diff options
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua')
| -rw-r--r-- | ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua | 125 |
1 files changed, 0 insertions, 125 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua b/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua deleted file mode 100644 index 3d23239..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua +++ /dev/null @@ -1,125 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_minigun") -- 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 Machine 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 = "M134 Minigun" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 37 -- 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 = "crossbow" -- 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 = 65 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_minigunvulcan.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m134_minigun.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("BlackVulcan.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 3500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 100 -- Size of a clip -SWEP.Primary.DefaultClip = 200 -- Bullets you start with -SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.6 -- 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.Secondary.IronFOV = 0 -- 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 = 25 -- Base damage per bullet -SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.RunSightsPos = Vector(0, -11.148, -8.033) -SWEP.RunSightsAng = Vector(55.082, 0, 0) - -if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then - SWEP.Primary.ClipSize = 100 -- Size of a clip - SWEP.Primary.DefaultClip = 200 -- Bullets you start with -else - SWEP.Primary.ClipSize = 300 -- Size of a clip - SWEP.Primary.DefaultClip = 600 -- Bullets you start with -end - -function SWEP:Reload() - - self.Weapon:DefaultReload(ACT_VM_RELOAD) - if !self.Owner:IsNPC() then - self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end - if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then - -- When the current clip < full clip and the rest of your ammo > 0, then - self.Owner:SetFOV( 0, 0.3 ) - -- Zoom = 0 - self:SetIronsights(false) - -- Set the ironsight to false - self.Weapon:SetNWBool("Reloading", true) - end - local waitdammit = (self.Owner:GetViewModel():SequenceDuration()) - self:MiniGunIdle(waitdammit) -end - -function SWEP:MiniGunIdle(wait) - timer.Simple(wait + .05, function() - if self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", false) - if SERVER then - self.Weapon:SendWeaponAnim( ACT_VM_IDLE ) - else return end end - end) -end - -function SWEP:IronSight() - - if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then // If you run then - self.Weapon:SetNextPrimaryFire(CurTime()+0.5) // Make it so you can't shoot for another quarter second - self.IronSightsPos = self.RunSightsPos // Hold it down - self.IronSightsAng = self.RunSightsAng // Hold it down - self:SetIronsights(true, self.Owner) // Set the ironsight true - self.Owner:SetFOV( 0, 0.3 ) // Reset FOV - end - - if self.Owner:KeyReleased(IN_SPEED) then // If you stop running then - self:SetIronsights(false, self.Owner) // Set the ironsight true - self.Owner:SetFOV( 0, 0.3 ) // Reset FOV - 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 |
