON( tbl ) )
+ self:SendMessage( "Saved character!", 3, Color( 255, 255, 255 ) )
+end
+
+concommand.Add( "gms_savecharacter", function( ply, cmd, args )
+ if ( ply.GMSLastSave && ply.GMSLastSave > CurTime() ) then ply:SendMessage( "You must wait " .. math.floor( ply.GMSLastSave - CurTime() ) .. " seconds before saving again.", 3, Color( 255, 50, 50, 255 ) ) return end
+ ply.GMSLastSave = CurTime() + 30
+ ply:SaveCharacter()
+end )
+
+concommand.Add( "gms_resetcharacter", function( ply, cmd, args )
+ if ( !args[ 1 ] ) then ply:ConCommand( "gms_resetcharacter_verify" ) return end
+ if ( args[ 1 ] != "I agree" ) then ply:ChatPrint( "You didn't type what was asked." ) return end
+ ply:ResetCharacter()
+end )
+
+/*------------------------ Prop spawning ------------------------*/
+
+function GM:PlayerSpawnProp( ply, model )
+ if ( ply.InProcess ) then return false end
+ if ( ply.NextSpawn && ply.NextSpawn > CurTime() ) then ply:SendMessage( "No spamming!", 3, Color( 200, 0, 0, 255 ) ) return false end -- No spamming
+ if ( !ply:IsAdmin() && GMS_IsAdminOnlyModel( model ) ) then ply:SendMessage( "You cannot spawn this prop unless you're admin.", 5, Color( 200, 0, 0, 255 ) ) return false end
+ return true //LimitReachedProcess( ply, "props" )
+end
+
+function GM:PlayerSpawnedProp( ply, mdl, ent )
+ ply.NextSpawn = CurTime() + 1
+ SPropProtection.PlayerMakePropOwner( ply, ent )
+
+ if ( GetConVarNumber( "gms_FreeBuild" ) == 1 ) then return end
+ if ( GetConVarNumber( "gms_FreeBuildSA" ) == 1 and ply:IsAdmin() ) then return end
+
+ ent.NormalProp = true
+
+ timer.Simple( 0.2, function() self:PlayerSpawnedPropDelay( ply, mdl, ent ) end )
+end
+
+function GM:PlayerSpawnedPropDelay( ply, mdl, ent )
+ if ( !IsValid( ent ) ) then return end
+
+ --Trace
+ ent.EntOwner = ply
+
+ -- Do volume in cubic "feet"
+ local vol = ent:GetVolume()
+
+ local x = 0
+ local trace = nil
+ local tr = nil
+ trace = {}
+ trace.start = ent:GetPos() + Vector( ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100 )
+ trace.endpos = ent:GetPos()
+ tr = util.TraceLine( trace )
+
+ while ( tr.Entity != ent and x < 5 ) do
+ x = x + 1
+ trace = {}
+ trace.start = ent:GetPos() + Vector( ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100 )
+ trace.endpos = ent:GetPos()
+ tr = util.TraceLine( trace )
+ end
+
+ --Faulty trace
+ if ( tr.Entity != ent ) then ent:Remove() ply:SendMessage( "You need more space to spawn.", 3, Color( 255, 255, 255, 255 ) ) return end
+
+ if ( !GMS.MaterialResources[ tr.MatType ] ) then
+ MsgC( Color( 255, 0, 0 ), "WARNING! Can't detect material of " .. mdl .. "!\n" )
+ tr.MatType = MAT_CONCRETE
+ end
+
+ local res = GMS.MaterialResources[ tr.MatType ]
+ //local cost = math.ceil( vol * ( GetConVarNumber( "gms_CostsScale" ) / 2 ) )
+ local cost = math.ceil( vol * 0.5 )
+
+ if ( cost > ply:GetResource( res ) ) then
+ if ( IsValid( ply:GetBuildingSite() ) ) then ply:GetBuildingSite():Remove() end
+ local site = ply:CreateBuildingSite( ent:GetPos(), ent:GetAngles(), ent:GetModel(), ent:GetClass() )
+ local tbl = site:GetTable()
+ site.EntOwner = ply
+ site.NormalProp = true
+ local costtable = {}
+ costtable[ res ] = cost
+
+ tbl.Costs = table.Copy( costtable )
+ ply:DoProcess( "Assembling", math.max( 2, math.min( cost / 100, 120 ) ) )
+ ply:SendMessage( "Not enough resources, creating buildsite.", 3, Color( 255, 255, 255, 255 ) )
+ local str = ":"
+ for k, v in pairs( site.Costs ) do
+ str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+ site:SetNWString( "Resources", str )
+ local Name = "Prop"
+ site:SetNWString( "Name", Name )
+ ent:Remove()
+ return
+ end
+
+ -- Resource cost
+ if ply:GetResource( res ) < cost then
+ ent:Remove()
+ ply:SendMessage( "You need " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) to spawn this prop.", 3, Color( 200, 0, 0, 255 ) )
+ else
+ ply:DecResource( res, cost )
+ ply:SendMessage( "Used " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) to spawn this prop.", 3, Color( 255, 255, 255, 255 ) )
+ ply:DoProcess( "Assembling", math.max( 2, math.min( cost / 100, 120 ) ) )
+ end
+end
+
+-- No Ragdolls, Effects, SENTs, NPCs, SWEPs or Vehicles in Stranded.
+
+function GM:PlayerSpawnRagdoll( ply, model )
+ return false
+end
+
+function GM:PlayerSpawnEffect( ply, model )
+ return false
+end
+
+function GM:PlayerSpawnSENT( ply, name )
+ return false
+end
+
+function GM:PlayerSpawnNPC( ply, npc_type, equipment )
+ return false
+end
+
+function GM:PlayerSpawnSWEP( ply, wname, wtable )
+ return false
+end
+
+function GM:PlayerGiveSWEP( ply, wname, wtable )
+ return false
+end
+
+function GM:PlayerSpawnVehicle( ply, model, vname, vtable )
+ return false
+end
+
+/*------------------------ Needs ------------------------*/
+
+timer.Create( "GMS.SubtractNeeds", 3, 0, function()
+ for k, ply in pairs( player.GetAll() ) do
+ if ( ply:Alive() ) then
+ local AddHunger = -3
+ local AddThirst = -6
+
+ -- Sleeping
+ if ( ply:GetNWBool( "Sleeping" ) ) then
+ if ( ply.Sleepiness <= 950 ) then
+ local trace = {}
+ trace.start = ply:GetShootPos()
+ trace.endpos = trace.start - ( ply:GetUp() * 300 )
+ trace.filter = ply
+
+ local tr = util.TraceLine( trace )
+ if ( IsValid( tr.Entity ) and tr.Entity:IsSleepingFurniture() ) then
+ ply.Sleepiness = math.Clamp( ply.Sleepiness + 100, 0, 1000 )
+ else
+ ply.Sleepiness = math.Clamp( ply.Sleepiness + 50, 0, 1000 )
+ end
+ elseif ( ply.Sleepiness > 950 ) then
+ ply.Sleepiness = 1000
+ ply:Wakeup()
+ end
+
+ AddThirst = -20
+ AddHunger = -20
+
+ if ( ply.NeedShelter ) then
+ if ( ply:Health() >= 11 ) then
+ ply:SetHealth( ply:Health() - 10 )
+ else
+ ply:Kill()
+ for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " died in sleep.", 3, Color( 170, 0, 0, 255 ) ) end
+ end
+ end
+ end
+
+ if ( !ply:GetNWBool( "AFK" ) ) then
+
+ // Oxygen
+ if ( ply:WaterLevel() > 2 ) then
+ if ( ply.Oxygen > 0 ) then
+ ply.Oxygen = math.max( ply.Oxygen - math.min( 1600 / ply:GetSkill( "Swimming" ), 500 ), 0 )
+ ply:IncXP( "Swimming", math.Clamp( math.Round( 100 / ply:GetSkill( "Swimming" ) ), 1, 1000 ) )
+ end
+ else
+ if ( ply.Oxygen < 1000 ) then ply.Oxygen = math.min( ply.Oxygen + 100, 1000 ) end
+ end
+
+ // Flashlight
+ if ( ply:FlashlightIsOn() ) then
+ if ( ply.Power > 0 ) then
+ ply.Power = math.max( ply.Power - 5, 0 )
+ if ( ply.Power < 5 ) then ply:Flashlight( false ) end
+ end
+ else
+ local maxPow = 50
+ if ( ply.Resources["Batteries"] ) then maxPow = math.min( maxPow + ply.Resources["Batteries"] * 50, 500 ) end
+ if ( ply.Power < maxPow ) then ply.Power = math.min( ply.Power + 10, maxPow ) end
+ end
+
+ if ( ply.Sleepiness > 0 ) then ply.Sleepiness = math.Clamp( ply.Sleepiness - 2, 0, 1000 ) end
+ if ( ply.Thirst > 0 ) then ply.Thirst = math.Clamp( ply.Thirst + AddThirst, 0, 1000 ) end
+ if ( ply.Hunger > 0 ) then ply.Hunger = math.Clamp( ply.Hunger + AddHunger, 0, 1000 ) end
+ end
+
+ ply:UpdateNeeds()
+
+ --Are you dying?
+ if ( ply.Sleepiness <= 0 or ply.Thirst <= 0 or ply.Hunger <= 0 ) then
+ if ( ply:Health() >= 3 ) then
+ ply:SetHealth( ply:Health() - 2 )
+ ply:ScreenFade( SCREENFADE.IN, Color( 255, 0, 0 ), 0.7, 0 )
+ ply:ViewPunch( Angle( math.random( 6, -6 ), math.random( 4, -4 ), 0 ) )
+ else
+ ply:Kill()
+ for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " didn't survive.", 3, Color( 170, 0, 0, 255 ) ) end
+ end
+ end
+
+ if ( ply.Oxygen <= 0 ) then
+ if ( ply:Health() >= 9 ) then
+ ply:SetHealth( ply:Health() - 8 )
+ ply:EmitSound( "player/pl_drown" .. math.random( 1, 3 ) .. ".wav", 100, math.random( 95, 105 ) )
+ ply:ScreenFade( SCREENFADE.IN, Color( 0, 0, 255 ), 0.7, 0)
+ ply:ViewPunch( Angle( math.random( 6, -6 ), 0, 0 ) )
+ else
+ ply:Kill()
+ for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " has drowned.", 3, Color( 170, 0, 0, 255 ) ) end
+ end
+ end
+ end
+ end
+end )
+
+/* NPC Looting and hunting */
+
+function GM:OnNPCKilled( npc, killer, weapon )
+
+ if ( npc != killer ) then self.BaseClass.OnNPCKilled( self, npc, killer, weapon ) end
+ npc:Fadeout( 5 )
+
+ if ( !killer:IsPlayer() ) then return end
+ killer:SetFrags( killer:Frags() + 1 )
+
+ if ( !npc:IsLootableNPC() ) then return end
+
+ local loot = ents.Create( "gms_loot" )
+ SPropProtection.PlayerMakePropOwner( killer, loot )
+
+ loot.Resources = { Meat = math.random( 1, 5 ) }
+ loot:SetPos( npc:GetPos() + Vector( 0, 0, 64 ) )
+ loot:Spawn()
+ timer.Simple( 180, function() if ( loot:IsValid() ) then loot:Fadeout( 2 ) end end )
+
+ killer:IncXP( "Hunting", math.Clamp( math.Round( 150 / killer:GetSkill( "Hunting" ) ), 1, 1000 ) )
+end
+
+/* Use Hook */
+hook.Add( "KeyPress", "GMS_UseKeyHook", function( ply, key )
+ if ( key != IN_USE ) then return end
+ if ( ply:KeyDown( 1 ) ) then return end
+
+ local tr = ply:TraceFromEyes( 128 )
+ if ( tr.HitNonWorld && IsValid( tr.Entity ) && !GMS.IsInWater( tr.HitPos ) ) then
+ local ent = tr.Entity
+ local mdl = tr.Entity:GetModel()
+ local cls = tr.Entity:GetClass()
+
+ if ( ( ent:IsFoodModel() or cls == "gms_food" ) and ( ( ply:GetPos() - ent:LocalToWorld( ent:OBBCenter() ) ):Length() <= 128 ) and SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ if ( cls == "gms_food" ) then
+ ply:DoProcess( "EatFood", 3, { Entity = ent } )
+ else
+ ply:DoProcess( "EatFruit", 2, { Entity = ent } )
+ end
+ elseif ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then
+ if ( !ply:HasUnlock( "Sprout_Collecting" ) ) then ply:SendMessage( "You don't have enough skill.", 3, Color( 200, 0, 0, 255 ) ) return end
+ ply:DoProcess( "SproutCollect", 5 )
+ elseif ( cls == "gms_resourcedrop" and ( ply:GetPos() - tr.HitPos ):Length() <= 128 and SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ ply:PickupResourceEntity( ent )
+ elseif ( ( cls == "gms_resourcepack" or cls == "gms_fridge" ) and ( ply:GetPos() - tr.HitPos ):Length() <= 128 and SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ ply:ConCommand( "gms_openrespackmenu" )
+ elseif ( ent:IsOnFire() && SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ if ( GetConVarNumber( "gms_campfire" ) == 1 ) then ply:OpenCombiMenu( "Cooking" ) end
+ end
+ elseif ( tr.HitWorld ) then
+ for k, v in pairs( ents.FindInSphere( tr.HitPos, 100 ) ) do
+ if ( v:IsGrainModel() && SPropProtection.PlayerCanTouch( ply, v ) ) then
+ ply:DoProcess( "HarvestGrain", 3, { Entity = v } )
+ return
+ elseif ( v:IsBerryBushModel() && SPropProtection.PlayerCanTouch( ply, v ) ) then
+ ply:DoProcess( "HarvestBush", 3, { Entity = v } )
+ return
+ end
+ end
+ if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND or tr.MatType == MAT_SNOW ) and !GMS.IsInWater( tr.HitPos ) ) then
+ local time = 5
+ if ( IsValid( ply:GetActiveWeapon() ) && ply:GetActiveWeapon():GetClass() == "gms_shovel" ) then time = 2 end
+ ply:DoProcess( "Foraging", time )
+ end
+ end
+
+ local trace = {}
+ trace.start = ply:GetShootPos()
+ trace.endpos = trace.start + ( ply:GetAimVector() * 150 )
+ trace.mask = bit.bor( MASK_WATER, MASK_SOLID )
+ trace.filter = ply
+
+ local tr2 = util.TraceLine( trace )
+ if ( ( tr2.Hit && tr2.MatType == MAT_SLOSH && ply:WaterLevel() > 0 ) or ply:WaterLevel() == 3 ) then
+ ply.Thirst = math.min( ply.Thirst + 50, 1000 )
+ if ( !ply.Hasdrunk ) then
+ ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ), 100, math.random( 95, 105 ) )
+ ply.Hasdrunk = true
+ timer.Simple( 0.9, function() ply.Hasdrunk = false end, ply )
+ end
+ ply:UpdateNeeds()
+ elseif ( GMS.IsInWater( tr.HitPos ) && !tr.HitNonWorld ) then
+ if (ply:GetActiveWeapon():GetClass() == "gms_bucket") then
+ ply:DoProcess( "BottleWater", 20 )
+ else
+ ply:DoProcess( "BottleWater", 3 )
+ end
+ end
+end )
+
+/* Saving / loading functions */
+
+-- Commands
+concommand.Add( "gms_admin_savemap", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end
+ GAMEMODE:PreSaveMap( string.Trim( args[1] ) )
+end )
+
+concommand.Add( "gms_admin_loadmap", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0 ,0, 255 ) ) return end
+ if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end
+ GAMEMODE:PreLoadMap( string.Trim( args[ 1 ] ) )
+end )
+
+concommand.Add( "gms_admin_deletemap", function( ply, cmd, args )
+ if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end
+ GAMEMODE:DeleteSavegame( string.Trim( args[ 1 ] ) )
+end )
+
+--Delete map
+function GM:DeleteSavegame( name )
+ if ( !file.Exists( "gmstranded/gamesaves/" .. name .. ".txt", "DATA" ) ) then return end
+ file.Delete( "gmstranded/gamesaves/" .. name .. ".txt" )
+ if ( file.Exists( "gmstranded/gamesaves/" .. name .. "_info.txt", "DATA" ) ) then file.Delete( "gmstranded/gamesaves/" .. name .. "_info.txt" ) end
+
+ for k, ply in pairs( player.GetAll() ) do
+ if( ply:IsAdmin() ) then
+ umsg.Start( "gms_RemoveLoadGameFromList", ply )
+ umsg.String( name )
+ umsg.End()
+ end
+ end
+end
+
+--Save map
+function GM:PreSaveMap( name )
+ if ( CurTime() < 3 ) then return end
+ if ( CurTime() < self.NextSaved ) then return end
+
+ for k, ply in pairs( player.GetAll() ) do
+ ply:MakeSavingBar( "Saving game as \"" .. name .. "\"" )
+ end
+
+ self.NextSaved = CurTime() + 0.6
+ timer.Simple( 0.5, function() self:SaveMap( name ) end )
+end
+
+function GM:SaveMap( name )
+ local savegame = {}
+ savegame["name"] = name
+ savegame["entries"] = {}
+
+ savegame_info = {}
+ savegame_info["map"] = game.GetMap()
+ savegame_info["date"] = os.date( "%A %m/%d/%y" )
+
+ for k, ent in pairs( ents.GetAll() ) do
+ if ( !IsValid( ent ) || ent:CreatedByMap() || !table.HasValue( GMS.SavedClasses, ent:GetClass() ) ) then continue end
+ if ( ent.GMSAutoSpawned ) then continue end
+ local entry = {}
+
+ entry["class"] = ent:GetClass()
+ entry["model"] = ent:GetModel()
+
+ entry["owner"] = ent:GetNWString( "Owner" )
+ entry["ownerid"] = ent:GetNWInt( "OwnerID" )
+ entry["tribeid"] = ent:GetNWInt( "TribeID" )
+
+ if ( ent.Children != nil ) then entry[ "Children" ] = ent.Children end
+ if ( ent.IsPlantChild ) then entry["PlantParentName"] = ent.PlantParentName end
+ if ( ent.IsPlant ) then entry["PlantName"] = ent:GetName() end
+
+ entry["color"] = ent:GetColor()
+ entry["pos"] = ent:GetPos()
+ entry["angles"] = ent:GetAngles()
+ entry["material"] = ent:GetMaterial() or "0"
+ entry["keyvalues"] = ent:GetKeyValues()
+ entry["table"] = ent:GetTable()
+ entry["solid"] = ent:GetSolid()
+
+ local phys = ent:GetPhysicsObject()
+
+ if ( IsValid( phys ) ) then
+ entry["freezed"] = phys:IsMoveable()
+ entry["sleeping"] = phys:IsAsleep()
+ end
+
+ if ( entry["class"] == "gms_resourcedrop" ) then entry["type"] = ent.Type entry["amount"] = ent.Amount end // ResDrop
