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-rw-r--r--entities/weapons/m9k_scoped_taurus/shared.lua85
1 files changed, 85 insertions, 0 deletions
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