diff options
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua')
| -rw-r--r-- | ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua | 316 |
1 files changed, 0 insertions, 316 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua b/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua deleted file mode 100644 index 2de2a9d..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua +++ /dev/null @@ -1,316 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_dbarrel") -- must be the name of your swep but NO CAPITALS! -if (GetConVar(SWEP.Gun.."_allowed")) != nil then - if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end -end -SWEP.Category = "M9K Shotguns" -SWEP.Author = "" -SWEP.Contact = "" -SWEP.Purpose = "" -SWEP.Instructions = "" -SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models -SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models -SWEP.PrintName = "Double Barrel Shotgun" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 21 -- Position in the slot -SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter -SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box -SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? -SWEP.DrawCrosshair = true -- set false if you want no crosshair -SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better -SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up -SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon -SWEP.HoldType = "shotgun" -- how others view you carrying the weapon --- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive --- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_doublebarrl.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_double_barrel_shotgun.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Double_Barrel.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 180 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 2 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun --- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets - -SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.ShellTime = .5 - -SWEP.Primary.NumShots = 18 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 10 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns --- Because irons don't magically give you less pellet spread! - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(0, 0, 0) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(0, 0, 0) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(11.475, -7.705, -2.787) -SWEP.RunSightsAng = Vector(0.574, 51.638, 5.737) - -SWEP.Secondary.Sound = Sound("dbarrel_dblast") - -local PainMulti = 1 - -if GetConVar("M9KDamageMultiplier") == nil then - PainMulti = 1 - print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1.") -else - PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat() - if PainMulti < 0 then - PainMulti = PainMulti * -1 - print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti) - end -end - -function NewM9KDamageMultiplierDB(cvar, previous, new) - print("multiplier has been changed ") - if GetConVar("M9KDamageMultiplier") == nil then - PainMulti = 1 - print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1, you will notice no changes.") - else - PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat() - if PainMulti < 0 then - PainMulti = PainMulti * -1 - end - end -end -cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplierDB) - -function SWEP:SecondaryAttack() - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - if (timer.Exists(timerName)) then return end - - if self:CanPrimaryAttack() and self.Owner:IsPlayer() then - if self.Weapon:Clip1() == 2 then - if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then - self:ShootBulletInformation2() - self.Weapon:TakePrimaryAmmo(2) - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) - self.Weapon:EmitSound(self.Secondary.Sound) - --self.Owner:ViewPunch(Angle(-15, math.Rand(-20,-25), 0)) - - local fx = EffectData() - fx:SetEntity(self.Weapon) - fx:SetOrigin(self.Owner:GetShootPos()) - fx:SetNormal(self.Owner:GetAimVector()) - fx:SetAttachment(self.MuzzleAttachment) - if GetConVar("M9KGasEffect") != nil then - if GetConVar("M9KGasEffect"):GetBool() then - util.Effect("m9k_rg_muzzle_rifle",fx) - end - end - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self.Owner:MuzzleFlash() - self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60)) - self:CheckWeaponsAndAmmo() - self.RicochetCoin = (math.random(1,8)) - if self.BoltAction then self:BoltBack() end - end - elseif self.Weapon:Clip1() == 1 then - self.Weapon:PrimaryAttack() - self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60)) - elseif self.Weapon:Clip1() == 0 then - self:Reload() - end - end -end - -function SWEP:PrimaryAttack() - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - if (timer.Exists(timerName)) then return end - if self:CanPrimaryAttack() and self.Owner:IsPlayer() then - if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then - self:ShootBulletInformation() - self.Weapon:TakePrimaryAmmo(1) - - if self.Silenced then - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED ) - self.Weapon:EmitSound(self.Primary.SilencedSound) - else - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) - self.Weapon:EmitSound(self.Primary.Sound) - end - - local fx = EffectData() - fx:SetEntity(self.Weapon) - fx:SetOrigin(self.Owner:GetShootPos()) - fx:SetNormal(self.Owner:GetAimVector()) - fx:SetAttachment(self.MuzzleAttachment) - if GetConVar("M9KGasEffect") != nil then - if GetConVar("M9KGasEffect"):GetBool() then - util.Effect("m9k_rg_muzzle_rifle",fx) - end - end - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self.Owner:MuzzleFlash() - self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) - self:CheckWeaponsAndAmmo() - self.RicochetCoin = (math.random(1,4)) - if self.BoltAction then self:BoltBack() end - end - elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then - self:ShootBulletInformation() - self.Weapon:TakePrimaryAmmo(1) - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) - self.Weapon:EmitSound(self.Primary.Sound) - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self.Owner:MuzzleFlash() - self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) - self.RicochetCoin = (math.random(1,4)) - end -end - - -function SWEP:ShootBulletInformation2() - - local CurrentDamage - local CurrentRecoil - local CurrentCone - local basedamage - - CurrentCone = self.Primary.Spread - - local damagedice = math.Rand(.85,1.3) - - basedamage = PainMulti * self.Primary.Damage - CurrentDamage = basedamage * damagedice - CurrentRecoil = self.Primary.Recoil - - self:ShootBullet(CurrentDamage, CurrentRecoil, 31, .06) - -end - -/*--------------------------------------------------------- - Name: SWEP:Reload() - Desc: Reload is being pressed. ----------------------------------------------------------*/ -function SWEP:Reload() - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - if not self.Owner:IsPlayer() then return end - - local maxcap = self.Primary.ClipSize - local spaceavail = self.Weapon:Clip1() - local shellz = (maxcap) - (spaceavail) + 1 - - if (timer.Exists("ShotgunReload")) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end - - if self.Owner:IsPlayer() then - - self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- wait one second before you can shoot again - self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim - self.Owner:SetAnimation( PLAYER_RELOAD ) - - self.Owner.NextReload = CurTime() + 1 - - if (SERVER) then - self.Owner:SetFOV( 0, 0.15 ) - self:SetIronsights(false) - end - - if SERVER and self.Owner:Alive() then - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - timer.Create(timerName, - (self.ShellTime + .05), - shellz, - function() if not IsValid(self) then return end - if IsValid(self.Owner) and IsValid(self.Weapon) then - if self.Owner:Alive() then - self:InsertShell() - end - end end) - end - - elseif self.Owner:IsNPC() then - self.Weapon:DefaultReload(ACT_VM_RELOAD) - end - -end - -function SWEP:Think() - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - if not self.Owner:IsPlayer() then return end - if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - --if the owner presses shoot while the timer is in effect, then... - -- if (self.Owner:KeyPressed(IN_ATTACK)) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then - -- if self:CanPrimaryAttack() then --well first, if we actually can attack, then... - -- timer.Destroy(timerName) -- kill the timer, and - -- self:PrimaryAttack()-- ATTAAAAACK! - -- end - -- end - - if self.InsertingShell == true and self.Owner:Alive() then - vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works! - vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer? - vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess? - self.InsertingShell = false -- You get paid for this, what's your excuse? - end - - self:IronSight() - -end - -function SWEP:InsertShell() - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - if not self.Owner:IsPlayer() then return end - - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - if self.Owner:Alive() then - local curwep = self.Owner:GetActiveWeapon() - if curwep:GetClass() != self.Gun then - timer.Destroy(timerName) - return end - - if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then - -- if clip is full or ammo is out, then... - self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim - timer.Destroy(timerName) -- kill the timer - self.Weapon:SetNextPrimaryFire(CurTime()+.55) - self.Weapon:SetNextSecondaryFire(CurTime()+.55) - elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then - self.InsertingShell = true --well, I tried! - timer.Simple( .05, function() self:ShellAnimCaller() end) - self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan - self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire - end - else - timer.Destroy(timerName) -- kill the timer - end - -end - -if GetConVar("M9KDefaultClip") == nil then - print("M9KDefaultClip is missing! You may have hit the lua limit!") -else - if GetConVar("M9KDefaultClip"):GetInt() != -1 then - SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt() - end -end - -if GetConVar("M9KUniqueSlots") != nil then - if not (GetConVar("M9KUniqueSlots"):GetBool()) then - SWEP.SlotPos = 2 - end -end
\ No newline at end of file |