+
+ table.insert( savegame["entries"], entry )
+
+ end
+
+ if ( !file.IsDir( "gmstranded", "DATA" ) ) then file.CreateDir( "gmstranded" ) end
+ if ( !file.IsDir( "gmstranded/gamesaves", "DATA" ) ) then file.CreateDir( "gmstranded/gamesaves" ) end
+
+ file.Write( "gmstranded/gamesaves/" .. name .. ".txt", util.TableToJSON( savegame ) )
+ file.Write( "gmstranded/gamesaves/" .. name .. "_info.txt", util.TableToJSON( savegame_info ) )
+
+ for k, ply in pairs( player.GetAll() ) do
+ ply:SendMessage( "Saved game \"" .. name .. "\".", 3, Color( 255, 255, 255, 255 ) )
+ ply:StopSavingBar()
+
+ if ( ply:IsAdmin() ) then
+ umsg.Start( "gms_AddLoadGameToList", ply )
+ umsg.String( name )
+ umsg.End()
+ end
+ end
+end
+
+--Load map
+function GM:PreLoadMap( name )
+ if ( CurTime() < 3 ) then return end
+ if ( CurTime() < self.NextLoaded ) then return end
+ if ( !file.Exists( "gmstranded/gamesaves/" .. name .. ".txt", "DATA" ) ) then return end
+
+ game.CleanUpMap()
+
+ for k, ply in pairs( player.GetAll() ) do ply:MakeLoadingBar( "Savegame \"" .. name .. "\"" ) end
+
+ self.NextLoaded = CurTime() + 0.6
+ timer.Simple( 0.5, function() self:LoadMap( name ) end )
+end
+
+function GM:LoadMap( name )
+ local savegame = util.JSONToTable( file.Read( "gmstranded/gamesaves/" .. name .. ".txt" ) )
+ local num = table.Count( savegame["entries"] )
+
+ if ( num == 0 ) then
+ for k, ply in pairs( player.GetAll() ) do
+ ply:SendMessage( "This savegame is empty!", 3, Color( 255, 255, 255, 255 ) )
+ ply:StopLoadingBar()
+ end
+ return end
+
+ Time = DayTime
+
+ self:LoadMapEntity( savegame, num, 1 )
+end
+
+--Don't load it all at once
+function GM:LoadMapEntity( savegame, max, k )
+ local entry = savegame["entries"][k]
+
+ local ent = ents.Create( entry["class"] )
+
+ if ( !entry["model"] ) then
+ print( "WARNING! " .. entry["class"] .. " doesn't have a model!" )
+ else
+ ent:SetModel( entry["model"] )
+ end
+
+
+ ent:SetColor( entry["color"] )
+ ent:SetPos( entry["pos"] )
+ ent:SetAngles( entry["angles"] )
+
+ if ( entry["Children"] ) then ent.Children = entry[ "Children" ] end
+ if ( entry["PlantParentName"] ) then ent.PlantParentName = entry["PlantParentName"] end
+ if ( entry["PlantName"] ) then ent:SetName( entry["PlantName"] ) end
+ if ( entry["material"] != "0" ) then ent:SetMaterial( entry["material"] ) end
+ if ( entry["solid"] ) then ent:SetSolid( entry["solid"] ) end
+
+ for k, v in pairs( entry["keyvalues"] ) do ent:SetKeyValue( k, v ) end
+ for k, v in pairs( entry["table"] ) do ent[ k ] = v end
+
+ ent:Spawn()
+
+ if ( entry["table"].Resources ) then
+ ent.Resources = {}
+ for k1, v1 in pairs( entry["table"].Resources ) do ent.Resources[ k1 ] = tonumber( v1 ) end
+ end
+
+ if ( player.FindByName( entry["owner"] ) ) then
+ if ( ent.IsPlant ) then ent:SetNWEntity( "plantowner", player.FindByName( entry["owner"] ) ) end
+ SPropProtection.PlayerMakePropOwner( player.FindByName( entry["owner"] ), ent )
+ elseif ( entry["owner"] == "World" ) then
+ ent:SetNetworkedString( "Owner", entry["owner"] )
+ end
+
+ if ( entry["class"] == "gms_resourcedrop" ) then // RP
+ ent.Type = entry["type"]
+ ent.Amount = entry["amount"]
+ ent:SetResourceDropInfo( ent.Type, ent.Amount )
+ end
+
+ local phys = ent:GetPhysicsObject()
+ if ( phys and phys != NULL and phys:IsValid() ) then
+ phys:EnableMotion( entry["freezed"] )
+ if ( entry["sleeping"] ) then phys:Sleep() else phys:Wake() end
+ end
+
+ if ( k >= max ) then
+ for k, ply in pairs( player.GetAll() ) do
+ ply:SendMessage( "Loaded game \"" .. savegame[ "name" ] .. "\" ( " .. max .. " entries )", 3, Color( 255, 255, 255, 255 ) )
+ ply:StopLoadingBar()
+ end
+
+ -- Fix all plants
+ for id, ent in pairs( ents.GetAll() ) do
+ if ( ent.IsPlantChild ) then
+ ent.PlantParent = ents.FindByName( ent.PlantParentName )[ 1 ]
+ if ( !IsValid( ent.PlantParent ) ) then continue end
+ ent.PlantParent:SetName( "gms_plant" .. ent.PlantParent:EntIndex() )
+ ent.PlantParentName = ent.PlantParent:GetName()
+ end
+ end
+
+ local time = 0
+ for _, v in ipairs( table.Add( ents.FindByClass( "gms_resourcepack" ), ents.FindByClass( "gms_fridge" ) ) ) do
+ for res, num in pairs( v.Resources ) do
+ timer.Simple( time, function()
+ umsg.Start( "gms_SetResPackInfo", rp )
+ umsg.String( v:EntIndex() )
+ umsg.String( string.gsub( res, "_", " " ) )
+ umsg.Short( num )
+ umsg.End()
+ end )
+ time = time + 0.1
+ end
+ time = time + 0.1
+ end
+ else
+ timer.Simple( 0.05, function() self:LoadMapEntity( savegame, max, k + 1 ) end )
+ end
+end
+
+/* Misc functions */
+hook.Add( "Think", "GM_WaterExtinguish", function()
+ for _, v in ipairs( ents.FindByClass( "prop_phy*" ) ) do
+ if ( v:WaterLevel() > 0 and v:IsOnFire() ) then
+ v:Extinguish()
+ timer.Remove( "gms_removecampfire_" .. v:EntIndex() )
+ end
+ end
+end )
+
+function GM:PlayerSwitchFlashlight( ply, SwitchOn )
+ return ( ply.Power > 25 && ply.Resources[ "Flashlight" ] != nil && ply.Resources[ "Flashlight" ] > 0 ) or !SwitchOn
+end
+
+local AlertSoundsHunger = { "stranded/need_hunger1.wav", "stranded/need_hunger2.wav" }
+local AlertSoundsThirst = { "stranded/need_thirst1.wav" }
+local AlertSoundsSleep = { "stranded/need_sleepiness1.wav", "stranded/need_sleepiness2.wav", "stranded/need_sleepiness3.wav", "stranded/need_sleepiness4.wav" }
+
+/* Alert Messages */
+timer.Create( "AlertTimer", 6, 0, function()
+ //if ( GetConVarNumber( "gms_alerts" ) != 1 ) then return end
+ for k, ply in pairs( player.GetAll() ) do
+ if ( !ply:Alive() ) then continue end
+ if ( ply.Hunger < 125 ) then ply:EmitSound( Sound( AlertSoundsHunger[ math.random( 1, #AlertSoundsHunger ) ] ), 100, math.random( 95, 105 ) ) end
+ if ( ply.Thirst < 125 ) then ply:EmitSound( Sound( AlertSoundsThirst[ math.random( 1, #AlertSoundsThirst ) ] ), 100, math.random( 95, 105 ) ) end
+ if ( ply.Sleepiness < 125 ) then ply:EmitSound( Sound( AlertSoundsSleep[ math.random( 1, #AlertSoundsSleep ) ] ), 100, math.random( 95, 105 ) ) end
+ end
+end )
+
+/* Tribe system */
+function CreateTribe( ply, name, red, green, blue, password )
+
+ name = string.Trim( name )
+ if ( name == "" ) then ply:SendMessage( "You should enter tribe name!", 5, Color( 255, 50, 50, 255 ) ) return end
+ for id, tribe in pairs( GAMEMODE.Tribes ) do
+ if ( tribe.name == name ) then ply:SendMessage( "Tribe with this name already exists!", 5, Color( 255, 50, 50, 255 ) ) return end
+ end
+
+ local id = table.insert( GAMEMODE.Tribes, {
+ name = name,
+ color = Color( red, green, blue ),
+ password = password or false
+ } )
+
+ local rp = RecipientFilter()
+ rp:AddAllPlayers()
+
+ umsg.Start( "sendTribe", rp )
+ umsg.Short( id )
+ umsg.String( name )
+ umsg.Vector( Vector( red, green, blue ) )
+ if ( Password == false ) then
+ umsg.Bool( false )
+ else
+ umsg.Bool( true )
+ end
+ umsg.End()
+
+ team.SetUp( id, name, Color( red, green, blue ) )
+ ply:SetTeam( id )
+ ply:UpdatePlayerColor()
+ SPropProtection.TribePP( ply )
+ ply:SendMessage( "Successfully created " .. name .. ".", 5, Color( 255, 255, 255, 255 ) )
+
+end
+
+function GM.CreateTribeCmd( ply, cmd, args, argv )
+ if ( !args[4] or args[4] == "" ) then ply:ChatPrint( "Syntax is: gms_createtribe \"tribename\" red green blue [password( optional )]" ) return end
+ if ( args[5] and args[5] != "" ) then
+ CreateTribe( ply, args[1], args[2], args[3], args[4], args[5] )
+ else
+ CreateTribe( ply, args[1], args[2], args[3], args[4], "" )
+ end
+end
+concommand.Add( "gms_createtribe", GM.CreateTribeCmd )
+
+function GM.JoinTribeCmd( ply, cmd, args )
+ if ( !args[ 1 ] || args[ 1 ] == "" ) then ply:ChatPrint( "Syntax is: gms_join \"tribename\" [password( if needed )]" ) return end
+ for id, v in pairs( GAMEMODE.Tribes ) do
+ if ( string.lower( v.name ) != string.lower( args[1] ) ) then continue end
+
+ if ( v.password && v.password != args[ 2 ] ) then ply:SendMessage( "Incorrcet tribal password", 3, Color( 255, 50, 50, 255 ) ) return end
+
+ ply:SetTeam( id )
+ ply:UpdatePlayerColor()
+ SPropProtection.TribePP( ply )
+ ply:SendMessage( "Joined " .. v.name .. ".", 5, Color( 255, 255, 255, 255 ) )
+ for id, pl in pairs( player.GetAll() ) do
+ if ( pl:Team() == ply:Team() && pl != ply ) then pl:SendMessage( ply:Name() .. " joined the tribe.", 5, Color( 255, 255, 255, 255 ) ) end
+ end
+ end
+ SPropProtection.CheckForEmptyTribes()
+end
+concommand.Add( "gms_join", GM.JoinTribeCmd )
+
+function GM.LeaveTribeCmd( ply, cmd, args )
+ ply:SetTeam( 1 )
+ SPropProtection.TribePP( ply )
+ ply:SendMessage( "Left the tribe.", 5, Color( 255, 255, 255, 255 ) )
+ SPropProtection.CheckForEmptyTribes()
+
+ for id, pl in pairs( player.GetAll() ) do
+ if ( pl:Team() == ply:Team() && pl != ply ) then pl:SendMessage( ply:Name() .. " left the tribe.", 5, Color( 255, 255, 255, 255 ) ) end
+ end
+end
+concommand.Add( "gms_leave", GM.LeaveTribeCmd )
+
+/* Resource Box Touch */
+function big_gms_combineresource( ent_a, ent_b )
+ local ent_a_owner = ent_a:GetNWString( "Owner" )
+ local ent_b_owner = ent_b:GetNWString( "Owner" )
+ local ply = player.GetByID( ent_a:GetNWInt( "OwnerID" ) )
+ local plyb = player.GetByID( ent_b:GetNWInt( "OwnerID" ) )
+
+ if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then
+ if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, ent_b ) and SPropProtection.PlayerCanTouch( plyb, ent_a ) ) ) then
+ ent_a.Amount = ent_a.Amount + ent_b.Amount
+ ent_a:SetResourceDropInfoInstant( ent_a.Type, ent_a.Amount )
+ ent_b:Remove()
+ end
+ end
+end
+
+/* Resource box touches Resource pack */
+function big_gms_combineresourcepack( respack, ent_b )
+ local ent_a_owner = respack:GetNWString( "Owner" )
+ local ent_b_owner = ent_b:GetNWString( "Owner" )
+ local ply = player.GetByID( respack:GetNWInt( "OwnerID" ) )
+ local plyb = player.GetByID( ent_b:GetNWInt( "OwnerID" ) )
+
+ if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then
+ if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, ent_b ) and SPropProtection.PlayerCanTouch( plyb, respack ) ) ) then
+ if ( respack.Resources[ ent_b.Type ] ) then
+ respack.Resources[ ent_b.Type ] = respack.Resources[ ent_b.Type ] + ent_b.Amount
+ else
+ respack.Resources[ ent_b.Type ] = ent_b.Amount
+ end
+ respack:SetResPackInfo( ent_b.Type, respack.Resources[ ent_b.Type ] )
+ ent_b:Remove()
+ end
+ end
+end
+
+/* Food touches Fridge */
+function big_gms_combinefood( fridge, food )
+ local ent_a_owner = fridge:GetNWString( "Owner" )
+ local ent_b_owner = food:GetNWString( "Owner" )
+ local ply = player.GetByID( fridge:GetNWInt( "OwnerID" ) )
+ local plyb = player.GetByID( food:GetNWInt( "OwnerID" ) )
+ local foodname = string.gsub( food.Name, " ", "_" )
+
+ if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then
+ if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, food ) and SPropProtection.PlayerCanTouch( plyb, fridge ) ) ) then
+ if ( fridge.Resources[ foodname ] ) then
+ fridge.Resources[ foodname ] = fridge.Resources[ foodname ] + 1
+ else
+ fridge.Resources[ foodname ] = 1
+ end
+ fridge:SetResPackInfo( foodname, fridge.Resources[ foodname ] )
+ food:Remove()
+ end
+ end
+end
+
+/* Resource Box Buildsite Touch */
+function gms_addbuildsiteresource( ent_resourcedrop, ent_buildsite )
+ local ent_resourcedrop_owner = ent_resourcedrop:GetNWString( "Owner" )
+ local ent_buildsite_owner = ent_buildsite:GetNWString( "Owner" )
+ local ply = player.GetByID( ent_resourcedrop:GetNWInt( "OwnerID" ) )
+
+ if ( ent_resourcedrop_owner != nil and ent_buildsite_owner != nil and ply != nil and ent_resourcedrop:IsPlayerHolding() ) then
+ if ( SPropProtection.PlayerCanTouch( ply, ent_buildsite ) ) then
+ if ( ent_resourcedrop.Amount > ent_buildsite.Costs[ent_resourcedrop.Type] ) then
+ ent_resourcedrop.Amount = ent_resourcedrop.Amount - ent_buildsite.Costs[ent_resourcedrop.Type]
+ ent_resourcedrop:SetResourceDropInfo( ent_resourcedrop.Type, ent_resourcedrop.Amount )
+ ent_buildsite.Costs[ent_resourcedrop.Type] = nil
+ elseif ( ent_resourcedrop.Amount <= ent_buildsite.Costs[ent_resourcedrop.Type] ) then
+ ent_buildsite.Costs[ent_resourcedrop.Type] = ent_buildsite.Costs[ent_resourcedrop.Type] - ent_resourcedrop.Amount
+ ent_resourcedrop:Remove()
+ end
+ for k, v in pairs( ent_buildsite.Costs ) do
+ if ( ent_buildsite.Costs[ent_resourcedrop.Type] ) then
+ if ( ent_buildsite.Costs[ent_resourcedrop.Type] <= 0 ) then
+ ent_buildsite.Costs[ent_resourcedrop.Type] = nil
+ end
+ end
+ end
+
+ if ( table.Count( ent_buildsite.Costs ) > 0 ) then
+ local str = "You need: "
+ for k, v in pairs( ent_buildsite.Costs ) do
+ str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+
+ str = str .. " to finish."
+ ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) )
+ else
+ ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) )
+ ent_buildsite:Finish()
+ end
+
+ local str = ":"
+ for k, v in pairs( ent_buildsite.Costs ) do
+ str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+ ent_buildsite:SetNetworkedString( "Resources", str )
+ end
+ end
+end
+
+/* Resource Pack Buildsite Touch */
+function gms_addbuildsiteresourcePack( ent_resourcepack, ent_buildsite )
+ local ent_resourcedrop_owner = ent_resourcepack:GetNWString( "Owner" )
+ local ent_buildsite_owner = ent_buildsite:GetNWString( "Owner" )
+ local ply = player.GetByID( ent_resourcepack:GetNWInt( "OwnerID" ) )
+
+ if ( ent_resourcedrop_owner != nil and ent_buildsite_owner != nil and ply != nil and ent_resourcepack:IsPlayerHolding() ) then
+ if ( SPropProtection.PlayerCanTouch( ply, ent_buildsite ) ) then
+ for res, num in pairs( ent_resourcepack.Resources ) do
+ if ( ent_buildsite.Costs[res] and num > ent_buildsite.Costs[res] ) then
+ ent_resourcepack.Resources[res] = num - ent_buildsite.Costs[res]
+ ent_resourcepack:SetResPackInfo( res, ent_resourcepack.Resources[res] )
+ ent_buildsite.Costs[res] = nil
+ elseif ( ent_buildsite.Costs[res] and num <= ent_buildsite.Costs[res] ) then
+ ent_buildsite.Costs[res] = ent_buildsite.Costs[res] - num
+ ent_resourcepack:SetResPackInfo( res, 0 )
+ ent_resourcepack.Resources[res] = nil
+ end
+ for k, v in pairs( ent_buildsite.Costs ) do
+ if ( ent_buildsite.Costs[res] ) then
+ if ( ent_buildsite.Costs[res] <= 0 ) then
+ ent_buildsite.Costs[res] = nil
+ end
+ end
+ end
+ end
+
+ if ( table.Count( ent_buildsite.Costs ) > 0 ) then
+ local str = "You need: "
+ for k, v in pairs( ent_buildsite.Costs ) do
+ str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+
+ str = str .. " to finish."
+ ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) )
+ else
+ ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) )
+ ent_buildsite:Finish()
+ end
+
+ local str = ":"
+ for k, v in pairs( ent_buildsite.Costs ) do
+ str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )"
+ end
+ ent_buildsite:SetNetworkedString( "Resources", str )
+ end
+ end
+end
+
+/* Resource Box versus Player Damage */
+hook.Add( "PlayerShouldTakeDamage", "playershouldtakedamage", function( victim, attacker )
+ if ( victim:IsPlayer() and ( attacker:GetClass() == "gms_resourcedrop" or attacker:IsPlayerHolding() or attacker:GetClass() == "gms_resourcepack" or attacker:GetClass() == "gms_fridge" or attacker:GetClass() == "gms_food" ) ) then
+ return false
+ end
+ return true
+end )
diff --git a/gamemode/processes.lua b/gamemode/processes.lua
new file mode 100644
index 0000000..468d03e
--- /dev/null
+++ b/gamemode/processes.lua
@@ -0,0 +1,1269 @@
+
+local PlayerMeta = FindMetaTable( "Player" )
+local EntityMeta = FindMetaTable( "Entity" )
+
+GMS.Processes = {}
+
+function GMS.RegisterProcess( name, tbl )
+ GMS.Processes[ name ] = tbl
+end
+
+GM.ProcessThinkHookTable = {}
+hook.Add( "Think", "gms_ProcessThinkHooks", function()
+ for k, v in pairs( GAMEMODE.ProcessThinkHookTable ) do
+
+ local think
+ if ( v.Think ) then think = v:Think() end
+
+ local basethink = v:BaseThink()
+
+ if ( think or basethink or IsStopped ) then
+ if ( v.Owner and v.Owner != NULL and v.Owner:IsValid() ) then
+ v.Owner:Freeze( false )
+ v.Owner:StopProcessBar()
+ v.Owner.InProcess = false
+ v.Owner:SendMessage( "Cancelled.", 3, Color( 200, 0, 0, 255 ) )
+ end
+
+ v.IsStopped = true
+ timer.Destroy( "GMS_ProcessTimer_" .. v.TimerID )
+ GAMEMODE:RemoveProcessThink( v )
+ end
+ end
+end )
+
+function GM:RemoveProcessThink( tbl )
+ for k, v in pairs( self.ProcessThinkHookTable ) do
+ if ( v == tbl ) then table.remove( self.ProcessThinkHookTable, k ) break end
+ end
+end
+
+function PlayerMeta:DoProcess( name, time, data )
+ if ( self.InProcess ) then self:SendMessage( "You can't do this much at once.", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( self:GetNWBool( "AFK" ) ) then self:SendMessage( "You can't do this while afk.", 3, Color( 200, 0, 0, 255 ) ) return end
+ if ( self:GetNWBool( "Sleeping" ) ) then self:SendMessage( "You can't do this while sleeping.", 3, Color( 200, 0, 0, 255 ) ) return end
+
+ self.ProcessTable = table.Merge( table.Copy( GMS.Processes.BaseProcess ), table.Copy( GMS.Processes[ name ] ) )
+ self.ProcessTable.Owner = self
+ self.ProcessTable.Time = time
+ self.ProcessTable.StartTime = CurTime()
+ self.ProcessTable.TimerID = self:UniqueID()
+ if ( data ) then self.ProcessTable.Data = data end
+
+ self.InProcess = true
+ if ( self.ProcessTable.Freeze ) then self:Freeze( true ) end
+ if ( self.ProcessTable.OnStart ) then self.ProcessTable:OnStart() end
+
+ table.insert( GAMEMODE.ProcessThinkHookTable, self.ProcessTable )
+
+ timer.Create( "GMS_ProcessTimer_" .. self:UniqueID(), time, 1, function() self:StopProcess() end )
+end
+
+function PlayerMeta:MakeProcessBar( name, time, cancel )
+ umsg.Start( "gms_MakeProcessBar", self )
+ umsg.String( name )
+ umsg.Short( time )
+ umsg.Bool( cancel )
+ umsg.End()
+end
+
+function PlayerMeta:StopProcessBar()
+ umsg.Start( "gms_StopProcessBar", self )
+ umsg.End()
+end
+
+function PlayerMeta:StopProcess()
+ if ( !IsValid( self ) or self.ProcessTable == nil ) then return end
+
+ local bool = self.ProcessTable:BaseStop()
+ if ( self.ProcessTable.Freeze ) then self:Freeze( false ) end
+ if ( self.ProcessTable.OnStop ) then self.ProcessTable:OnStop() end
+ if ( self.ProcessTable.Think ) then GAMEMODE:RemoveProcessThink( self.ProcessTable ) end
+
+ self.InProcess = false
+ self.ProcessTable = nil
+end
+
+function PlayerMeta:CancelProcess()
+ if ( !self.InProcess ) then return end
+
+ local v = self.ProcessTable
+ if ( !v.Cancel ) then return end
+
+ if ( v.Owner and v.Owner != NULL and IsValid( v.Owner ) ) then
+ v.Owner:Freeze( false )
+ v.Owner:StopProcessBar()
+ v.Owner.InProcess = false
+ v.Owner:SendMessage( "Cancelled.", 3, Color( 200, 0, 0, 255 ) )
+ end
+
+ v.IsStopped = true
+ timer.Destroy( "GMS_ProcessTimer_" .. v.TimerID )
+ GAMEMODE:RemoveProcessThink( v )
+end
+
+/* Base process */
+local PROCESS = {}
+
+function PROCESS:BaseThink()
+ if ( IsValid( ent ) ) then
+ if ( self == nil or self.Owner == nil ) then return true end
+ if ( !self.Owner:IsValid() or !self.Owner:IsConnected() or !self.Owner:Alive() ) then return true end
+ end
+end
+
+function PROCESS:BaseStop()
+ if ( !IsValid( self.Owner ) or !self.Owner:Alive() ) then return false end
+ self.Owner:StopProcessBar()
+ return true
+end
+
+PROCESS.Cancel = true
+PROCESS.Freeze = true
+
+GMS.Processes.BaseProcess = PROCESS
+
+/* Stealing */
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Stealing", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ if ( !self.Data.Ent ) then return end
+
+ SPropProtection.PlayerMakePropOwner( self.Owner, self.Data.Ent )
+ self.Owner:IncXP( "Stealing", math.Clamp( math.Round( self.Time * 5 / self.Owner:GetSkill( "Stealing" ) ), 1, 1000 ) )
+
+ self.Owner:SendMessage( "Successfully stolen.", 3, Color( 50, 200, 50, 255 ) )
+end
+
+GMS.RegisterProcess( "Steal", PROCESS )
+
+/* Fruit eating process */
+local PROCESS = {}
+
+PROCESS.SideGain = {}
+PROCESS.SideGain["melon"] = "Melon_Seeds"
+PROCESS.SideGain["orange"] = "Orange_Seeds"
+PROCESS.SideGain["banana"] = "Banana_Seeds"
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Eating Fruit", self.Time, self.Cancel )
+
+ self.Owner:EmitSound( Sound( "stranded/eat.wav" ) )
+
+ local owner = nil
+ local ent = self.Data.Entity
+ local plant = ent.PlantParent
+
+ if ( plant ) then owner = plant:GetNWEntity( "plantowner" ) end
+
+ if ( self.Data.Entity:GetModel() == "models/props_junk/watermelon01.mdl" ) then
+ self.SideGain = "Melon_Seeds"
+ elseif ( self.Data.Entity:GetModel() == "models/props/cs_italy/orange.mdl" ) then
+ self.SideGain = "Orange_Seeds"
+ elseif ( self.Data.Entity:GetModel() == "models/props/cs_italy/bananna_bunch.mdl" ) then
+ self.SideGain = "Banana_Seeds"
+ end
+
+ if ( plant ) then
+ plant.Children = plant.Children - 1
+ if ( plant.Children <= 0 ) then
+ plant:Fadeout()
+ if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end
+ end
+ end
+
+ self.Data.Entity:Fadeout( 2 )
+end
+
+function PROCESS:OnStop()
+ if ( self.SideGain ) then
+ local numto = 1
+ local numstart = 0
+ if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_woodenspoon" ) then
+ numto = numto + 2
+ numstart = numstart + 1
+ end
+ local num = math.random( numstart, numto )
+ if ( num ~= 0 ) then
+ self.Owner:IncResource( self.SideGain, num )
+ self.Owner:SendMessage( string.gsub( self.SideGain, "_", " " ) .. " ( " .. num .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ end
+ end
+
+ self.Owner:SetFood( self.Owner.Hunger + 250 )
+ self.Owner:SendMessage( "You feel a little less hungry now.", 3, Color( 255, 255, 255, 255 ) )
+end
+
+PROCESS.Cancel = false
+
+GMS.RegisterProcess( "EatFruit", PROCESS )
+
+/* Food eating process */
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Eating", self.Time, self.Cancel )
+ self.Owner:EmitSound( Sound( "stranded/eat.wav" ) )
+
+ local ent = self.Data.Entity
+ self.Value = ent.Value
+ ent:Fadeout( 2 )
+end
+
+function PROCESS:OnStop()
+ self.Owner:SendMessage( "Restored " .. tostring( ( self.Value / 1000 ) * 100 ) .. "% food.", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:SetFood( self.Owner.Hunger + self.Value )
+ self.Owner:Heal( self.Value / 20 )
+ self.Owner:SendMessage( "Regained " .. tostring( self.Value / 20 ) .. " hp.", 3, Color( 255, 0, 0, 255 ) )
+
+ self.Owner:SetFood( self.Owner.Hunger + 250 )
+ self.Owner:SendMessage( "You feel a little less hungry now.", 3, Color( 255, 255, 255, 255 ) )
+end
+
+PROCESS.Cancel = false
+
+GMS.RegisterProcess( "EatFood", PROCESS )
+
+/*---------------------------------------------------------
+ Eat Berry
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Eating some berries", self.Time, self.Cancel )
+ self.StartTime = CurTime()
+
+ self.Owner:EmitSound( Sound( "stranded/eat.wav" ) )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Berries", 1 )
+ self.Owner:SendMessage( "You're a little less hungry and thirsty now.", 3, Color( 10, 200, 10, 255 ) )
+ if ( self.Owner.Hunger <= 900 ) then
+ self.Owner:SetFood( self.Owner.Hunger + 100 )
+ elseif ( self.Owner.Hunger >= 900 ) then
+ self.Owner:SetFood( 1000 )
+ end
+
+ if ( self.Owner.Thirst <= 900 ) then
+ self.Owner:SetThirst( self.Owner.Thirst + 100 )
+ elseif ( self.Owner.Thirst >= 900 ) then
+ self.Owner:SetThirst( 1000 )
+ end
+end
+
+PROCESS.Cancel = false
+
+GMS.RegisterProcess( "EatBerry", PROCESS )
+
+/*---------------------------------------------------------
+ Foraging process
+---------------------------------------------------------*/
+local PROCESS = {}
+
+PROCESS.Results = {}
+PROCESS.Results[1] = "Melon Seeds"
+PROCESS.Results[2] = "Banana Seeds"
+PROCESS.Results[3] = "Orange Seeds"
+PROCESS.Results[4] = "Grain Seeds"
+PROCESS.Results[5] = "Herbs"
+PROCESS.Results[6] = "Berries"
+PROCESS.Results[7] = "Baits"
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Foraging", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) ) then
+ local res = self.Results[math.random( 1, #self.Results )]
+
+ local amount = math.random( 1, 3 )
+ self.Owner:IncResource( string.gsub( res, " ", "_" ), amount )
+ self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( res .. " ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ else
+ self.Owner:SendMessage( "Found nothing of interest", 3, Color( 255, 255, 255, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "Foraging", PROCESS )
+
+/*---------------------------------------------------------
+ Looting process
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Looting", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Data.Entity:Fadeout( 2 )
+
+ for k, v in pairs( self.Data.Resources ) do
+ self.Owner:SendMessage( k .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncResource( k, v )
+ end
+
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+end
+
+GMS.RegisterProcess( "Loot", PROCESS )
+
+/*---------------------------------------------------------
+ Salvaging process
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Salvaging", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ local ent = self.Data.Entity
+ local ply = self.Owner
+
+ if ( ent.NormalProp == true && SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ local vol = ent:GetVolume()
+
+ local res = GMS.MaterialResources[ self.Data.MatType ]
+ //local cost = math.Round( 0.6 * math.ceil( vol * ( GetConVarNumber( "gms_CostsScale" ) / 2 ) ) )
+ local cost = math.Round( 0.6 * math.ceil( vol * 0.5 ) )
+ ply:IncResource( res, cost )
+ ply:SendMessage( "Gained " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) from salvaging.", 3, Color( 255, 255, 255, 255 ) )
+ elseif ( table.HasValue( GMS.StructureEntities, ent:GetClass() ) && SPropProtection.PlayerCanTouch( ply, ent ) ) then
+ local structures = GMS.Combinations[ "Structures" ]
+ local costs = {}
+ for name, t in pairs( structures ) do
+ if ( t.Results == ent:GetClass() ) then costs = t.Req end
+ end
+
+ for res, num in pairs( costs ) do
+ local cost = math.Round( 0.6 * num )
+ ply:IncResource( res, cost )
+ ply:SendMessage( "Gained " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) from salvaging.", 3, Color( 255, 255, 255, 255 ) )
+ end
+ end
+
+ ent:Fadeout()
+
+ ply:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+end
+
+GMS.RegisterProcess( "Salvage", PROCESS )
+
+/*---------------------------------------------------------
+ Digging
+---------------------------------------------------------*/
+local PROCESS = {}
+
+PROCESS.Rarities = {}
+PROCESS.Rarities[1] = "Iron"
+PROCESS.Rarities[2] = "Sand"
+PROCESS.Rarities[3] = "Rope"
+PROCESS.Rarities[4] = "Bass"
+PROCESS.Rarities[5] = "Sand"
+PROCESS.Rarities[6] = "Stone"
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Digging", self.Time, self.Cancel )
+ self.StartTime = CurTime()
+
+ self:PlaySound()
+end
+
+function PROCESS:PlaySound()
+ if ( CurTime() - self.StartTime > self.Time ) then return end
+ if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end
+
+ if ( self.Owner:Alive() ) then
+ self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() )
+ self.Owner:EmitSound( Sound( "player/footsteps/gravel" .. math.random( 1, 4 ) .. ".wav" ) )
+
+ timer.Simple( 1.5, function() self:PlaySound() end )
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( num < 10 ) then
+ local res = self.Rarities[math.random( 1, #self.Rarities )]
+ if ( self.Data and self.Data.Sand and math.random() > 0.50 ) then res = "Sand" end
+ self.Owner:IncResource( res, 1 )
+ self.Owner:SendMessage( res .. " ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:SendMessage( "You found something weird!", 3, Color( 255, 255, 255, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ elseif ( num > 10 and num < 40 ) then
+ self.Owner:SendMessage( "Found nothing of interest", 3, Color( 255, 255, 255, 255 ) )
+ else
+ local tr = self.Owner:TraceFromEyes( 200 )
+
+ local ent = ents.Create( "prop_physics" )
+ ent:SetPos( tr.HitPos + Vector( 0, 0, 10 ) )
+ ent:SetModel( GMS.SmallRockModel )
+ ent:Spawn()
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+
+ ent:Fadein( 2 )
+ ent.Uses = 10
+ end
+end
+
+GMS.RegisterProcess( "Dig", PROCESS )
+
+/*---------------------------------------------------------
+ Filter ground process
+---------------------------------------------------------*/
+local PROCESS = {}
+PROCESS.Results = {}
+PROCESS.Results[1] = "Sand"
+PROCESS.Results[2] = "Sand"
+PROCESS.Results[3] = "Sand"
+PROCESS.Results[4] = "Glass"
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Filtering Ground", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) ) then
+ local res = self.Results[math.random( 1, #self.Results )]
+
+ local amount = math.random( 1, 3 )
+ self.Owner:IncResource( string.gsub( res, " ", "_" ), amount )
+ self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( res .. " ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ else
+ self.Owner:SendMessage( "Found nothing of interest", 3, Color( 200, 10, 10, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "FilterGround", PROCESS )
+
+/*---------------------------------------------------------
+ Grain harvesting
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Harvesting Grain", self.Time, self.Cancel )
+
+ local ent = self.Data.Entity
+
+ if ( IsValid( ent ) && !ent.Uses ) then
+ ent.Uses = math.random( 1, 3 )
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+ local add = 0
+ if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 30 end
+
+ if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then
+ local amount = math.random( 1, 2 )
+ self.Owner:IncResource( "Grain_Seeds", amount )
+ self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Grain Seeds ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ local ent = self.Data.Entity
+ local owner = ent:GetNWEntity( "plantowner" )
+
+ if ( IsValid( ent ) && ent.Uses ) then
+ ent.Uses = ent.Uses - 1
+ if ( ent.Uses <= 0 ) then
+ if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end
+ ent:Fadeout()
+ end
+ end
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "HarvestGrain", PROCESS )
+
+/*---------------------------------------------------------
+ Berry harvesting
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Harvesting Bush", self.Time, self.Cancel )
+ local ent = self.Data.Entity
+
+ if ( IsValid( ent ) && !ent.Uses ) then
+ ent.Uses = math.random( 1, 3 )
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ local add = 0
+ if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 25 end
+ if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then
+ local amount = math.random( 1, 2 )
+ self.Owner:IncResource( "Berries", amount )
+ self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Berries ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ local ent = self.Data.Entity
+ local owner = ent:GetNWEntity( "plantowner" )
+
+ if ( IsValid( ent ) && ent.Uses ) then
+ ent.Uses = ent.Uses - 1
+ if ( ent.Uses <= 0 ) then
+ if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end
+ ent:Fadeout()
+ end
+ end
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "HarvestBush", PROCESS )
+
+/*---------------------------------------------------------
+ Make Campfire process
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end
+ self.Owner:MakeProcessBar( "Making Campfire", self.Time, self.Cancel )
+ self.Owner:EmitSound( "stranded/start_campfire.wav" )
+end
+
+function PROCESS:OnStop()
+ if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end
+ local num = math.random( 1, 3 )
+
+ if ( num == 1 ) then
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ else
+ self.Data.Entity:MakeCampfire()
+ self.Owner:SendMessage( "Made campfire.", 5, Color( 10, 200, 100, 255 ) )
+ self.Owner:DecResource( "Wood", 5 )
+ end
+end
+
+GMS.RegisterProcess( "Campfire", PROCESS )
+
+/*---------------------------------------------------------
+ Wood cutting
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Chopping Wood", self.Time, self.Cancel )
+
+ self.StartTime = CurTime()
+
+ self:PlaySound()
+ if ( !self.Data.Entity.Uses ) then self.Data.Entity.Uses = 100 end
+end
+
+function PROCESS:PlaySound()
+ if ( CurTime() - self.StartTime > self.Time ) then return end
+ if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end
+
+ if ( self.Owner:Alive() ) then
+ self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() )
+ self.Owner:EmitSound( Sound( "physics/wood/wood_solid_impact_bullet" .. tostring( math.random( 1, 5 ) ) .. ".wav" ) )
+
+ timer.Simple( 1.5, function() self:PlaySound() end )
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( num < self.Data.Chance + self.Owner:GetSkill( "Lumbering" ) ) then
+ local num2 = math.random( self.Data.MinAmount, self.Data.MaxAmount )
+ self.Owner:IncResource( "Wood", num2 )
+ self.Owner:IncXP( "Lumbering", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Lumbering" ) ), 1 , 1000 ) )
+ self.Owner:SendMessage( "Wood ( " .. num2 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+
+ if ( self.Data.Entity and self.Data.Entity.Uses ) then self.Data.Entity.Uses = self.Data.Entity.Uses - num2 end
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+
+ if ( self.Data.Entity != NULL ) then
+ if ( self.Data.Entity.Uses <= 0 ) then
+ self.Data.Entity:EmitSound( "stranded/tree_fall.wav" )
+ self.Data.Entity:Fadeout()
+ end
+ end
+end
+
+GMS.RegisterProcess( "WoodCutting", PROCESS )
+
+/* ---------------------------------------------------------
+ Mining
+--------------------------------------------------------- */
+
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Mining", self.Time, self.Cancel )
+ self.StartTime = CurTime()
+
+ self:PlaySound()
+ if ( !self.Data.Entity.Uses ) then self.Data.Entity.Uses = 250 end
+end
+
+function PROCESS:PlaySound()
+ if ( CurTime() - self.StartTime > self.Time ) then return end
+ if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end
+
+ if ( self.Owner:Alive() ) then
+ self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() )
+ self.Owner:EmitSound( Sound( "physics/glass/glass_bottle_impact_hard" .. tostring( math.random( 1, 3 ) ) .. ".wav" ) )
+
+ timer.Simple( 1.5, function() self:PlaySound() end )
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+ local num2 = 1
+
+ if ( num < self.Data.Chance + self.Owner:GetSkill( "Mining" ) ) then
+ if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_stonepickaxe" ) then
+ num2 = math.random( 1, 2 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_copperpickaxe" ) then
+ num2 = math.random( 1, 3 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_ironpickaxe" ) then
+ num2 = math.random( 1, 4 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_techpickaxe" ) then
+ num2 = math.random( 1, 5 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_silverpickaxe" ) then
+ num2 = math.random( 1, 6 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_goldpickaxe" ) then
+ num2 = math.random( 1, 7 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_steelpickaxe" ) then
+ num2 = math.random( 1, 8 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_platinumpickaxe" ) then
+ num2 = math.random( 1, 9 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_pickaxeofdjarex" ) then
+ num2 = math.random( 85, 85 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_mithrilpickaxe" ) then
+ num2 = math.random( 1, 10 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runeapickaxe" ) then
+ num2 = math.random( 1, 8 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runeepickaxe" ) then
