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Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua')
-rw-r--r--ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua101
1 files changed, 0 insertions, 101 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua b/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua
deleted file mode 100644
index 476c1c8..0000000
--- a/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua
+++ /dev/null
@@ -1,101 +0,0 @@
--- Variables that are used on both client and server
-SWEP.Gun = ("m9k_honeybadger") -- 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 Submachine Guns"
-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 = "AAC Honey Badger" -- Weapon name (Shown on HUD)
-SWEP.Slot = 2 -- Slot in the weapon selection menu
-SWEP.SlotPos = 43 -- 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 = 50 -- 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 = "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 = 70
-SWEP.ViewModelFlip = false
-SWEP.ViewModel = "models/weapons/v_aacbadger.mdl" -- Weapon view model
-SWEP.WorldModel = "models/weapons/w_aac_honeybadger.mdl" -- Weapon world model
-SWEP.Base = "bobs_scoped_base"
-SWEP.Spawnable = true
-SWEP.AdminSpawnable = true
-
-SWEP.Primary.Sound = Sound("Weapon_HoneyB.single") -- script that calls the primary fire sound
-SWEP.Primary.RPM = 791 -- 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 = .5 -- Maximum up recoil (rise)
-SWEP.Primary.KickDown = .3 -- Maximum down recoil (skeet)
-SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
-SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-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.ScopeZoom = 3.5
-SWEP.Secondary.UseACOG = false -- Choose one scope type
-SWEP.Secondary.UseMilDot = false -- 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 = true
-
-SWEP.data = {}
-SWEP.data.ironsights = 1
-SWEP.ScopeScale = 0.7
-
-SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
-SWEP.Primary.Damage = 24 --base damage per bullet
-SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
-SWEP.Primary.IronAccuracy = .014 -- ironsight accuracy, should be the same for shotguns
-
--- enter iron sight info and bone mod info below
-
-SWEP.IronSightsPos = Vector(-3.096, -3.695, 0.815)
-SWEP.IronSightsAng = Vector(0.039, 0, 0)
-SWEP.SightsPos = Vector(-3.096, -3.695, 0.815)
-SWEP.SightsAng = Vector(0.039, 0, 0)
-SWEP.RunSightsPos = Vector(4.094, -2.454, -0.618)
-SWEP.RunSightsAng = Vector(-8.957, 53.188, -9.195)
-
-SWEP.WElements = {
- ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.671, 0.832, -8.141), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} },
- ["scope"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-2.543, 0.463, 1.733), angle = Angle(-180, 90, 0), size = Vector(1.45,1.45,1.45), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["lense+"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.041, 0.832, -8.1), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
-}
-
-SWEP.VElements = {
- ["aimpoint"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "Gun", rel = "", pos = Vector(0.228, 7.487, -4.416), angle = Angle(0, 180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
- ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "Gun", rel = "aimpoint", pos = Vector(0.298, 4.546, 6.756), angle = Angle(0, 90, 38.293), size = Vector(0.024, 0.024, 0.024), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
-}
-
-
-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