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Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_an94/shared.lua')
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_an94/shared.lua167
1 files changed, 0 insertions, 167 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua b/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua
deleted file mode 100644
index 801f127..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua
+++ /dev/null
@@ -1,167 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_an94") -- must be the name of your swep but NO CAPITALS!
-if (GetConVar(SWEP.Gun.."_allowed")) != nil then
- if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
-end
-SWEP.Category = "M9K Assault Rifles"
-SWEP.Author = ""
-SWEP.Contact = ""
-SWEP.Purpose = ""
-SWEP.Instructions = ""
-SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
-SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
-SWEP.PrintName = "AN-94" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 25 -- Position in the slot
-SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
-SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
-SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
-SWEP.DrawCrosshair = true -- set false if you want no crosshair
-SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
-SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
-SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
-SWEP.HoldType = "ar2" -- how others view you carrying the weapon
--- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
--- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
-
-SWEP.ViewModelFOV = 55
-SWEP.ViewModelFlip = true
-SWEP.ViewModel = "models/weapons/v_rif_an_94.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_rif_an_94.mdl" -- Weapon world model
-SWEP.ShowWorldModel = true
-SWEP.Base = "bobs_gun_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-SWEP.FiresUnderwater = false
-
-SWEP.Primary.Sound = Sound("an94.Single") -- Script that calls the primary fire sound
-SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
-SWEP.Primary.ClipSize = 30 -- Size of a clip
-SWEP.Primary.DefaultClip = 60 -- Bullets you start with
-SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
-SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
--- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
-
-SWEP.SelectiveFire = true
-
-SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
-
-SWEP.data = {} --The starting firemode
-SWEP.data.ironsights = 1
-
-SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 31 -- Base damage per bullet
-SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
-
--- Enter iron sight info and bone mod info below
-SWEP.IronSightsPos = Vector(4.552, 0, 3.062)
-SWEP.IronSightsAng = Vector(0.93, -0.5, 0)
-SWEP.SightsPos = Vector(4.552, 0, 3.062)
-SWEP.SightsAng = Vector(0.93, -0.5, 0)
-SWEP.RunSightsPos = Vector(-5.277, -8.584, 2.598)
-SWEP.RunSightsAng = Vector(-12.954, -52.088, 0)
-
-SWEP.Primary.Burst = false
-
-function SWEP:SelectFireMode()
-
- if self.Primary.Burst then
- self.Primary.Burst = false
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- self.Primary.NumShots = 1
- self.Primary.Sound = Sound("an94.single")
- self.Primary.Automatic = true
- else
- self.Primary.Burst = true
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Burst fire selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- self.Primary.NumShots = 2
- self.Primary.Sound = Sound("an94.double")
- self.Primary.Automatic = false
- end
-end
-
-SWEP.Primary.PrevShots = SWEP.Primary.NumShots
-
-function SWEP:PrimaryAttack()
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- self.ShootThese = self.Primary.NumShots
-
- if self.Primary.Burst then
- if self.Primary.NumShots > self.Owner:GetActiveWeapon():Clip1() then
- self.Primary.NumShots = 1
- self.ShootThese = 1
- self.Primary.Sound = Sound("an94.single")
- else
- self.Primary.NumShots = 2
- self.ShootThese = 2
- self.Primary.Sound = Sound("an94.double")
- end
- end
-
-
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(self.ShootThese)
-
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
- self.Weapon:EmitSound(self.Primary.SilencedSound)
- else
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- end
-
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,4))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(self.ShootThese)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self.RicochetCoin = (math.random(1,4))
- end
-end
-
-if GetConVar("M9KDefaultClip") == nil then
- print("M9KDefaultClip is missing! You may have hit the lua limit!")
-else
- if GetConVar("M9KDefaultClip"):GetInt() != -1 then
- SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
- end
-end
-
-if GetConVar("M9KUniqueSlots") != nil then
- if not (GetConVar("M9KUniqueSlots"):GetBool()) then
- SWEP.SlotPos = 2
- end
-end \ No newline at end of file