+ num2 = math.random( 1, 8 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runefpickaxe" ) then
+ num2 = math.random( 1, 8 )
+ elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runewpickaxe" ) then
+ num2 = math.random( 1, 8 )
+ end
+
+
+ local num3 = math.random( self.Data.MinAmount, self.Data.MaxAmount )
+
+ if ( num2 == 1 ) then
+ self.Owner:IncResource( "Stone", num3 )
+ self.Owner:SendMessage( "Stone ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 2 ) then
+ self.Owner:IncResource( "Copper_Ore", num3 )
+ self.Owner:SendMessage( "Copper Ore ( "..num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 3 ) then
+ self.Owner:IncResource( "Iron_Ore", num3 )
+ self.Owner:SendMessage( "Iron Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 4 ) then
+ self.Owner:IncResource( "Tech_Ore", num3 )
+ self.Owner:SendMessage( "Tech Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 5 ) then
+ self.Owner:IncResource( "Silver_Ore", num3 )
+ self.Owner:SendMessage( "Silver Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 6 ) then
+ self.Owner:IncResource( "Gold_Ore", num3 )
+ self.Owner:SendMessage( "Gold Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 7 ) then
+ self.Owner:IncResource( "Steel_Ore", num3 )
+ self.Owner:SendMessage( "Steel Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 8 ) then
+ self.Owner:IncResource( "Platinum_Ore", num3 )
+ self.Owner:SendMessage( "Platinum Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num2 == 85 ) then
+ self.Owner:IncResource( "Strange_Stone", num3 )
+ self.Owner:SendMessage( "Strange Stone ( " .. num3 .. "x ) ", 3, Color( 0, 247, 255, 255) )
+ elseif ( num2 == 9 ) then
+ self.Owner:IncResource( "Mithril_Ore", num3 )
+ self.Owner:SendMessage( "Mithril Ore ( " .. num3 .. "x ) ", 3, Color(10, 200, 10, 255) )
+ elseif ( num2 == 10) then
+ self.Owner:IncResource( "Adamantine_Ore", num3 )
+ self.Owner:SendMessage( "Adamantine Ore( " .. num3 .. "x ) ", 3, Color(255,0, 111, 255) )
+ end
+
+ self.Owner:IncXP( "Mining", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Mining" ) ), 1, 1000 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ if ( self.Data.Entity and self.Data.Entity.Uses ) then self.Data.Entity.Uses = self.Data.Entity.Uses - num3 end
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+
+ if ( GetConVarNumber( "gms_FadeRocks" ) == 1 and self.Data.Entity != NULL ) then
+ if ( self.Data.Entity.Uses <= 0 ) then
+ self.Data.Entity:Fadeout()
+ end
+ end
+end
+
+GMS.RegisterProcess( "Mining", PROCESS )
+
+/*---------------------------------------------------------
+ Sprout collect
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ if ( self.Owner:HasUnlock( "Sprout_Collecting" ) ) then
+ self.Owner:MakeProcessBar( "Loosening sprout", self.Time, self.Cancel )
+ else
+ self.IsStopped = true
+ end
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+ local add = 0
+
+ if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 30 end
+
+ if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then
+ self.Owner:IncResource( "Sprouts", 1 )
+ self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Sprout ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) )
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "SproutCollect", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Melon
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Watermelon", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Melon_Seeds", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "melon", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantMelon", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Banana
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Banana", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Banana_Seeds", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner , ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "banana", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantBanana", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Orange
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Orange", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Orange_Seeds", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ) , 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "orange", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantOrange", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Grain
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Grain", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Grain_Seeds", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "grain", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantGrain", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Bush
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Berry Bush", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Berries", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "berry", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantBush", PROCESS )
+
+/*---------------------------------------------------------
+ Plant Tree
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Planting Tree", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Sprouts", 1 )
+ self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) )
+
+ local ent = ents.Create( "gms_seed" )
+ SPropProtection.PlayerMakePropOwner( self.Owner, ent )
+ ent:SetPos( self.Data.Pos )
+ ent:Setup( "tree", 240 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner )
+ ent:Spawn()
+end
+
+GMS.RegisterProcess( "PlantTree", PROCESS )
+
+/*---------------------------------------------------------
+ Assembling
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Assembling", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:SendMessage( "Assembly successful.", 3, Color( 10, 200, 10, 255 ) )
+end
+
+PROCESS.Cancel = false
+
+GMS.RegisterProcess( "Assembling", PROCESS )
+
+/*---------------------------------------------------------
+ Fishing
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Fishing", self.Time, self.Cancel )
+ self.Owner:EmitSound( "stranded/start_fishing.wav" )
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( !self.Owner.Resources['Baits'] or self.Owner.Resources['Baits'] < 1 ) then
+ self.Data.Chance = self.Data.Chance * 0.25
+ end
+
+ if ( num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then
+ if ( self.Owner.Resources['Baits'] and self.Owner.Resources['Baits'] > 0 ) then
+ self.Owner:DecResource( "Baits", 1 )
+ end
+
+ if ( num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 ) then
+ self.Owner:IncResource( "Bass", 1 )
+ self.Owner:SendMessage( "Bass ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 ) then
+ self.Owner:IncResource( "Trout", 1 )
+ self.Owner:SendMessage( "Trout ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 && num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then
+ self.Owner:IncResource( "Salmon", 1 )
+ self.Owner:SendMessage( "Salmon ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ end
+
+ self.Owner:IncXP( "Fishing", math.Clamp( math.Round( 250 / self.Owner:GetSkill( "Fishing" ) ), 1, 1000 ) )
+ self.Owner:EmitSound( Sound( "ambient/water/water_splash" .. math.random( 1, 3 ) .. ".wav" ) )
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "Fishing", PROCESS )
+
+/*---------------------------------------------------------
+ Advanced Fishing
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Fishing", self.Time, self.Cancel )
+ self.Owner:EmitSound( "stranded/start_fishing.wav" )
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( !self.Owner.Resources['Baits'] or self.Owner.Resources['Baits'] < 1 ) then
+ self.Data.Chance = self.Data.Chance * 0.25
+ end
+
+ if ( num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then
+ if ( self.Owner.Resources['Baits'] and self.Owner.Resources['Baits'] > 0 ) then
+ self.Owner:DecResource( "Baits", 1 )
+ end
+
+ if ( num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 2 ) then
+ self.Owner:IncResource( "Bass", 1 )
+ self.Owner:SendMessage( "Bass ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 2 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 ) then
+ self.Owner:IncResource( "Trout", 1 )
+ self.Owner:SendMessage( "Trout ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 ) then
+ self.Owner:IncResource( "Salmon", 1 )
+ self.Owner:SendMessage( "Salmon ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 && num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then
+ self.Owner:IncResource( "Shark", 1 )
+ self.Owner:SendMessage( "Shark ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ end
+
+ self.Owner:IncXP( "Fishing", math.Clamp( math.Round( 250 / self.Owner:GetSkill( "Fishing" ) ), 1, 1000 ) )
+ self.Owner:EmitSound( Sound( "ambient/water/water_splash" .. math.random( 1, 3 ) .. ".wav" ) )
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+ end
+end
+
+GMS.RegisterProcess( "AdvancedFishing", PROCESS )
+
+/*---------------------------------------------------------
+ Bottle Water
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Bottling Water", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ if (self.Owner:GetActiveWeapon():GetClass() == "gms_bucket") then
+ self.Owner:IncResource( "Water_Bottles", 10 )
+ self.Owner:SendMessage( "Water Bottle ( 10x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "ambient/water/water_spray" .. math.random( 1, 3 ) .. ".wav" ) )
+ else
+ self.Owner:IncResource( "Water_Bottles", 1 )
+ self.Owner:SendMessage( "Water Bottle ( 1x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:EmitSound( Sound( "ambient/water/water_spray" .. math.random( 1, 3 ) .. ".wav" ) )
+ end
+end
+
+GMS.RegisterProcess( "BottleWater", PROCESS )
+
+/*---------------------------------------------------------
+ Drink bottle
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Drinking Bottle", self.Time, self.Cancel )
+ self.StartTime = CurTime()
+
+ self:PlaySound()
+end
+
+function PROCESS:PlaySound()
+ if ( CurTime() - self.StartTime > self.Time ) then return end
+ if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end
+
+ if ( self.Owner:Alive() ) then
+ self.Owner:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) )
+ timer.Simple( 0.75, function() self:PlaySound() end )
+ end
+end
+
+function PROCESS:OnStop()
+ self.Owner:DecResource( "Water_Bottles", 1 )
+ self.Owner:SendMessage( "You're a little less thirsty now.", 3, Color( 10, 200, 10, 255 ) )
+ if ( self.Owner.Thirst <= 750 ) then
+ self.Owner:SetThirst( self.Owner.Thirst + 250 )
+ elseif ( self.Owner.Thirst >= 750 ) then
+ self.Owner:SetThirst( 1000 )
+ end
+end
+
+PROCESS.Cancel = false
+
+GMS.RegisterProcess( "DrinkBottle", PROCESS )
+
+/*---------------------------------------------------------
+ Take Medicine
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ if ( self.Owner:Health() >= 200 or ( self.Owner:Health() >= 150 and self.Owner:HasUnlock( "Master_Survivalist" ) != true ) or ( self.Owner:Health() >= 100 and self.Owner:HasUnlock( "Adept_Survivalist" ) != true ) ) then
+ self.Owner:SendMessage( "You're feeling good, why would you heal yourself.", 3, Color( 200, 0, 0, 255 ) )
+ else
+ self.Owner:MakeProcessBar( "Taking Medicine", self.Time, self.Cancel )
+ self.Owner:EmitSound( Sound( "items/smallmedkit1.wav" ) )
+ end
+end
+
+function PROCESS:OnStop()
+ if ( self.Owner:Health() >= 200 or ( self.Owner:Health() >= 150 and self.Owner:HasUnlock( "Master_Survivalist" ) != true ) or ( self.Owner:Health() >= 100 and self.Owner:HasUnlock( "Adept_Survivalist" ) != true ) ) then return end
+ self.Owner:DecResource( "Medicine", 1 )
+ self.Owner:SendMessage( "You're feeling a bit better now.", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:Heal( 10 )
+end
+
+GMS.RegisterProcess( "TakeMedicine", PROCESS )
+
+/*---------------------------------------------------------
+ Cooking
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Cooking " .. self.Data.Name, self.Time, self.Cancel )
+ self.Sound = CreateSound( self.Owner, Sound( "npc/headcrab/headcrab_burning_loop2.wav" ) )
+ self.Sound:Play()
+end
+
+function PROCESS:OnStop()
+ local num = math.random( 1, 100 )
+
+ if ( num + self.Owner:GetSkill( "Cooking" ) >= 50 ) then
+ self.Owner:SendMessage( "Successfully cooked.", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncXP( "Cooking", math.Clamp( math.Round( 150 / self.Owner:GetSkill( "Cooking" ) ), 1, 1000 ) )
+
+ local food = ents.Create( "gms_food" )
+ food:SetPos( self.Owner:TraceFromEyes( 70 ).HitPos + Vector( 0, 0, 5 ) )
+ SPropProtection.PlayerMakePropOwner( self.Owner, food )
+ food.Value = self.Data.FoodValue
+ food.Name = self.Data.Name
+ food:Spawn()
+ food:SetFoodInfo( self.Data.Name )
+
+ timer.Simple( math.random( 240, 320 ), function() if ( IsValid( food ) ) then food:Fadeout( 2 ) end end )
+
+ for k, v in pairs( self.Data.Cost ) do self.Owner:DecResource( k, v ) end
+ else
+ self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) )
+
+ local num = math.random( 1, 2 )
+
+ if ( num == 1 ) then
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+ self.Owner:SendMessage( "The ingredients was wasted!", 3, Color( 200, 0, 0, 255 ) )
+ end
+ end
+
+ self.Sound:Stop()
+end
+
+GMS.RegisterProcess( "Cook", PROCESS )
+
+/*---------------------------------------------------------
+ Make Weapon
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Crafting " .. self.Data.Name, self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:SendMessage( "Made a " .. self.Data.Name .. ".", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncXP( "Weapon_Crafting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Weapon_Crafting" ) ), 1, 1000 ) )
+
+ if ( self.Owner:HasWeapon( self.Data.Class ) ) then
+ local weap = ents.Create( self.Data.Class )
+ weap:SetPos( self.Owner:TraceFromEyes( 100 ).HitPos + Vector( 0, 0, 15 ) )
+ weap:Spawn()
+ SPropProtection.PlayerMakePropOwner( self.Owner, weap )
+ else
+ self.Owner:Give( self.Data.Class )
+ end
+
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+end
+
+GMS.RegisterProcess( "MakeWeapon", PROCESS )
+
+/*---------------------------------------------------------
+ MakeGeneric
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Making " .. self.Data.Name, self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+
+ for k, v in pairs( self.Data.Res ) do
+ self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncResource( k, v )
+ end
+end
+
+GMS.RegisterProcess( "MakeGeneric", PROCESS )
+
+/*---------------------------------------------------------
+ Make Building
+---------------------------------------------------------*/
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Setting up " .. self.Data.Name .. " site", self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ self.Owner:SendMessage( "Made a " .. self.Data.Name .. " site.", 3, Color( 10, 200, 10, 255 ) )
+
+ if ( self.Owner:GetBuildingSite() and self.Owner:GetBuildingSite():IsValid() ) then
+ ent = self.Owner:GetBuildingSite()
+ ent:Remove()
+ end
+
+ local site = self.Owner:CreateStructureBuildingSite( self.Data.Pos, self.Owner:GetAngles(), self.Data.BuildSiteModel, self.Data.Class, self.Data.Cost, self.Data.Name )
+end
+
+GMS.RegisterProcess( "MakeBuilding", PROCESS )
+
+/* Smelt */
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Smelting " .. self.Data.Name, self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+
+ for k, v in pairs( self.Data.Res ) do
+ self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncResource( k, v )
+
+ self.Owner:IncXP( "Smelting", math.Clamp( math.Round( ( v * 10 ) / self.Owner:GetSkill( "Smelting" ) ), 1, 1000 ) )
+ end
+end
+
+GMS.RegisterProcess( "Smelt", PROCESS )
+
+/* Crush */
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Crushing " .. self.Data.Name, self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+
+ for k, v in pairs( self.Data.Res ) do
+ self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncResource( k, v )
+ end
+end
+
+GMS.RegisterProcess( "Crush", PROCESS )
+
+/* Processing */
+local PROCESS = {}
+
+function PROCESS:OnStart()
+ self.Owner:MakeProcessBar( "Processing " .. self.Data.Name, self.Time, self.Cancel )
+end
+
+function PROCESS:OnStop()
+ for k, v in pairs( self.Data.Cost ) do
+ self.Owner:DecResource( k, v )
+ end
+
+ for k, v in pairs( self.Data.Res ) do
+ self.Owner:IncXP( "Weapon_Crafting", math.Clamp( math.Round( 150 / self.Owner:GetSkill( "Weapon_Crafting" ) ), 1, 1000 ) )
+ self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) )
+ self.Owner:IncResource( k, v )
+ end
+end
+
+GMS.RegisterProcess( "Processing", PROCESS )
diff --git a/gamemode/resources.lua b/gamemode/resources.lua
new file mode 100644
index 0000000..780c3f5
--- /dev/null
+++ b/gamemode/resources.lua
@@ -0,0 +1,68 @@
+
+/*------------------------ Models ------------------------*/
+
+resource.AddFile( "models/weapons/v_fists.mdl" )
+resource.AddFile( "models/weapons/w_fists.mdl" )
+resource.AddFile( "models/weapons/v_shovel.mdl" )
+resource.AddFile( "models/weapons/w_shovel.mdl" )
+resource.AddFile( "models/weapons/v_copper_pickaxe.mdl" )
+resource.AddFile( "models/weapons/w_copper_pickaxe.mdl" )
+resource.AddFile( "models/weapons/v_iron_pickaxe.mdl" )
+resource.AddFile( "models/weapons/w_iron_pickaxe.mdl" )
+resource.AddFile( "models/weapons/v_stone_pickaxe.mdl" )
+resource.AddFile( "models/weapons/w_stone_pickaxe.mdl" )
+resource.AddFile( "models/weapons/v_copper_hatchet.mdl" )
+resource.AddFile( "models/weapons/v_iron_hatchet.mdl" )
+resource.AddFile( "models/weapons/v_stone_hatchet.mdl" )
+resource.AddFile( "models/weapons/w_copper_hatchet.mdl" )
+resource.AddFile( "models/weapons/w_iron_hatchet.mdl" )
+resource.AddFile( "models/weapons/w_stone_hatchet.mdl" )
+
+resource.AddFile( "models/gm_forest/tree_oak1.mdl" )
+
+/*------------------------ Materials ------------------------*/
+
+resource.AddFile( "materials/models/weapons/shovel/shovel1.vmt" )
+resource.AddFile( "materials/models/weapons/shovel/shovel1.vtf" )
+resource.AddFile( "materials/models/weapons/shovel/shovel1_n.vtf" )
+resource.AddFile( "materials/models/weapons/shovel/shovel2.vmt" )
+resource.AddFile( "materials/models/weapons/shovel/shovel2.vtf" )
+resource.AddFile( "materials/models/weapons/shovel/shovel2_n.vtf" )
+resource.AddFile( "materials/models/weapons/shovel/shovel3.vmt" )
+resource.AddFile( "materials/models/weapons/shovel/shovel3.vtf" )
+resource.AddFile( "materials/models/weapons/shovel/shovel3_n.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/copper/copper.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/copper/copper_n.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/copper/pickaxe01.vmt" )
+resource.AddFile( "materials/models/weapons/pickaxe/stone/pickaxe01.vmt" )
+resource.AddFile( "materials/models/weapons/pickaxe/stone/stone.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/stone/stone_n.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/iron/iron.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/iron/iron_n.vtf" )
+resource.AddFile( "materials/models/weapons/pickaxe/iron/pickaxe01.vmt" )
+resource.AddFile( "materials/models/weapons/hatchet/copper/axe.vmt" )
+resource.AddFile( "materials/models/weapons/hatchet/copper/Copper.vtf" )
+resource.AddFile( "materials/models/weapons/hatchet/copper/Copper_n.vtf" )
+resource.AddFile( "materials/models/weapons/hatchet/stone/axe.vmt" )
+resource.AddFile( "materials/models/weapons/hatchet/stone/stone.vtf" )
+resource.AddFile( "materials/models/weapons/hatchet/stone/stone_n.vtf" )
+resource.AddFile( "materials/models/weapons/hatchet/iron/axe.vmt" )
+resource.AddFile( "materials/models/weapons/hatchet/iron/iron.vtf" )
+resource.AddFile( "materials/models/weapons/hatchet/iron/iron_n.vtf" )
+resource.AddFile( "materials/models/weapons/hands.vmt" )
+resource.AddFile( "materials/models/weapons/hands.vtf" )
+resource.AddFile( "materials/models/weapons/hands_normal.vtf" )
+
+resource.AddFile( "materials/gm_forest/oak_brk.vmt" )
+resource.AddFile( "materials/gm_forest/brg_eik_brn2.vmt" )
+resource.AddFile( "materials/gm_forest/brg_eik_brn2.vtf" )
+
+/*------------------------ Sounds ------------------------*/
+
+resource.AddFile( "sound/citizen_beaten1.wav" )
+resource.AddFile( "sound/citizen_beaten4.wav" )
+resource.AddFile( "sound/citizen_beaten5.wav" )
+resource.AddFile( "sound/cough1.wav" )
+resource.AddFile( "sound/cough2.wav" )
+resource.AddFile( "sound/cough3.wav" )
+resource.AddFile( "sound/cough4.wav" )
diff --git a/gamemode/shared.lua b/gamemode/shared.lua
new file mode 100644
index 0000000..77fd798
--- /dev/null
+++ b/gamemode/shared.lua
@@ -0,0 +1,1027 @@
+
+/*
+ Authors! The Stranded Team!
+ jA_cOp, prop_dynamic, Chewgum, Wokkel, robotboy655
+
+ READ THIS:
+ If you want to add custom content or edit anything in gamemode - DO NOT. Please read customcontent.lua!
+
+ ÏÐÎ×ÒÈ ÝÒÎ:
+ Åñëè òû ñîáèðàåøüñÿ òóò ÷òî ëèáî èçìåíÿòü - ÍÅ ÄÅËÀÉ ÝÒÎÃÎ. Ïðî÷òè ôàéë customcontent.lua!
