diff options
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_an94/shared.lua')
| -rw-r--r-- | ftp_gmstranded/entities/weapons/m9k_an94/shared.lua | 167 |
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 |
