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-rw-r--r--ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua316
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