+*/
+
+DeriveGamemode( "sandbox" )
+
+GM.Name = "Garry's Mod Stranded"
+GM.Author = "Stranded Team"
+GM.Email = "robotboy655@gmail.com"
+GM.Website = ""
+
+team.SetUp( 1, "The Stranded", Color( 200, 200, 0, 255 ) )
+team.SetUp( 2, "Survivalists", Color( 255, 255, 255, 255 ) )
+team.SetUp( 3, "Anonymous", Color( 0, 121, 145, 255 ) )
+team.SetUp( 4, "The Gummies", Color( 255, 23, 0, 255 ) )
+team.SetUp( 5, "The Dynamics", Color( 0, 72, 255, 255 ) )
+team.SetUp( 6, "Scavengers", Color( 8, 255, 0, 255 ) )
+
+GMS = GMS or {}
+
+include( "spp/sh_spp.lua" )
+include( "time_weather.lua" )
+
+-- Shared includes
+include( "unlocks.lua" )
+include( "combinations.lua" )
+include( "combinations2.lua" )
+include( "combirenbuy.lua" )
+include( "combirensell.lua" )
+
+/* ----------------------------------------------------------------------------------------------------
+ Utility functions
+---------------------------------------------------------------------------------------------------- */
+
+
+
+function string.Capitalize( str )
+ local str = string.Explode( "_", str )
+ for k, v in pairs( str ) do
+ str[ k ] = string.upper( string.sub( v, 1, 1 ) ) .. string.sub( v, 2 )
+ end
+
+ str = string.Implode( "_", str )
+ return str
+end
+
+function player.FindByName( str )
+ if ( str == nil or str == "" ) then return false end
+ for id, ply in pairs( player.GetAll() ) do
+ if ( string.find( string.lower( ply:Name() ), string.lower( str ) ) != nil ) then
+ return ply
+ end
+ end
+ return false
+end
+
+function GMS_IsAdminOnlyModel( mdl )
+ if ( mdl == GMS.SmallRockModel ) then return true end
+ if ( table.HasValue( GMS.EdibleModels, mdl ) ) then return true end
+ if ( table.HasValue( GMS.RockModels, mdl ) ) then return true end
+ if ( table.HasValue( GMS.AdditionalRockModels, mdl ) ) then return true end
+ if ( table.HasValue( GMS.TreeModels, mdl ) ) then return true end
+ if ( table.HasValue( GMS.AdditionalTreeModels, mdl ) ) then return true end
+ return false
+end
+
+function GMS.ClassIsNearby( pos, class, range )
+ local nearby = false
+ for k, v in pairs( ents.FindInSphere( pos, range ) ) do
+ if ( v:GetClass() == class and ( pos - Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, pos.z ) ):Length() <= range ) then
+ nearby = true
+ end
+ end
+
+ return nearby
+end
+
+function GMS.IsInWater( pos )
+ local trace = {}
+ trace.start = pos
+ trace.endpos = pos + Vector( 0, 0, 1 )
+ trace.mask = bit.bor( MASK_WATER, MASK_SOLID )
+
+ local tr = util.TraceLine( trace )
+ return tr.Hit
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Player Functions
+---------------------------------------------------------------------------------------------------- */
+
+local PlayerMeta = FindMetaTable( "Player" )
+
+function PlayerMeta:IsDeveloper()
+ if ( self:SteamID() == "STEAM_0:0:18313012" ) then return true end
+ return false
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Entity Functions
+---------------------------------------------------------------------------------------------------- */
+
+local EntityMeta = FindMetaTable( "Entity" )
+
+function EntityMeta:IsTreeModel()
+ if ( !IsValid( self ) || !self.GetModel || !self:GetModel() ) then return false end
+
+ for k, v in pairs( GMS.TreeModels ) do
+ if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then return true end
+ end
+
+ for k, v in pairs( GMS.AdditionalTreeModels ) do
+ if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then return true end
+ end
+
+ -- Experemental
+ if ( SERVER && string.find( self:GetModel(), "tree" ) && self:CreatedByMap() ) then return true end
+
+ return false
+end
+
+function EntityMeta:IsRockModel()
+ if ( !IsValid( self ) ) then return false end
+
+ local mdl = string.lower( self:GetModel() )
+
+ if ( mdl == string.lower( GMS.SmallRockModel ) ) then return true end
+
+ for k, v in pairs( GMS.RockModels ) do
+ if ( string.lower( v ) == mdl or string.gsub( string.lower( v ), "/", "\\" ) == mdl ) then return true end
+ end
+
+ for k, v in pairs( GMS.AdditionalRockModels ) do
+ if ( string.lower( v ) == mdl or string.gsub( string.lower( v ), "/", "\\" ) == mdl ) then return true end
+ end
+
+ -- Experemental
+ if ( SERVER && string.find( self:GetModel(), "rock" ) && self:CreatedByMap() ) then return true end
+
+ return false
+end
+
+function EntityMeta:IsBerryBushModel()
+ if ( !IsValid( self ) ) then return false end
+
+ local mdl = "models/props/pi_shrub.mdl"
+ if ( mdl == self:GetModel() or string.gsub( mdl, "/", "\\" ) == self:GetModel() ) then return true end
+
+ return false
+end
+
+function EntityMeta:IsGrainModel()
+ if ( !IsValid( self ) ) then return false end
+
+ local mdl = "models/props_foliage/cattails.mdl"
+ if ( mdl == self:GetModel() or string.gsub( mdl, "/", "\\" ) == self:GetModel() ) then return true end
+
+ return false
+end
+
+function EntityMeta:IsFoodModel()
+ if ( !IsValid( self ) ) then return false end
+
+ for k, v in pairs( GMS.EdibleModels ) do
+ if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then
+ return true
+ end
+ end
+
+ return false
+end
+
+function EntityMeta:IsProp()
+ if ( !IsValid( self ) ) then return false end
+
+ local cls = self:GetClass()
+ if ( cls == "prop_physics" or cls == "prop_physics_multiplayer" or cls == "prop_dynamic" ) then return true end
+
+ return false
+end
+
+function EntityMeta:GetVolume()
+ local min, max = self:OBBMins(), self:OBBMaxs()
+ local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z )
+ return vol / ( 16 ^ 3 )
+end
+
+function EntityMeta:IsSleepingFurniture()
+ for _, v in ipairs( GMS.SleepingFurniture ) do
+ if ( string.lower( v ) == self:GetModel() or string.gsub( string.lower( v ), "/", "\\" ) == self:GetModel() ) then
+ return true
+ end
+ end
+
+ return false
+end
+
+function EntityMeta:IsPickupProhibitedModel()
+ if ( !IsValid( self ) ) then return end
+ return table.HasValue( GMS.PickupProhibitedClasses, self:GetClass() )
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Shared Hooks ( for prediction )
+---------------------------------------------------------------------------------------------------- */
+
+function GM:PlayerNoClip( pl, on )
+ if ( pl:InVehicle() ) then return false end
+ if ( pl:IsDeveloper() || game.SinglePlayer() ) then return true end
+ return false
+end
+
+function GM:PhysgunPickup( ply, ent )
+ if ( !IsValid( ent ) ) then return self.BaseClass.PhysgunPickup( self, ply, ent ) end
+ if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() ) then return false end
+
+ if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end
+
+ return self.BaseClass.PhysgunPickup( self, ply, ent )
+end
+
+function GM:GravGunPunt( ply, ent )
+ if ( !IsValid( ent ) ) then return self.BaseClass.GravGunPunt( self, ply, ent ) end
+ if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end
+
+ if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end
+
+ return self.BaseClass.GravGunPunt( self, ply, ent )
+end
+
+function GM:GravGunPickupAllowed( ply, ent )
+ if ( !IsValid( ent ) ) then return self.BaseClass.GravGunPickupAllowed( self, ply, ent ) end
+ if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end
+
+ if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end
+
+ return self.BaseClass.GravGunPickupAllowed( self, ply, ent )
+end
+
+function GM:CanTool( ply, tr, mode )
+
+ if ( mode == "gms_rope" ) then
+ if ( SERVER && ply:GetResource( "Rope" ) < 1 ) then ply:SendMessage( "You need rope to use this tool.", 3, Color( 200, 0, 0, 255 ) ) return false end
+ if ( CLIENT && ( !Resources[ "Rope" ] || Resources[ "Rope" ] < 1 ) ) then return false end
+ end
+
+ if ( mode == "weld" ) then
+ if ( SERVER && ply:GetResource( "Welder" ) < 1 ) then ply:SendMessage( "You need a Welder to use this tool.", 3, Color( 200, 0, 0, 255 ) ) return false end
+ if ( CLIENT && ( !Resources[ "Welder" ] || Resources[ "Welder" ] < 1 ) ) then return false end
+ end
+
+ if ( table.HasValue( GMS.ProhibitedStools, mode ) && !ply:IsAdmin() ) then ply:SendMessage( "This tool is prohibited.", 3, Color( 200, 0, 0, 255 ) ) return false end
+
+ local ent = tr.Entity
+ if ( !IsValid( ent ) && ent:GetClass() != "worldspawn" ) then return end
+
+ if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end
+
+ if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end
+
+ return true
+end
+
+/* ----------------------------------------------------------------------------------------------------
+ Config
+---------------------------------------------------------------------------------------------------- */
+
+GMS_SpawnLists = GMS_SpawnLists or {}
+
+GMS_SpawnLists[ "Wood - Tables / Desks" ] = {
+ "models/props_c17/FurnitureDrawer003a.mdl",
+ "models/props_c17/FurnitureDrawer002a.mdl",
+ "models/props_c17/FurnitureTable003a.mdl",
+ "models/props_c17/FurnitureDrawer001a.mdl",
+ "models/props_c17/FurnitureTable001a.mdl",
+ "models/props_c17/FurnitureTable002a.mdl",
+ "models/props_interiors/Furniture_Desk01a.mdl",
+ "models/props_interiors/Furniture_Vanity01a.mdl",
+ "models/props_wasteland/cafeteria_table001a.mdl"
+}
+
+GMS_SpawnLists[ "Wood - Shelving / Storage" ] = {
+ "models/props_c17/FurnitureShelf001b.mdl",
+ "models/props_wasteland/prison_shelf002a.mdl",
+ "models/props_junk/wood_crate001a.mdl",
+ "models/props_junk/wood_crate001a_damaged.mdl",
+ "models/props_junk/wood_crate002a.mdl",
+ "models/props_wasteland/laundry_cart002.mdl",
+ "models/props_c17/FurnitureShelf001a.mdl",
+ "models/props_interiors/Furniture_shelf01a.mdl",
+ "models/props_c17/shelfunit01a.mdl",
+ "models/props_c17/FurnitureDresser001a.mdl"
+}
+
+GMS_SpawnLists[ "Wood - Seating" ] = {
+ "models/props_c17/FurnitureChair001a.mdl",
+ "models/props_interiors/Furniture_chair01a.mdl",
+ "models/props_c17/playground_swingset_seat01a.mdl",
+ "models/props_c17/playground_teetertoter_seat.mdl",
+ "models/props_wasteland/cafeteria_bench001a.mdl",
+ "models/props_trainstation/BenchOutdoor01a.mdl",
+ "models/props_c17/bench01a.mdl",
+ "models/props_trainstation/bench_indoor001a.mdl"
+}
+
+GMS_SpawnLists[ "Wood - Doors / Plating / Beams" ] = {
+ "models/props_debris/wood_board02a.mdl",
+ "models/props_debris/wood_board04a.mdl",
+ "models/props_debris/wood_board06a.mdl",
+ "models/props_debris/wood_board01a.mdl",
+ "models/props_debris/wood_board03a.mdl",
+ "models/props_debris/wood_board05a.mdl",
+ "models/props_debris/wood_board07a.mdl",
+ "models/props_junk/wood_pallet001a.mdl",
+ "models/props_wasteland/wood_fence02a.mdl",
+ "models/props_wasteland/wood_fence01a.mdl",
+ "models/props_c17/Frame002a.mdl",
+ "models/props_wasteland/barricade001a.mdl",
+ "models/props_wasteland/barricade002a.mdl",
+ "models/props_docks/channelmarker_gib01.mdl",
+ "models/props_docks/channelmarker_gib04.mdl",
+ "models/props_docks/channelmarker_gib03.mdl",
+ "models/props_docks/channelmarker_gib02.mdl",
+ "models/props_docks/dock01_pole01a_128.mdl",
+ "models/props_docks/dock02_pole02a_256.mdl",
+ "models/props_docks/dock01_pole01a_256.mdl",
+ "models/props_docks/dock02_pole02a.mdl",
+ "models/props_docks/dock03_pole01a_256.mdl",
+ "models/props_docks/dock03_pole01a.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Kitchen/Appliances" ] = {
+ "models/props_interiors/SinkKitchen01a.mdl",
+ "models/props_interiors/Radiator01a.mdl",
+ "models/props_c17/FurnitureWashingmachine001a.mdl",
+ "models/props_c17/FurnitureFridge001a.mdl",
+ "models/props_interiors/refrigerator01a.mdl",
+ "models/props_c17/FurnitureBoiler001a.mdl",
+ "models/props_c17/FurnitureFireplace001a.mdl",
+ "models/props_wasteland/kitchen_counter001d.mdl",
+ "models/props_wasteland/kitchen_counter001b.mdl",
+ "models/props_wasteland/kitchen_counter001a.mdl",
+ "models/props_wasteland/kitchen_counter001c.mdl",
+ "models/props_wasteland/kitchen_stove001a.mdl",
+ "models/props_wasteland/kitchen_stove002a.mdl",
+ "models/props_wasteland/kitchen_fridge001a.mdl",
+ "models/props_wasteland/laundry_dryer001.mdl",
+ "models/props_wasteland/laundry_dryer002.mdl",
+ "models/props_wasteland/laundry_washer003.mdl",
+ "models/props_wasteland/laundry_washer001a.mdl",
+ "models/props_wasteland/laundry_basket001.mdl",
+ "models/props_wasteland/laundry_basket002.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Shelving/Storage" ] = {
+ "models/props_c17/FurnitureShelf002a.mdl",
+ "models/props_lab/filecabinet02.mdl",
+ "models/props_wasteland/controlroom_filecabinet002a.mdl",
+ "models/props_wasteland/controlroom_storagecloset001a.mdl",
+ "models/props_wasteland/kitchen_shelf002a.mdl",
+ "models/props_wasteland/kitchen_shelf001a.mdl",
+ "models/props_c17/display_cooler01a.mdl"
+}
+
+/*GMS_SpawnLists[ "Iron - Cargo/Tanks" ] = {
+ "models/props_wasteland/cargo_container01.mdl",
+ "models/props_wasteland/cargo_container01b.mdl",
+ "models/props_wasteland/cargo_container01c.mdl",
+ "models/props_wasteland/horizontalcoolingtank04.mdl",
+ "models/props_wasteland/coolingtank02.mdl",
+ "models/props_wasteland/coolingtank01.mdl",
+ "models/props_junk/TrashDumpster01a.mdl",
+ "models/props_junk/TrashDumpster02.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Lighting" ] = {
+ "models/props_c17/light_cagelight02_on.mdl",
+ "models/props_c17/light_cagelight01_on.mdl",
+ "models/props_wasteland/prison_lamp001c.mdl",
+ "models/props_wasteland/prison_lamp001a.mdl",
+ "models/props_wasteland/prison_lamp001b.mdl",
+ "models/props_c17/lamp_standard_off01.mdl",
+ "models/props_c17/lamp_bell_on.mdl",
+ "models/props_c17/light_decklight01_on.mdl",
+ "models/props_c17/light_floodlight02_off.mdl",
+ "models/props_wasteland/light_spotlight02_base.mdl",
+ "models/props_wasteland/light_spotlight02_lamp.mdl",
+ "models/props_wasteland/light_spotlight01_base.mdl",
+ "models/props_wasteland/light_spotlight01_lamp.mdl",
+ "models/props_trainstation/Column_Light001b.mdl",
+ "models/props_trainstation/Column_Light001a.mdl",
+ "models/props_trainstation/light_128wallMounted001a.mdl",
+ "models/props_c17/LampFixture01a.mdl",
+ "models/props_c17/lamppost03a_on.mdl",
+ "models/props_c17/Traffic_Light001a.mdl",
+ "models/props_trainstation/TrackLight01.mdl",
+ "models/props_trainstation/light_Signal002a.mdl",
+ "models/props_trainstation/light_Signal001a.mdl",
+ "models/props_trainstation/light_Signal001b.mdl"
+}*/
+
+GMS_SpawnLists[ "Iron - Containers" ] = {
+ "models/props_junk/garbage_metalcan001a.mdl",
+ "models/props_junk/garbage_metalcan002a.mdl",
+ "models/props_junk/PopCan01a.mdl",
+ "models/props_interiors/pot01a.mdl",
+ "models/props_c17/metalPot002a.mdl",
+ "models/props_interiors/pot02a.mdl",
+ "models/props_c17/metalPot001a.mdl",
+ "models/props_junk/metal_paintcan001a.mdl",
+ "models/props_junk/metalgascan.mdl",
+ "models/props_junk/MetalBucket01a.mdl",
+ "models/props_junk/MetalBucket02a.mdl",
+ "models/props_trainstation/trashcan_indoor001b.mdl",
+ "models/props_trainstation/trashcan_indoor001a.mdl",
+ "models/props_c17/oildrum001.mdl",
+ "models/props_c17/canister01a.mdl",
+ "models/props_c17/canister02a.mdl",
+ "models/props_c17/canister_propane01a.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Signs" ] = {
+ "models/props_c17/streetsign005d.mdl",
+ "models/props_c17/streetsign005c.mdl",
+ "models/props_c17/streetsign005b.mdl",
+ "models/props_c17/streetsign004f.mdl",
+ "models/props_c17/streetsign004e.mdl",
+ "models/props_c17/streetsign003b.mdl",
+ "models/props_c17/streetsign002b.mdl",
+ "models/props_c17/streetsign001c.mdl",
+ "models/props_trainstation/TrackSign01.mdl",
+ "models/props_trainstation/clock01.mdl",
+ "models/props_trainstation/trainstation_clock001.mdl"
+}
+
+GMS_SpawnLists[ "Copper - Signs" ] = {
+ "models/props_trainstation/TrackSign02.mdl",
+ "models/props_trainstation/TrackSign03.mdl",
+ "models/props_trainstation/TrackSign10.mdl",
+ "models/props_trainstation/TrackSign09.mdl",
+ "models/props_trainstation/TrackSign08.mdl",
+ "models/props_trainstation/TrackSign07.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Rails" ] = {
+ "models/props_trainstation/handrail_64decoration001a.mdl",
+ "models/props_c17/Handrail04_short.mdl",
+ "models/props_c17/Handrail04_Medium.mdl",
+ "models/props_c17/Handrail04_corner.mdl",
+ "models/props_c17/Handrail04_long.mdl",
+ "models/props_c17/Handrail04_SingleRise.mdl",
+ "models/props_c17/Handrail04_DoubleRise.mdl"
+}
+
+GMS_SpawnLists[ "Copper - Fencing" ] = {
+ "models/props_wasteland/interior_fence002a.mdl",
+ "models/props_wasteland/interior_fence002e.mdl",
+ "models/props_wasteland/interior_fence001g.mdl",
+ "models/props_wasteland/interior_fence002f.mdl",
+ "models/props_wasteland/interior_fence002c.mdl",
+ "models/props_wasteland/interior_fence002d.mdl",
+ "models/props_wasteland/interior_fence004b.mdl",
+ "models/props_wasteland/interior_fence004a.mdl",
+ "models/props_wasteland/exterior_fence002a.mdl",
+ "models/props_wasteland/exterior_fence003a.mdl",
+ "models/props_wasteland/exterior_fence003b.mdl",
+ "models/props_wasteland/exterior_fence002c.mdl",
+ "models/props_wasteland/exterior_fence002d.mdl",
+ "models/props_wasteland/exterior_fence001a.mdl",
+ "models/props_wasteland/exterior_fence002e.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Doors/Plating/Beams" ] = {
+ "models/props_c17/door02_double.mdl",
+ "models/props_c17/door01_left.mdl",
+ "models/props_borealis/borealis_door001a.mdl",
+ "models/props_interiors/refrigeratorDoor02a.mdl",
+ "models/props_interiors/refrigeratorDoor01a.mdl",
+ "models/props_building_details/Storefront_Template001a_Bars.mdl",
+ "models/props_c17/gate_door01a.mdl",
+ "models/props_c17/gate_door02a.mdl",
+ "models/props_junk/ravenholmsign.mdl",
+ "models/props_debris/metal_panel02a.mdl",
+ "models/props_debris/metal_panel01a.mdl",
+ "models/props_junk/TrashDumpster02b.mdl",
+ "models/props_lab/blastdoor001a.mdl",
+ "models/props_lab/blastdoor001b.mdl",
+ "models/props_lab/blastdoor001c.mdl",
+ "models/props_trainstation/trainstation_post001.mdl",
+ "models/props_c17/signpole001.mdl",
+ "models/props_junk/harpoon002a.mdl",
+ "models/props_c17/metalladder002b.mdl",
+ "models/props_c17/metalladder002.mdl",
+ "models/props_c17/metalladder003.mdl",
+ "models/props_c17/metalladder001.mdl",
+ "models/props_junk/iBeam01a.mdl",
+ "models/props_junk/iBeam01a_cluster01.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Vehicles" ] = {
+ "models/props_junk/Wheebarrow01a.mdl",
+ "models/props_junk/PushCart01a.mdl",
+ "models/props_wasteland/gaspump001a.mdl",
+ "models/props_wasteland/wheel01.mdl",
+ "models/props_wasteland/wheel01a.mdl",
+ "models/props_wasteland/wheel03b.mdl",
+ "models/props_wasteland/wheel02b.mdl",
+ "models/props_wasteland/wheel02a.mdl",
+ "models/props_wasteland/wheel03a.mdl",
+ "models/props_citizen_tech/windmill_blade002a.mdl",
+ "models/airboat.mdl",
+ "models/buggy.mdl",
+ "models/props_vehicles/car002a_physics.mdl",
+ "models/props_vehicles/car001b_hatchback.mdl",
+ "models/props_vehicles/car001a_hatchback.mdl",
+ "models/props_vehicles/car003a_physics.mdl",
+ "models/props_vehicles/car003b_physics.mdl",
+ "models/props_vehicles/car004a_physics.mdl",
+ "models/props_vehicles/car004b_physics.mdl",
+ "models/props_vehicles/car005a_physics.mdl",
+ "models/props_vehicles/car005b_physics.mdl",
+ "models/props_vehicles/van001a_physics.mdl",
+ "models/props_vehicles/truck003a.mdl",
+ "models/props_vehicles/truck002a_cab.mdl",
+ "models/props_vehicles/trailer002a.mdl",
+ "models/props_vehicles/truck001a.mdl",
+ "models/props_vehicles/generatortrailer01.mdl",
+ "models/props_vehicles/apc001.mdl",
+ "models/combine_apc_wheelcollision.mdl",
+ "models/props_vehicles/trailer001a.mdl",
+ "models/props_trainstation/train003.mdl",
+ "models/props_trainstation/train002.mdl",
+ "models/props_combine/combine_train02a.mdl",
+ "models/props_combine/CombineTrain01a.mdl",
+ "models/props_combine/combine_train02b.mdl",
+ "models/props_trainstation/train005.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Seating" ] = {
+ "models/props_c17/chair_stool01a.mdl",
+ "models/props_c17/chair02a.mdl",
+ "models/props_c17/chair_office01a.mdl",
+ "models/props_wasteland/controlroom_chair001a.mdl",
+ "models/props_c17/chair_kleiner03a.mdl",
+ "models/props_trainstation/traincar_seats001.mdl",
+ "models/props_c17/FurnitureBed001a.mdl",
+ "models/props_wasteland/prison_bedframe001b.mdl",
+ "models/props_c17/FurnitureBathtub001a.mdl",
+ "models/props_interiors/BathTub01a.mdl"
+}
+
+GMS_SpawnLists[ "Iron - Misc/Buttons" ] = {
+ "models/props_c17/TrapPropeller_Lever.mdl",
+ "models/props_c17/TrapPropeller_Engine.mdl",
+ "models/props_c17/TrapPropeller_Blade.mdl",
+ "models/props_junk/sawblade001a.mdl",
+ "models/props_trainstation/payphone001a.mdl",
+ "models/props_wasteland/prison_throwswitchlever001.mdl",
+ "models/props_wasteland/prison_throwswitchbase001.mdl",
+ "models/props_wasteland/tram_lever01.mdl",
+ "models/props_wasteland/tram_leverbase01.mdl",
+ "models/props_wasteland/panel_leverHandle001a.mdl",
+ "models/props_wasteland/panel_leverBase001a.mdl",
+ "models/props_lab/tpplug.mdl",
+ "models/props_lab/tpplugholder_single.mdl",
+ "models/props_lab/tpplugholder.mdl",
+ "models/props_c17/cashregister01a.mdl"
+}
+
+GMS_SpawnLists[ "Wood - PHX" ] = {
+ "models/props_phx/construct/wood/wood_boardx1.mdl",
+ "models/props_phx/construct/wood/wood_boardx2.mdl",
+ "models/props_phx/construct/wood/wood_boardx4.mdl",
+ "models/props_phx/construct/wood/wood_panel1x1.mdl",
+ "models/props_phx/construct/wood/wood_panel1x2.mdl",
+ "models/props_phx/construct/wood/wood_panel2x2.mdl",
+ "models/props_phx/construct/wood/wood_panel2x4.mdl",
+ "models/props_phx/construct/wood/wood_panel4x4.mdl",
+ "models/props_phx/construct/wood/wood_wire1x1.mdl",
+ "models/props_phx/construct/wood/wood_wire1x1x1.mdl",
+ "models/props_phx/construct/wood/wood_wire1x1x2.mdl",
+ "models/props_phx/construct/wood/wood_wire1x1x2b.mdl",
+ "models/props_phx/construct/wood/wood_wire1x2.mdl",
+ "models/props_phx/construct/wood/wood_wire1x2b.mdl",
+ "models/props_phx/construct/wood/wood_wire1x2x2b.mdl",
+ "models/props_phx/construct/wood/wood_wire2x2.mdl",
+ "models/props_phx/construct/wood/wood_wire2x2b.mdl",
+ "models/props_phx/construct/wood/wood_wire2x2x2b.mdl"
+}
+
+GMS_SpawnLists[ "Iron - PHX" ] = {
+ "models/props_phx/construct/metal_plate1.mdl",
+ "models/props_phx/construct/metal_plate1x2.mdl",
+ "models/props_phx/construct/metal_plate2x2.mdl",
+ "models/props_phx/construct/metal_plate2x4.mdl",
+ "models/props_phx/construct/metal_plate4x4.mdl",
+ "models/props_phx/construct/metal_wire1x1.mdl",
+ "models/props_phx/construct/metal_wire1x1x1.mdl",
+ "models/props_phx/construct/metal_wire1x1x2.mdl",
+ "models/props_phx/construct/metal_wire1x1x2b.mdl",
+ "models/props_phx/construct/metal_wire1x2.mdl",
+ "models/props_phx/construct/metal_wire1x2b.mdl",
+ "models/props_phx/construct/metal_wire1x2x2b.mdl",
+ "models/props_phx/construct/metal_wire2x2.mdl",
+ "models/props_phx/construct/metal_wire2x2b.mdl",
+ "models/props_phx/construct/metal_wire2x2x2b.mdl"
+}
+
+GMS.SleepingFurniture = {
+ "models/props_interiors/Furniture_Couch01a.mdl",
+ "models/props_c17/FurnitureCouch002a.mdl",
+ "models/props_c17/FurnitureCouch001a.mdl",
+ "models/props_c17/FurnitureBed001a.mdl",
+ "models/props_wasteland/prison_bedframe001b.mdl",
+ "models/props_trainstation/traincar_seats001.mdl"
+}
+GMS_SpawnLists[ "Mixed - Sleeping Furniture" ] = GMS.SleepingFurniture
+
+GMS.TreeModels = {
+ "models/props_foliage/oak_tree01.mdl",
+ "models/props_foliage/tree_deciduous_01a-lod.mdl",
+ "models/props_foliage/tree_deciduous_01a.mdl",
+ "models/props_foliage/tree_deciduous_02a.mdl",
+ "models/props_foliage/tree_deciduous_03a.mdl",
+ "models/props_foliage/tree_deciduous_03b.mdl",
+ "models/props_foliage/tree_poplar_01.mdl",
+
+ "models/gm_forest/tree_oak1.mdl", -- These are in the content of the gamemode
+ "models/gm_forest/tree_orientalspruce1.mdl"
+}
+
+// These models cannot be dynamically spawned. Because if someone doesn't have them.
+GMS.AdditionalTreeModels = {
+ "models/props_foliage/tree_cliff_01a.mdl", -- Half-Life 2, We don't want these to be plantable, they are weird
+ "models/props_foliage/tree_cliff_02a.mdl",
+
+ "models/props_foliage/tree_pine04.mdl", -- Episode 2
+ "models/props_foliage/tree_pine05.mdl",
+ "models/props_foliage/tree_pine06.mdl",
+ "models/props_foliage/tree_dead01.mdl",
+ "models/props_foliage/tree_dead02.mdl",
+ "models/props_foliage/tree_dead03.mdl",
+ "models/props_foliage/tree_dead04.mdl",
+ "models/props_foliage/tree_dry01.mdl",
+ "models/props_foliage/tree_dry02.mdl",
+ "models/props_foliage/tree_pine_large.mdl",
+
+ "models/props_foliage/tree_pine_01.mdl", -- Episode 1
+ "models/props_foliage/tree_pine_02.mdl",
+ "models/props_foliage/tree_pine_03.mdl",
+
+ "models/props/de_inferno/tree_small.mdl", -- CSS
+ "models/props/de_inferno/tree_large.mdl",
+ "models/props/cs_militia/tree_large_militia.mdl",
+
+ "models/jtwoods/woods_spruce.mdl", -- Models from gms_paradise_islands_v1 / gm_forest
+ "models/gm_forest/trunk_a.mdl",
+ "models/gm_forest/tree_commonlinden_1.mdl",
+ "models/gm_forest/tree_alder.mdl",
+ "models/gm_forest/tree_birch1.mdl",
+ "models/gm_forest/tree_b.mdl",
+ "models/gm_forest/tree_g.mdl"
+}
+
+GMS.EdibleModels = {
+ "models/props/cs_italy/orange.mdl",
+ "models/props_junk/watermelon01.mdl",
+ "models/props/cs_italy/bananna_bunch.mdl"
+}
+
+GMS.RockModels = {
+ "models/props_wasteland/rockgranite02a.mdl",
+ "models/props_wasteland/rockgranite02b.mdl",
+ "models/props_wasteland/rockgranite02c.mdl",
+ "models/props_wasteland/rockgranite04b.mdl",
+ "models/props_wasteland/rockcliff_cluster01b.mdl",
+ "models/props_wasteland/rockcliff_cluster02a.mdl",
+ "models/props_wasteland/rockcliff_cluster02b.mdl",
+ "models/props_wasteland/rockcliff_cluster02c.mdl",
+ "models/props_wasteland/rockcliff_cluster03a.mdl",
+ "models/props_wasteland/rockcliff_cluster03b.mdl",
+ "models/props_wasteland/rockcliff_cluster03c.mdl",
+ "models/props_wasteland/rockcliff01b.mdl",
+ "models/props_wasteland/rockcliff01c.mdl",
+ "models/props_wasteland/rockcliff01e.mdl",
+ "models/props_wasteland/rockcliff01f.mdl",
+ "models/props_wasteland/rockcliff01g.mdl",
+ "models/props_wasteland/rockcliff01J.mdl",
+ "models/props_wasteland/rockcliff01k.mdl",
+ "models/props_wasteland/rockcliff05a.mdl",
+ "models/props_wasteland/rockcliff05b.mdl",
+ "models/props_wasteland/rockcliff05e.mdl",
+ "models/props_wasteland/rockcliff05f.mdl",
+ "models/props_wasteland/rockcliff06d.mdl",
+ "models/props_wasteland/rockcliff06i.mdl",
+ "models/props_wasteland/rockcliff07b.mdl"
+}
+
+GMS.AdditionalRockModels = {
+ "models/props_wasteland/rockgranite01a.mdl", -- Half-Life 2
+ "models/props_wasteland/rockgranite01b.mdl",
+ "models/props_wasteland/rockgranite01c.mdl",
+ "models/props_wasteland/rockgranite03a.mdl",
+ "models/props_wasteland/rockgranite03b.mdl",
+ "models/props_wasteland/rockgranite03c.mdl",
+ "models/props_wasteland/rockgranite04a.mdl",
+ "models/props_wasteland/rockgranite04c.mdl",
+ "models/props_canal/rock_riverbed01a.mdl",
+ "models/props_canal/rock_riverbed01b.mdl",
+ "models/props_canal/rock_riverbed01c.mdl",
+ "models/props_canal/rock_riverbed01d.mdl",
+ "models/props_canal/rock_riverbed02a.mdl",
+ "models/props_canal/rock_riverbed02b.mdl",
+ "models/props_canal/rock_riverbed02c.mdl",
+ "models/props_lab/bigrock.mdl",
+
+ "models/props_mining/caverocks_cluster01.mdl", -- Episode 2
+ "models/props_mining/caverocks_cluster02.mdl",
+ "models/Cliffs/rockcluster01.mdl",
+ "models/Cliffs/rockcluster02.mdl",
+ "models/Cliffs/rocks_large01.mdl",
+ "models/Cliffs/rocks_large01_veg.mdl",
+ "models/Cliffs/rocks_large02.mdl",
+ "models/Cliffs/rocks_large02_veg.mdl",
+ "models/cliffs/rocks_large03.mdl",
+ "models/cliffs/rocks_large03_veg.mdl",
+ "models/Cliffs/rocks_medium01.mdl",
+ "models/Cliffs/rocks_medium01_veg.mdl",
+ "models/Cliffs/rocks_xlarge01.mdl",
+ "models/Cliffs/rocks_xlarge01_veg.mdl",
+ "models/Cliffs/rocks_xlarge02.mdl",
+ "models/Cliffs/rocks_xlarge02_veg.mdl",
+ "models/Cliffs/rocks_xlarge03.mdl",
+ "models/Cliffs/rocks_xlarge03_veg.mdl",
+
+ "models/props/de_inferno/de_inferno_boulder_03.mdl", -- CSS
+ "models/props_canal/rock_riverbed02b.mdl",
+ "models/props/cs_militia/boulder01.mdl",
+ "models/props/cs_militia/militiarock01.mdl",
+ "models/props/cs_militia/militiarock02.mdl",
+ "models/props/cs_militia/militiarock03.mdl",
+ "models/props/cs_militia/militiarock05.mdl",
+ "models/props_wasteland/rockcliff07e.mdl",
+ "models/props_wasteland/rockcliff_cluster01a.mdl"
+}
+
+GMS.SmallRockModel = "models/props_junk/rock001a.mdl"
+
+GMS.MaterialResources = {}
+GMS.MaterialResources[ MAT_CONCRETE ] = "Concrete"
+GMS.MaterialResources[ MAT_METAL ] = "Iron"
+GMS.MaterialResources[ MAT_DIRT ] = "Wood"
+GMS.MaterialResources[ MAT_VENT ] = "Copper"
+GMS.MaterialResources[ MAT_GRATE ] = "Copper"
+GMS.MaterialResources[ MAT_TILE ] = "Stone"
+GMS.MaterialResources[ MAT_SLOSH ] = "Wood"
+GMS.MaterialResources[ MAT_WOOD ] = "Wood"
+GMS.MaterialResources[ MAT_COMPUTER ] = "Copper"
+GMS.MaterialResources[ MAT_GLASS ] = "Glass"
+GMS.MaterialResources[ MAT_FLESH ] = "Wood"
+GMS.MaterialResources[ MAT_BLOODYFLESH ] = "Wood"
+GMS.MaterialResources[ MAT_CLIP ] = "Wood"
+GMS.MaterialResources[ MAT_ANTLION ] = "Wood"
+GMS.MaterialResources[ MAT_ALIENFLESH ] = "Wood"
+GMS.MaterialResources[ MAT_FOLIAGE ] = "Wood"
+GMS.MaterialResources[ MAT_SAND ] = "Sand"
+GMS.MaterialResources[ MAT_PLASTIC ] = "Plastic"
+
+GMS.PickupProhibitedClasses = {
+ "gms_seed"
+}
+
+GMS.SavedClasses = {
+ "prop_physics",
+ "prop_physics_override",
+ "prop_physics_multiplayer",
+ "prop_dynamic",
+ "gms_stoneworkbench",
+ "gms_copperworkbench",
+ "gms_ironworkbench",
+ "gms_techworkbench",
+ "gms_silverworkbench",
+ "gms_goldworkbench",
+ "gms_steelworkbench",
+ "gms_platinumworkbench",
+ "gms_stove",
+ "gms_buildsite",
+ "gms_fridge",
+ "gms_resourcedrop",
+ "gms_resourcepack",
+ "gms_stonefurnace",
+ "gms_copperfurnace",
+ "gms_ironfurnace",
+ "gms_techfurnace",
+ "gms_silverfurnace",
+ "gms_goldfurnace",
+ "gms_steelfurnace",
+ "gms_platinumfurnace",
+ "gms_antlionbarrow",
+ "gms_loot",
+ "gms_factory",
+ "gms_gunchunks",
+ "gms_pistolgunlab",
+ "gms_smggunlab",
+ "gms_hightechgunlab",
+ "gms_transmutator",
+ "gms_advancedtransmutator",
+ "gms_seed",
+ "gms_grindingstone",
+ "gms_waterfountain",
+ "gms_clock_big",
+ "gms_renbuyshop",
+ "gms_rensellshop",
+ "gms_obelisk",
+ "gms_mithrilfactory",
+ "gms_mithrilworkbench",
+ "gms_runealtar",
+ "gms_runicinfuser"
+}
+
+GMS.StructureEntities = {
+ "gms_stoneworkbench",
+ "gms_stonefurnace",
+ "gms_copperworkbench",
+ "gms_copperfurnace",
+ "gms_ironworkbench",
+ "gms_ironfurnace",
+ "gms_techworkbench",
+ "gms_techfurnace",
+ "gms_silverworkbench",
+ "gms_silverfurnace",
+ "gms_goldworkbench",
+ "gms_goldfurnace",
+ "gms_steelworkbench",
+ "gms_steelfurnace",
+ "gms_platinumworkbench",
+ "gms_platinumfurnace",
+ "gms_pistolgunlab",
+ "gms_smggunlab",
+ "gms_hightechgunlab",
+ "gms_transmutator",
+ "gms_advancedtransmutator",
+ "gms_gunchunks",
+ "gms_stove",
+ "gms_fridge",
+ "gms_factory",
+ "gms_grindingstone",
+ "gms_waterfountain",
+ "gms_resourcepack",
+ "gms_buildsite",
+ "gms_renbuyshop",
+ "gms_rensellshop",
+ "gms_obelisk",
+ "gms_mithrilfactory",
+ "gms_mithrilworkbench",
+ "gms_runealtar",
+ "gms_runicinfuser"
+}
+
+GMS.ProhibitedStools = {
+ "hydraulic",
+ "motor",
+ "muscle",
+ "nail",
+ "pulley",
+ "slider",
+ "balloon",
+ "rope", // We use gms_rope
+ "button",
+ "duplicator",
+ "dynamite",
+ "emitter",
+ "hoverball",
+ "ignite",
+ "keepupright",
+ "magnetise",
+ //"nocollide",
+ "physprop",
+ "spawner",
+ "thruster",
+ "turret",
+ "wheel",
+ "eyeposer",
+ "faceposer",
+ "finger",
+ "inflator",
+ "statue",
+ "trails",
+ "camera",
+ "paint",
+ "rtcamera",
+ "rb655_lightsaber"
+}
+
+GMS.AllWeapons = {
+ "gms_stonepickaxe",
+ "gms_stonehatchet",
+ "gms_copperpickaxe",
+ "gms_wrench",
+ "gms_copperhatchet",
+ "gms_pickaxeofdjarex",
+ "gms_mithrilpickaxe",
+ "gms_chisel",
+ "gms_runeapickaxe",
+ "gms_runeepickaxe",
+ "gms_runefpickaxe",
+ "gms_runewpickaxe",
+ "gms_ironpickaxe",
+ "gms_ironhatchet",
+ "gms_techpickaxe",
+ "gms_techhatchet",
+ "gms_silverpickaxe",
+ "gms_silverhatchet",
+ "gms_goldpickaxe",
+ "gms_goldhatchet",
+ "gms_steelpickaxe",
+ "gms_steelhatchet",
+ "gms_platinumpickaxe",
+ "gms_platinumhatchet",
+ "gms_woodenfishingrod",
+ "gms_advancedfishingrod",
+ "gms_fryingpan",
+ "gms_shovel",
+ "gms_strainer",
+ "gms_sickle",
+ "gms_woodenspoon",
+ "gmod_tool",
+ "weapon_crowbar",
+ "weapon_stunstick",
+ "weapon_pistol",
+ "weapon_smg1",
+ "gms_bucket"
+}
+
+GMS.NonDropWeapons = {
+ "gms_fists",
+ "gmod_tool",
+ "gmod_camera",
+ "weapon_physgun",
+ "weapon_physcannon",
+ "pill_pigeon",
+ "gms_bucket"
+}
+
+/* ----------------------------------------------
+ Console Variables
+------------------------------------------------ */
+
+if ( GMSCVars ) then return end -- Auto-Refresh protection
+
+GMSCVars = {}
+
+function CreateGMSCVar( name, def, flag )
+ if ( SERVER ) then
+
+ table.insert( GMSCVars, "gms_" .. name )
+ CreateConVar( "gms_" .. name, def, flag )
+
+ cvars.AddChangeCallback( "gms_" .. name, function( cvar, old, new )
+
+ if ( math.floor( old ) == math.floor( new ) ) then return end
+ for id, pl in pairs( player.GetAll() ) do pl:ConCommand( "gms_" .. name .. " " .. math.floor( new ) ) end
+
+ end )
+
+ else
+
+ CreateConVar( "gms_" .. name, def )
+ cvars.AddChangeCallback( "gms_" .. name, function( cvar, old, new )
+
+ if ( math.floor( old ) == math.floor( new ) ) then return end
+ timer.Destroy( "gms_update" .. name )
+ timer.Create( "gms_update" .. name, 2, 1, function() RunConsoleCommand( "gms_update", name, math.floor( new ) ) end )
+
+ end )
+
+ end
+end
+
+CreateGMSCVar( "FreeBuild", "0" )
+CreateGMSCVar( "FreeBuildSA", "0" )
+CreateGMSCVar( "AllTools", "0", FCVAR_ARCHIVE )
+CreateGMSCVar( "AutoSave", "1", FCVAR_ARCHIVE )
+CreateGMSCVar( "AutoSaveTime", "3", FCVAR_ARCHIVE )
+CreateGMSCVar( "ReproduceTrees", "3" )
+CreateGMSCVar( "MaxReproducedTrees", "50", FCVAR_ARCHIVE )
+CreateGMSCVar( "SpreadFire", "0" )
+CreateGMSCVar( "FadeRocks", "0" )
+//CreateGMSCVar( "CostsScale", "1" )
+//CreateGMSCVar( "alerts", "1" )
+CreateGMSCVar( "campfire", "1" )
+CreateGMSCVar( "PlantLimit", "25", FCVAR_ARCHIVE )
+
+CreateGMSCVar( "PVPDamage", "0", FCVAR_ARCHIVE )
+CreateGMSCVar( "TeamColors", "1", FCVAR_ARCHIVE )
+
+-- Daynight
+CreateGMSCVar( "daynight", "1" )
+CreateGMSCVar( "night_cleanup", "1" )
+CreateGMSCVar( "zombies", "1" )
+
+if ( CLIENT ) then return end
+
+concommand.Add( "gms_update", function( ply, cmd, args )
+
+ if ( !ply:IsAdmin() ) then return end
+
+ local cmd = args[ 1 ]
+ local val = args[ 2 ]
+
+ if ( math.floor( GetConVarNumber( "gms_" .. cmd ) ) == math.floor( val ) ) then return end
+
+ RunConsoleCommand( "gms_" .. cmd, math.floor( val ) )
+
+end )
+
+hook.Add( "PlayerInitialSpawn", "gms.sync_cvars", function( ply )
+ for id, cvar in pairs( GMSCVars ) do ply:ConCommand( cvar .. " " .. math.floor( GetConVarNumber( cvar ) ) ) end
+end )
diff --git a/gamemode/spp/cl_init.lua b/gamemode/spp/cl_init.lua
new file mode 100644
index 0000000..ca14f49
--- /dev/null
+++ b/gamemode/spp/cl_init.lua
@@ -0,0 +1,101 @@
+
+function SPropProtection.PlayerIsPropOwner( ply, ent )
+ if ( !IsValid( ent ) or ent:IsPlayer() ) then return false end
+
+ if ( ent:GetNWString( "Owner" ) == ply:Nick() && ent:GetNWInt( "OwnerID" ) == ply:EntIndex() ) then
+ return true
+ end
+
+ local HisTribe = GAMEMODE.FindTribeByID( ent:GetNWString( "TribeID" ) )
+
+ if ( !HisTribe ) then return false end
+
+ if ( ent:GetNWString( "TribeID" ) == ply:Team() && HisTribe.pass == true ) then return true end
+ if ( ent:GetNWString( "TribeID" ) == ply:Team() && HisTribe.pass == true ) then return true end
+
+ return false
+end
+
+function SPropProtection.PlayerCanTouch( ply, ent )
+ if ( GetConVarNumber( "spp_enabled" ) == 0 or ent:GetClass() == "worldspawn" ) then return true end
+ if ( ent:IsPlayer() or ent:IsNPC() ) then return false end
+
+ /* Stranded Plants & Respacks*/
+ local isResource = ent:GetClass() == "gms_resourcepack" or ent:GetClass() == "gms_resourcedrop" or ent:GetClass() == "gms_fridge"
+ local isPlant = ent:IsBerryBushModel() or ent:IsGrainModel() or ent:IsFoodModel()
+ if ( ( ent:GetNWString( "Owner" ) == "World" or GetConVarNumber( "spp_use" ) <= 0 ) && ( isResource or isPlant ) ) then
+ return true
+ end
+
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end
+
+ if ( SPropProtection.PlayerIsPropOwner( ply, ent ) ) then return true end
+
+ -- Find the player
+ if ( !SPropProtection[ ply:SteamID() ] ) then return false end
+ for id, p in pairs( player.GetAll() ) do
+ if ( p:EntIndex() == ent:GetNWString( "OwnerID" ) ) then
+ if ( table.HasValue( SPropProtection[ ply:SteamID() ], p:SteamID() ) ) then return true end
+ end
+ end
+
+ return false
+end
+
+local UndoneStuff = {}
+hook.Add( "HUDPaint", "spp.hudpaint", function()
+ if ( !IsValid( LocalPlayer() ) ) then return end
+ if ( #UndoneStuff > 0 ) then for id, s in pairs( UndoneStuff ) do table.insert( SPropProtection[ LocalPlayer():SteamID() ], s ) end end
+ local tr = LocalPlayer():GetEyeTrace()
+
+ if ( !tr.HitNonWorld ) then return end
+ local ent = tr.Entity
+
+ if ( !IsValid( ent ) || ent:IsPlayer() || ent:IsNPC() || LocalPlayer():InVehicle() ) then return end
+
+ local OwnerName = ent:GetNWString( "Owner", "None" )
+ local OwnerObj = ent:GetNWEntity( "OwnerObj" )
+ if ( IsValid( OwnerObj ) ) then OwnerName = OwnerObj:Name() end
+
+ local TribeOwner = false
+ local PropOwner = "Owner: " .. OwnerName
+ local PropOwnerTribe = "Owner tribe: "
+
+ local HisTribe = GAMEMODE.FindTribeByID( ent:GetNWInt( "TribeID", 1 ) )
+ if ( HisTribe && HisTribe.pass == true ) then TribeOwner = true PropOwnerTribe = PropOwnerTribe .. HisTribe.name end
+
+ surface.SetFont( "DefaultBold" )
+ local tw = surface.GetTextSize( PropOwner )
+ local tw2 = surface.GetTextSize( PropOwnerTribe )
+
+ local w = math.max( ScrW() / 5, tw + 20, tw2 + 20 )
+ local h = ScrH() / 24
+ local x = ScrW() / 2 - w / 2
+ local y = ScrH() - ScrH() / 16
+
+ if ( TribeOwner ) then h = ScrH() / 18 end
+
+ surface.SetDrawColor( StrandedBackgroundColor )
+ surface.DrawRect( x, y, w, h )
+
+ surface.SetDrawColor( StrandedBorderColor )
+ surface.DrawOutlinedRect( x, y, w, h )
+
+ if ( TribeOwner ) then
+ draw.SimpleTextOutlined( PropOwner, "DefaultBold", x + w / 2, y + h / 4, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+ draw.SimpleTextOutlined( PropOwnerTribe, "DefaultBold", x + w / 2, y + h / 1.5, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+ else
+ draw.SimpleTextOutlined( PropOwner, "DefaultBold", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor )
+ end
+end )
+
+usermessage.Hook( "spp_addbuddy", function( um )
+ if ( !IsValid( LocalPlayer() ) || !LocalPlayer().SteamID ) then table.insert( UndoneStuff, um:ReadString() ) return end
+ table.insert( SPropProtection[ LocalPlayer():SteamID() ], um:ReadString() )
+end )
+
+usermessage.Hook( "spp_clearbuddy", function( um )
+ if ( !IsValid( LocalPlayer() ) || !LocalPlayer().SteamID ) then UndoneStuff = {} return end
+ SPropProtection[ LocalPlayer():SteamID() ] = {}
+end )
diff --git a/gamemode/spp/sh_cppi.lua b/gamemode/spp/sh_cppi.lua
new file mode 100644
index 0000000..c5bc3aa
--- /dev/null
+++ b/gamemode/spp/sh_cppi.lua
@@ -0,0 +1,87 @@
+
+function CPPI:GetName()
+ return "Simple Prop Protection"
+end
+
+function CPPI:GetVersion()
+ return SPropProtection.Version
+end
+
+function CPPI:GetInterfaceVersion()
+ return 1.1
+end
+
+function CPPI:GetNameFromUID( uid )
+ return CPPI_NOTIMPLEMENTED
+end
+
+local Player = FindMetaTable( "Player" )
+if ( !Player ) then print( "EXTREME ERROR 1" ) return end
+
+function Player:CPPIGetFriends()
+ if ( SERVER ) then
+ local Table = {}
+ for k, v in pairs( player.GetAll() ) do
+ if ( table.HasValue( SPropProtection[ self:SteamID() ], v:SteamID() ) ) then table.insert( Table, v ) end
+ end
+ return Table
+ else
+ return CPPI_NOTIMPLEMENTED
+ end
+end
+
+local Entity = FindMetaTable( "Entity" )
+if ( !Entity ) then print( "EXTREME ERROR 2" ) return end
+
+function Entity:CPPIGetOwner()
+ local Player = self:GetNetworkedEntity( "OwnerObj", false )
+ if ( SERVER ) then Player = SPropProtection[ "Props" ][ self:EntIndex() ][ 3 ] end
+ if ( !IsValid( Player ) ) then return nil, CPPI_NOTIMPLEMENTED end
+ local UID = CPPI_NOTIMPLEMENTED
+ if ( SERVER ) then UID = Player:UniqueID() end
+ return Player, UID
+end
+
+if ( SERVER ) then
+ function Entity:CPPISetOwner( ply )
+ if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end
+ return SPropProtection.PlayerMakePropOwner( ply, self )
+ end
+
+ function Entity:CPPISetOwnerUID( uid )
+ if ( !uid ) then return false end
+ local ply = player.GetByUniqueID( tostring( uid ) )
+ if ( !ply ) then return false end
+ return SPropProtection.PlayerMakePropOwner( ply, self )
+ end
+
+ function Entity:CPPICanTool( ply, toolmode )
+ if ( !IsValid( ply ) or !ply:IsPlayer() or !toolmode ) then return false end
+ return SPropProtection.PlayerCanTouch( ply, self )
+ end
+
+ function Entity:CPPICanPhysgun( ply )
+ if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end
+ if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end
+ return true
+ end
+
+ function Entity:CPPICanPickup( ply )
+ if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end
+ if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end
+ return true
+ end
+
+ function Entity:CPPICanPunt(ply)
+ if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end
+ if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end
+ return true
+ end
+end
+
+hook.Add( "Initialize", "CPPIInitGM", function()
+ function GAMEMODE:CPPIAssignOwnership( ply, ent )
+ end
+ function GAMEMODE:CPPIFriendsChanged( ply, ent )
+ end
+end )
diff --git a/gamemode/spp/sh_spp.lua b/gamemode/spp/sh_spp.lua
new file mode 100644
index 0000000..1c22943
--- /dev/null
+++ b/gamemode/spp/sh_spp.lua
@@ -0,0 +1,96 @@
+
+AddCSLuaFile( "sh_cppi.lua" )
+AddCSLuaFile( "sh_spp.lua" )
+AddCSLuaFile( "cl_init.lua" )
+
+SPropProtection = SPropProtection or {}
+SPropProtection.Version = 2
+
+CPPI = CPPI or {}
+CPPI_NOTIMPLEMENTED = 26
+CPPI_DEFER = 16
+
+include( "sh_cppi.lua" )
+
+if ( SERVER ) then
+ include( "sv_init.lua" )
+else
+ include( "cl_init.lua" )
+end
+
+/* ----------------------------------------------
+ Keep these shared, so client can predict
+------------------------------------------------ */
+
+function SPropProtection.PhysGravGunPickup( ply, ent )
+ if ( !IsValid( ent ) && ent:GetClass() != "worldspawn") then return end
+ if ( ent:GetNWString( "Owner" ) == "World" && ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 ) then return true end
+ if ( SPropProtection.PlayerCanTouch( ply, ent ) ) then return true end
+end
+/*hook.Add( "GravGunPunt", "SPropProtection.GravGunPunt", PhysGravGunPickup )
+hook.Add( "GravGunPickupAllowed", "SPropProtection.GravGunPickupAllowed", PhysGravGunPickup )
+hook.Add( "PhysgunPickup", "SPropProtection.PhysgunPickup", PhysGravGunPickup )
+hook.Add( "CanTool", "SPropProtection.CanTool", PhysGravGunPickup )*/
+
+/* ----------------------------------------------
+ SPP Console Variables
+------------------------------------------------ */
+
+if ( SPPCVars ) then return end -- Auto-Refresh protection
+
+SPPCVars = {}
+
+function CreateSPPCVar( name, def )
+ if ( SERVER ) then
+
+ table.insert( SPPCVars, "spp_" .. name )
+ CreateConVar( "spp_" .. name, def, FCVAR_ARCHIVE )
+
+ cvars.AddChangeCallback( "spp_" .. name, function( cvar, old, new )
+
+ if ( math.floor( old ) == math.floor( new ) ) then return end
+ for id, pl in pairs( player.GetAll() ) do pl:ConCommand( "spp_" .. name .. " " .. math.floor( new ) ) end
+
+ end )
+
+ else
+
+ CreateConVar( "spp_" .. name, def )
+ cvars.AddChangeCallback( "spp_" .. name, function( cvar, old, new )
+
+ if ( math.floor( old ) == math.floor( new ) ) then return end
+ timer.Destroy( "spp_update" .. name )
+ timer.Create("spp_update" .. name, 2, 1, function() RunConsoleCommand( "spp_update", name, math.floor( new ) ) end )
+
+ end )
+
+ end
+end
+
+CreateSPPCVar( "enabled", "1" )
+CreateSPPCVar( "admin", "0" )
+CreateSPPCVar( "admin_wp", "0" )
+CreateSPPCVar( "use", "1" )
+CreateSPPCVar( "entdmg", "1" )
+CreateSPPCVar( "del_disconnected", "1" )
+CreateSPPCVar( "del_adminprops", "1" )
+CreateSPPCVar( "del_delay", "120" )
+
+if ( CLIENT ) then return end
+
+concommand.Add( "spp_update", function( ply, cmd, args )
+
+ if ( !ply:IsAdmin() ) then return end
+
+ local cmd = args[ 1 ]
+ local val = args[ 2 ]
+
+ if ( math.floor( GetConVarNumber( "spp_" .. cmd ) ) == math.floor( val ) ) then return end
+
+ RunConsoleCommand( "spp_" .. cmd, math.floor( val ) )
+
+end )
+
+hook.Add( "PlayerInitialSpawn", "spp.sync_cvars", function( ply )
+ for id, cvar in pairs( SPPCVars ) do ply:ConCommand( cvar .. " " .. math.floor( GetConVarNumber( cvar ) ) ) end
+end )
diff --git a/gamemode/spp/sv_init.lua b/gamemode/spp/sv_init.lua
new file mode 100644
index 0000000..a4df311
--- /dev/null
+++ b/gamemode/spp/sv_init.lua
@@ -0,0 +1,369 @@
+
+SPropProtection[ "Props" ] = SPropProtection[ "Props" ] or {}
+
+if ( cleanup ) then
+ local Clean = cleanup.Add
+ function cleanup.Add( ply, Type, ent )
+ if ( IsValid( ent ) && ply:IsPlayer() ) then SPropProtection.PlayerMakePropOwner( ply, ent ) end
+ Clean( ply, Type, ent )
+ end
+end
+
+local Meta = FindMetaTable("Player")
+if ( Meta.AddCount ) then
+ local Backup = Meta.AddCount
+ function Meta:AddCount( Type, ent )
+ SPropProtection.PlayerMakePropOwner( self, ent )
+ Backup( self, Type, ent )
+ end
+end
+
+function SPropProtection.NofityAll( Text )
+ for k, ply in pairs( player.GetAll() ) do
+ SPropProtection.Nofity( ply, Text )
+ end
+end
+
+function SPropProtection.Nofity( ply, Text )
+ ply:SendLua("GAMEMODE:AddNotify(\"" .. Text .. "\", NOTIFY_GENERIC, 5); surface.PlaySound(\"ambient/water/drip" .. math.random(1, 4) .. ".wav\")")
+ ply:PrintMessage( HUD_PRINTCONSOLE, Text )
+end
+
+function SPropProtection.PlayerMakePropOwner( ply, ent )
+ if ( !IsValid( ent ) or ent:IsPlayer() ) then return end
+
+ if ( ply && type( ply ) == "table" ) then
+ SPropProtection[ "Props" ][ ent:EntIndex() ] = { ply.SteamID, ent }
+ ent:SetNWString( "Owner", ply.Nick )
+ ent:SetNWInt( "OwnerID", ply.EntIndex )
+ ent:SetNWInt( "TribeID", ply.Team )
+ return true
+ end
+
+ if ( !IsValid( ply ) or !ply:IsPlayer() ) then return end
+
+ SPropProtection[ "Props" ][ ent:EntIndex() ] = { ply:SteamID(), ent }
+ ent:SetNWString( "Owner", ply:Nick() )
+ ent:SetNWInt( "OwnerID", ply:EntIndex() )
+ ent:SetNWInt( "TribeID", ply:Team() )
+ gamemode.Call( "CPPIAssignOwnership", ply, ent )
+ return true
+end
+
+function SPropProtection.PlayerIsPropOwner( ply, ent )
+ if ( !IsValid( ent ) or ent:IsPlayer() ) then return false end
+ if ( !SPropProtection[ "Props" ][ ent:EntIndex() ] ) then return false end
+
+ if ( SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == ply:SteamID() && ent:GetNWString( "Owner" ) == ply:Nick() && ent:GetNWInt( "OwnerID" ) == ply:EntIndex() ) then
+ return true
+ else
+ return false
+ end
+end
+
+function SPropProtection.IsBuddy( ply, ent )
+ if ( SPropProtection.PlayerIsPropOwner( ply, ent ) ) then return true end
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end
+ if ( ply:Team() == ent:GetNWInt( "TribeID", 1 ) && GAMEMODE.FindTribeByID( ply:Team() ).password != false ) then return true end
+ if ( ent:IsPlayer() or ent:IsNPC() ) then return false end
+ if ( ent:GetNWString( "Owner" ) == "World" ) then return false end
+
+ for k, v in pairs( player.GetAll() ) do
+ if ( IsValid( v ) && v != ply ) then
+ if ( !SPropProtection[ "Props" ][ ent:EntIndex() ] ) then continue end
+ if ( SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == v:SteamID() ) then
+ if ( !SPropProtection[ v:SteamID() ] ) then return false end
+
+ if ( table.HasValue( SPropProtection[ v:SteamID() ], ply:SteamID() ) ) then
+ return true
+ else
+ return false
+ end
+ end
+ end
+ end
+end
+
+function SPropProtection.PlayerCanTouch( ply, ent )
+ if ( GetConVarNumber( "spp_enabled" ) == 0 or ent:GetClass() == "worldspawn" ) then return true end
+ if ( ent:IsPlayer() or ent:IsNPC() ) then return false end
+
+ if ( ent:GetNWString( "Owner" ) == "Everyone" && !ent:IsPlayer() ) then
+ return true
+ end
+
+ /* Stranded Plants & Respacks*/
+ local isResource = ent:GetClass() == "gms_resourcepack" or ent:GetClass() == "gms_resourcedrop" or ent:GetClass() == "gms_fridge"
+ local isPlant = ent:IsBerryBushModel() or ent:IsGrainModel() or ent:IsFoodModel()
+ if ( ( ent:GetNWString( "Owner" ) == "World" or GetConVarNumber( "spp_use" ) <= 0 ) && ( isResource or isPlant ) ) then
+ return true
+ end
+
+ if ( ( !ent:GetNWString( "Owner" ) or ent:GetNWString( "Owner" ) == "" ) && !ent:IsPlayer() ) then
+ SPropProtection.PlayerMakePropOwner( ply, ent )
+ SPropProtection.Nofity( ply, "You now own this prop" )
+ return true
+ end
+
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end
+ if ( SPropProtection.IsBuddy( ply, ent ) ) then return true end
+ if ( SPropProtection[ "Props" ][ ent:EntIndex() ] != nil && SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == ply:SteamID() ) then
+ return true
+ end
+
+ return false
+end
+
+function SPropProtection.DRemove( SteamID, PlayerName )
+ for k, v in pairs( SPropProtection[ "Props" ] ) do
+ if ( v[ 1 ] == SteamID and IsValid( v[ 2 ] ) ) then
+ v[ 2 ]:Remove()
+ SPropProtection[ "Props" ][ k ] = nil
+ end
+ end
+ SPropProtection.NofityAll( tostring( PlayerName ) .. "'s props have been cleaned up" )
+end
+
+/* Tribe PP */
+
+SPropProtection.EmptifiedTribes = SPropProtection.EmptifiedTribes or {}
+function SPropProtection.RemoveTribeProps( TribeID )
+ for k, v in pairs( SPropProtection[ "Props" ] ) do
+ if ( IsValid(v[2]) and tonumber(v[2]:GetNWInt( "TribeID" ) ) == TribeID ) then
+ v[2]:Remove()
+ SPropProtection["Props"][k] = nil
+ end
+ end
+ SPropProtection.NofityAll( "Props of " .. GAMEMODE.FindTribeByID( TribeID ).name .. " have been cleaned up" )
+ SPropProtection.EmptifiedTribes[ TribeID ] = true
+end
+
+function SPropProtection.CheckForEmptyTribes()
+ for id, t in pairs( GAMEMODE.Tribes ) do
+ if ( team.NumPlayers( id ) == 0 && t.password != false && !timer.Exists( "SPropProtection.RemoveTribeProps: " .. id ) && !SPropProtection.EmptifiedTribes[ id ] ) then
+ timer.Create( "SPropProtection.RemoveTribeProps: " .. id, GetConVarNumber( "spp_del_delay" ), 1, function() SPropProtection.RemoveTribeProps( id ) end )
+ elseif ( team.NumPlayers( id ) > 0 ) then
+ SPropProtection.EmptifiedTribes[ id ] = false
+ timer.Remove( "SPropProtection.RemoveTribeProps: " .. id )
+ end
+ end
+end
+
+function SPropProtection.TribePP( ply )
+ for k, v in pairs( SPropProtection[ "Props" ] ) do
+ if ( v[ 1 ] == ply:SteamID() && IsValid( v[ 2 ] ) ) then
+ v[ 2 ]:SetNWInt( "TribeID", ply:Team() )
+
+ timer.Remove( "SPropProtection.RemoveTribeProps: " .. ply:Team() )
+ SPropProtection.CheckForEmptyTribes()
+ end
+ end
+end
+
+/* Hooks */
+
+hook.Add( "PlayerInitialSpawn", "SPropProtection.PlayerInitialSpawn", function( ply )
+ ply:SetNWString( "SPPSteamID", string.gsub( ply:SteamID(), ":", "_" ) )
+ SPropProtection[ ply:SteamID() ] = {}
+ SPropProtection.LoadBuddies( ply )
+ SPropProtection.TribePP( ply )
+
+ timer.Remove( "SPropProtection.DRemove: " .. ply:SteamID() )
+end )
+
+hook.Add( "PlayerDisconnected", "SPropProtection.Disconnect", function( ply )
+ if ( GetConVarNumber( "spp_del_disconnected" ) == 0 ) then return end
+ if ( ply:IsAdmin() && GetConVarNumber( "spp_del_adminprops" ) <= 0 ) then return end
+ if ( GAMEMODE.FindTribeByID( ply:Team() ).password == false ) then
+ local nick = ply:Nick()
+ local id = ply:SteamID()
+ timer.Create( "SPropProtection.DRemove: " .. ply:SteamID(), GetConVarNumber( "spp_del_delay" ), 1, function() SPropProtection.DRemove( id, nick ) end )
+ end
+ SPropProtection.CheckForEmptyTribes()
+end )
+
+hook.Add( "EntityTakeDamage", "SPropProtection.EntityTakeDamage", function( ent, inflictor, attacker, amount, dmginfo )
+ if ( !IsValid( ent ) || !IsValid( attacker ) ) then return end
+ if ( string.find( ent:GetClass(), "npc_" ) ) then return end
+ if ( GetConVarNumber( "spp_entdmg" ) == 0 ) then return end
+ if ( ent:IsPlayer() or !attacker:IsPlayer() ) then return end
+ if ( !SPropProtection.PlayerCanTouch( attacker, ent ) ) then
+ local total = ent:Health() + amount
+ if ( ent:GetMaxHealth() > total ) then ent:SetMaxHealth( total ) else ent:SetHealth( total ) end
+ end
+end )
+
+hook.Add( "PlayerUse", "SPropProtection.PlayerUse", function(ply, ent)
+ if ( ent:IsValid() && GetConVarNumber( "spp_use" ) >= 1 ) then
+ return SPropProtection.PlayerCanTouch( ply, ent )
+ end
+end )
+
+hook.Add( "OnPhysgunReload", "SPropProtection.OnPhysgunReload", function( weapon, ply )
+ local tr = ply:GetEyeTrace()
+ if ( !tr.HitNonWorld or !IsValid( tr.Entity ) or tr.Entity:IsPlayer() ) then return end
+ if ( !SPropProtection.PlayerCanTouch( ply, tr.Entity ) ) then return false end
+end )
+
+hook.Add( "EntityRemoved", "SPropProtection.EntityRemoved", function( ent )
+ SPropProtection[ "Props" ][ ent:EntIndex() ] = nil
+end )
+
+hook.Add( "PlayerSpawnedSENT", "SPropProtection.PlayerSpawnedSENT", function( ply, ent )
+ SPropProtection.PlayerMakePropOwner( ply, ent )
+end )
+
+hook.Add( "PlayerSpawnedVehicle", "SPropProtection.PlayerSpawnedVehicle", function( ply, ent )
+ SPropProtection.PlayerMakePropOwner( ply, ent )
+end )
+
+hook.Add( "InitPostEntity", "spp_map_ents", function()
+ local WorldEnts = 0
+ for k, v in pairs( ents.GetAll() ) do
+ if ( !v:IsPlayer() and !v:GetNWString( "Owner", false ) ) then
+ v:SetNetworkedString( "Owner", "World" )
+ WorldEnts = WorldEnts + 1
+ end
+ end
+ MsgC( Color( 64, 176, 255 ), "\n[ Simple Prop Protection ] " .. tostring( WorldEnts ) .. " props belong to world\n\n" )
+end )
+
+/* Commands */
+
+concommand.Add( "spp_cleanup_props_left", function( ply, cmd, args )
+ if ( !ply:IsAdmin() ) then return end
+ for k1, v1 in pairs( SPropProtection[ "Props" ] ) do
+ local FoundUID = false
+ for k2, v2 in pairs( player.GetAll() ) do
+ if( v1[ 1 ] == v2:SteamID() ) then
+ FoundUID = true
+ end
+ end
+ if ( FoundUID == false and IsValid( v1[ 2 ] ) ) then
+ v1[ 2 ]:Remove()
+ SPropProtection[ "Props" ][ k1 ] = nil
+ end
+ end
+ SPropProtection.NofityAll("Disconnected players props have been cleaned up")
+end )
+
+concommand.Add( "spp_cleanup_props", function( ply, cmd, args )
+ if ( !args[1] or args[1] == "" ) then
+ for k, v in pairs( SPropProtection["Props"] ) do
+ if (v[1] == ply:SteamID()) then
+ if (v[2]:IsValid()) then
+ v[2]:Remove()
+ SPropProtection["Props"][k] = nil
+ end
+ end
+ end
+ SPropProtection.Nofity(ply, "Your props have been cleaned up")
+ elseif ( ply:IsAdmin() ) then
+ for k, v in pairs(player.GetAll()) do
+ local NWSteamID = v:GetNWString( "SPPSteamID" )
+ if ( args[1] == NWSteamID or args[2] == NWSteamID or string.find( string.Implode( " ", args ), NWSteamID ) != nil) then
+ for a, b in pairs( SPropProtection[ "Props" ] ) do
+ if ( b[1] == v:SteamID() && IsValid( b[ 2 ] ) ) then
+ b[2]:Remove()
+ SPropProtection[ "Props" ][ a ] = nil
+ end
+ end
+ SPropProtection.NofityAll( v:Nick() .. "'s props have been cleaned up" )
+ end
+ end
+ end
+ ply:SetNWInt( "plants", 0 )
+end )
+
+/* Buddies */
+
+function SPropProtection.SyncBuddies( ply )
+ for id, pl in pairs( player.GetAll() ) do
+ umsg.Start( "spp_clearbuddy", pl ) umsg.End()
+ if ( table.HasValue( SPropProtection[ ply:SteamID() ], pl:SteamID() ) ) then
+ umsg.Start( "spp_addbuddy", pl )
+ umsg.String( ply:SteamID() )
+ umsg.End()
+ end
+ end
+end
+
+function SPropProtection.LoadBuddies( ply )
+ local PData = ply:GetPData( "SPPBuddies", "" )
+ if ( PData == "" ) then return end
+ for k, v in pairs( string.Explode( ";", PData ) ) do
+ local v = string.Trim( v )
+ if ( v != "" ) then table.insert( SPropProtection[ ply:SteamID() ], v ) end
+ end
+
+ SPropProtection.SyncBuddies( ply )
+end
+
+concommand.Add( "spp_apply_buddies", function( ply, cmd, args )
+ if ( table.Count( player.GetAll() ) > 1 ) then
+ local ChangedFriends = false
+ for k, v in pairs( player.GetAll() ) do
+ local PlayersSteamID = v:SteamID()
+ local PData = ply:GetPData( "SPPBuddies", "" )
+ if ( tonumber( ply:GetInfo( "spp_buddy_" .. v:GetNWString("SPPSteamID") ) ) == 1 ) then
+ if ( !table.HasValue( SPropProtection[ ply:SteamID() ], PlayersSteamID ) ) then
+ ChangedFriends = true
+ table.insert( SPropProtection[ ply:SteamID() ], PlayersSteamID )
+ if ( PData == "" ) then
+ ply:SetPData( "SPPBuddies", PlayersSteamID .. ";")
+ else
+ ply:SetPData( "SPPBuddies", PData .. PlayersSteamID .. ";")
+ end
+ end
+ else
+ if ( table.HasValue( SPropProtection[ ply:SteamID() ], PlayersSteamID ) ) then
+ for k2, v2 in pairs( SPropProtection[ply:SteamID() ] ) do
+ if ( v2 == PlayersSteamID ) then
+ ChangedFriends = true
+ table.remove( SPropProtection[ ply:SteamID() ], k2 )
+ ply:SetPData( "SPPBuddies", string.gsub( PData, PlayersSteamID .. ";", "" ) )
+ end
+ end
+ end
+ end
+ end
+
+ if ( ChangedFriends ) then
+ local Table = {}
+ for k, v in pairs( SPropProtection[ ply:SteamID() ] ) do
+ for k2, v2 in pairs( player.GetAll() ) do
+ if ( v == v2:SteamID() ) then
+ table.insert( Table, v2 )
+ end
+ end
+ end
+ gamemode.Call( "CPPIFriendsChanged", ply, Table )
+ end
+ end
+
+ SPropProtection.SyncBuddies( ply )
+ SPropProtection.Nofity( ply, "Your buddies have been updated" )
+end )
+
+concommand.Add( "spp_clear_buddies", function( ply, cmd, args )
+ local PData = ply:GetPData( "SPPBuddies", "" )
+ if ( PData != "" ) then
+ for k, v in pairs( string.Explode( ";", PData ) ) do
+ local v = string.Trim( v )
+ if ( v != "" ) then
+ ply:ConCommand( "spp_buddy_" .. string.gsub( v, ":", "_" ) .. " 0\n" )
+ end
+ end
+ ply:SetPData( "SPPBuddies", "" )
+ end
+
+ for k, v in pairs( SPropProtection[ ply:SteamID() ] ) do
+ ply:ConCommand( "spp_buddy_" .. string.gsub( v, ":", "_" ) .. " 0\n" )
+ end
+ SPropProtection[ ply:SteamID() ] = {}
+
+ SPropProtection.SyncBuddies( ply )
+ SPropProtection.Nofity( ply, "Your buddies have been cleared" )
+end )
diff --git a/gamemode/time_weather.lua b/gamemode/time_weather.lua
new file mode 100644
index 0000000..bc34fac
--- /dev/null
+++ b/gamemode/time_weather.lua
@@ -0,0 +1,185 @@
+
+NightLight = string.byte( "a" )
+DayLight = string.byte( "m" )
+
+NextPattern = NextPattern or DayLight
+CurrentPattern = CurrentPattern or DayLight
+
+RiseTime = 300
+DayTime = 480
+SetTime = 960
+NightTime = 1200
+
+StealTime = 0
+Time = Time or RiseTime + 1
+
+IsNight = false
+
+if ( CLIENT ) then
+ timer.Simple( 5, function()
+ RunConsoleCommand( "pp_sunbeams", "0" )
+ end )
+
+ hook.Add( "RenderScreenspaceEffects", "RenderSunbeams", function()
+ if ( !render.SupportsPixelShaders_2_0() ) then return end
+ local sun = util.GetSunInfo()
+
+ if ( !sun ) then return end
+ if ( sun.obstruction == 0 ) then return end
+
+ local sunpos = EyePos() + sun.direction * 4096
+ local scrpos = sunpos:ToScreen()
+
+ local dot = ( sun.direction:Dot( EyeVector() ) - 0.8 ) * 5
+ if ( dot <= 0 ) then return end
+
+ DrawSunbeams( 0.85, 1 * dot * sun.obstruction, 0.25, scrpos.x / ScrW(), scrpos.y / ScrH() )
+ end )
+
+ timer.Create( "DayTime.TimerClient", 1, 0, function()
+ if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end
+
+ Time = Time + 1
+ if ( Time > 1440 ) then Time = 0 end
+ end )
+elseif ( SERVER ) then
+
+ RunConsoleCommand( "sv_skyname", "painted" )
+
+ local GMS_DayColorTop = Vector( 0.22, 0.51, 1.0 )
+ local GMS_DayColorBottom = Vector( 0.92, 0.93, 0.99 )
+ local GMS_DayColorDusk = Vector( 1.0, 0.2, 0.0 )
+ local GMS_Clouds = "skybox/clouds"
+ local GMS_Stars = "skybox/starfield"
+ local GMS_StarFade = 1//0.5
+ local GMS_StarScale = 1.75
+ local GMS_StarSpeed = 0.03
+ theSky = theSky or nil
+
+ hook.Add( "InitPostEntity", "gms_create_skypaint", function()
+ if ( table.Count( ents.FindByClass( "env_skypaint" ) ) >= 1 ) then theSky = ents.FindByClass( "env_skypaint" )[ 1 ] return end
+ theSky = ents.Create( "env_skypaint" )
+ theSky:Spawn()
+ end )
+
+ timer.Create( "DayTime.TimerServer", 1, 0, function()
+ if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end
+
+ Time = Time + 1
+ if ( Time > 1440 ) then Time = 0 end
+
+ //Time = CurTime() - math.floor( CurTime() / 1440 ) * 1440
+
+ for id, sun in pairs( ents.FindByClass( "env_sun" ) or {} ) do
+ sun:SetKeyValue( "pitch", math.NormalizeAngle( ( Time / 1440 * 360 ) + 90 ) )
+ sun:Activate()
+ end
+
+ local coef = 0
+ if ( Time >= NightTime && Time < RiseTime ) then // Night
+ IsNight = true
+ coef = 0
+ elseif ( Time >= RiseTime && Time < DayTime ) then // Sunrise
+ IsNight = false
+ coef = 1 - ( DayTime - Time ) / ( DayTime - RiseTime ) // Calculate progress
+ elseif ( Time >= DayTime && Time < SetTime ) then // Day
+ IsNight = false
+ coef = 1
+ elseif ( Time >= SetTime && Time < NightTime ) then // Sunset
+ IsNight = false
+ coef = ( NightTime - Time ) / ( NightTime - SetTime ) // Calculate progress
+ end
+
+ local dusk_coef = coef
+ if ( dusk_coef > 0.5 ) then
+ dusk_coef = 1 - dusk_coef
+ if ( IsValid( theSky ) ) then
+ if ( theSky:GetStarTexture() != GMS_Clouds ) then
+ theSky:SetStarTexture( GMS_Clouds )
+ theSky:SetStarScale( GMS_StarScale )
+ end
+ end
+ else
+ if ( IsValid( theSky ) ) then
+ if ( theSky:GetStarTexture() != GMS_Stars ) then
+ theSky:SetStarTexture( GMS_Stars )
+ theSky:SetStarScale( 0.5 )
+ end
+ end
+ end
+
+ if ( IsValid( theSky ) ) then
+ theSky:SetTopColor( GMS_DayColorTop * coef )
+ theSky:SetBottomColor( GMS_DayColorBottom * coef )
+ theSky:SetStarFade( GMS_StarFade * ( 0.5 - dusk_coef ) )
+ theSky:SetSunSize( 1 )
+
+ if ( IsNight ) then dusk_coef = 0 end
+ theSky:SetDuskColor( GMS_DayColorDusk * dusk_coef )
+ end
+
+ NextPattern = math.Clamp( NightLight + math.ceil( ( DayLight - NightLight ) * coef ), NightLight, DayLight )
+
+ if ( NextPattern != CurrentPattern ) then
+ for _, light in pairs( ents.FindByClass( "light_environment" ) or {} ) do
+ light:Fire( "FadeToPattern", string.char( NextPattern ) )
+ light:Activate()
+ end
+
+ //engine.LightStyle( 0, string.char( NextPattern - 1 ) )
+ //for id, ply in pairs( player.GetAll() ) do ply:SendLua( "render.RedownloadAllLightmaps()" ) end
+
+ CurrentPattern = NextPattern
+ end
+
+ if ( Time == StealTime && GetConVarNumber( "gms_night_cleanup" ) >= 1 ) then
+ local drops = ents.FindByClass( "gms_resourcedrop" )
+ local weaps = ents.FindByClass( "gms_resourcedrop" )
+ local msg = false
+
+ if ( #drops > 8 ) then for id, ent in pairs( drops ) do msg = true ent:Fadeout() end end
+ if ( #weaps > 4 ) then for id, ent in pairs( weaps ) do msg = true ent:Fadeout() end end
+
+ if ( msg ) then
+ for id, ply in pairs( player.GetAll() ) do
+ ply:SendMessage( "Something happened outside...", 5, Color( 255, 10, 10, 255 ) )
+
+ timer.Simple( 10, function()
+ ply:SendMessage( "So they dont't get stolen at night.", 5, Color( 255, 150, 150, 255 ) )
+ ply:SendMessage( "Remember to store your resources in resoucepack, ", 5, Color( 255, 150, 150, 255 ) )
+ end )
+ end
+ end
+
+ for i = 0, math.random( 2, 6 ) do
+ local zombies = #ents.FindByClass( "npc_zombie" )
+ local fzombies = #ents.FindByClass( "npc_fastzombie" )
+ if ( zombies + fzombies > 14 ) then break end
+ local pos = Vector( math.random( -6000, 6000 ), math.random( -6000, 6000 ), 1800 )
+ local tr = util.TraceLine( {
+ start = pos, endpos = pos - Vector( 0, 0, 9999 )
+ } )
+
+ if ( tr.HitWorld ) then
+ local class = "npc_zombie"
+ if ( math.random( 0, 100 ) < 25 ) then class = "npc_fastzombie" end
+ local zombie = ents.Create( class )
+ zombie:SetPos( tr.HitPos + Vector( 0, 0, 64 ) )
+ zombie:SetHealth( 128 )
+ zombie:SetNWString( "Owner", "World" )
+ zombie:SetKeyValue( "spawnflags", "1280" )
+ zombie:Spawn()
+ zombie:Fire( "Wake" )
+ zombie:Activate()
+
+ local ourEnemy = player.GetByID( math.random( 1, #player.GetAll() ) )
+ if ( IsValid( ourEnemy ) ) then
+ zombie:SetEnemy( ourEnemy )
+ zombie:SetLastPosition( ourEnemy:GetPos() )
+ zombie:SetSchedule( SCHED_FORCED_GO )
+ end
+ end
+ end
+ end
+ end )
+end
diff --git a/gamemode/unlocks.lua b/gamemode/unlocks.lua
new file mode 100644
index 0000000..25d2050
--- /dev/null
+++ b/gamemode/unlocks.lua
@@ -0,0 +1,153 @@
+
+GMS.FeatureUnlocks = {}
+
+function GMS.RegisterUnlock( tbl )
+ GMS.FeatureUnlocks[ string.Replace( tbl.Name, " ", "_" ) ] = tbl
+end
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Sprinting I"
+UNLOCK.Description = "You can now hold down shift to sprint."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Survival" ] = 4
+
+function UNLOCK.OnUnlock( ply )
+ if ( !ply:HasUnlock( "Sprinting_II" ) ) then
+ if ( ply.CROW ) then ply.CROW.speeds.run = 250 ply.CROW.speeds.sprint = 400 return end
+ GAMEMODE:SetPlayerSpeed( ply, 250, 400 )
+ end
+end
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Sprinting II"
+UNLOCK.Description = "Your movement speed has got permanent increase. Also, your sprint is now walk."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Survival" ] = 12
+
+function UNLOCK.OnUnlock( ply )
+ if ( ply.CROW ) then ply.CROW.speeds.run = 400 ply.CROW.speeds.sprint = 100 return end
+ GAMEMODE:SetPlayerSpeed( ply, 400, 100 )
+end
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Adept Survivalist"
+UNLOCK.Description = "Your max health has been increased by 50%."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Survival" ] = 16
+
+function UNLOCK.OnUnlock( ply )
+ if ( ply:GetMaxHealth() < 150 ) then ply:SetMaxHealth( 150 ) end
+ ply:Heal( 50 )
+end
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Master Survivalist"
+UNLOCK.Description = "Your max health has been increased by 33%."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Survival" ] = 32
+
+function UNLOCK.OnUnlock( ply )
+ ply:SetMaxHealth( 200 )
+ ply:Heal( 50 )
+end
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Extreme Survivalist"
+UNLOCK.Description = "You can now become a crow and fly around."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Survival" ] = 48
+
+function UNLOCK.OnUnlock( ply )
+ ply:Give( "pill_pigeon" )
+end
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Sprout Collecting"
+UNLOCK.Description = "You can now press use on a tree to attempt to loosen a sprout.\nSprouts can be planted if you have the skill, and they will grow into trees."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Lumbering" ] = 5
+UNLOCK.Req[ "Harvesting" ] = 5
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Grain Planting"
+UNLOCK.Description = "You can now plant grain."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Planting" ] = 3
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Sprout Planting"
+UNLOCK.Description = "You can now plant sprouts, which will grow into trees."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Planting" ] = 5
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Adept Farmer"
+UNLOCK.Description = "Your melon, orange and banana vines can now carry up to 2 fruits instead of one."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Planting" ] = 12
+
+GMS.RegisterUnlock( UNLOCK )
+
+----------------------------------------------------------------------------------------------------
+
+local UNLOCK = {}
+
+UNLOCK.Name = "Expert Farmer"
+UNLOCK.Description = "Your melon, orange and banana vines can now carry up to 3 fruits instead of one."
+
+UNLOCK.Req = {}
+UNLOCK.Req[ "Planting" ] = 24
+
+GMS.RegisterUnlock( UNLOCK )
diff --git a/gms_changelog.txt b/gms_changelog.txt
new file mode 100644
index 0000000..56c38a1
--- /dev/null
+++ b/gms_changelog.txt
@@ -0,0 +1,18 @@
+
+Done:
+
+To-Do:
+
+* Make sure we don't get players inside NEWLY SPAWNED BUILDINGS/PROPS
+* Tribal leader?
+
+* Change Assembling process?
+* Rewrite CROW
+* Add weather
+* Improve daynight
+* Remake UI, HUD
+* Remake scoreboard? ( we need a way to mute players )
+* Fix antlion in darkness
+* Add anti prop surfing?
+* A weapon rack?
+* Make zombies find players better?
diff --git a/gmstranded.txt b/gmstranded.txt
new file mode 100644
index 0000000..b7f30fb
--- /dev/null
+++ b/gmstranded.txt
@@ -0,0 +1,7 @@
+"gmstranded" {
+ "base" "sandbox"
+ "title" "Garry's Mod Stranded"
+ "maps" "^gms_"
+ "menusystem" "1"
+ "workshopid" "133364818"
+} \ No newline at end of file
diff --git a/icon24.png b/icon24.png
new file mode 100644
index 0000000..1232179
--- /dev/null
+++ b/icon24.png
Binary files differ
diff --git a/logo.png b/logo.png
new file mode 100644
index 0000000..92553d3
--- /dev/null
+++ b/logo.png
Binary files differ