diff options
Diffstat (limited to 'ftp_gmstranded/entities/weapons/m9k_usas/shared.lua')
| -rw-r--r-- | ftp_gmstranded/entities/weapons/m9k_usas/shared.lua | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua new file mode 100644 index 0000000..d62387d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua @@ -0,0 +1,149 @@ +-- Variables that are used on both client and server +SWEP.Gun = ("m9k_usas") -- 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 = "USAS" -- Weapon name (Shown on HUD) +SWEP.Slot = 3 -- Slot in the weapon selection menu +SWEP.SlotPos = 29 -- 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 = 70 +SWEP.ViewModelFlip = true +SWEP.ViewModel = "models/weapons/v_usas12_shot.mdl" -- Weapon view model +SWEP.WorldModel = "models/weapons/w_usas_12.mdl" -- Weapon world model +SWEP.Base = "bobs_gun_base" +SWEP.Spawnable = true +SWEP.AdminSpawnable = true + +SWEP.Primary.Sound = Sound("Weapon_usas.Single") -- Script that calls the primary fire sound +SWEP.Primary.RPM = 260 -- This is in Rounds Per Minute +SWEP.Primary.ClipSize = 20 -- Size of a clip +SWEP.Primary.DefaultClip = 60 -- Bullets you start with +SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) +SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) +SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock) +SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false +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.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 = 10 -- How many bullets to shoot per trigger pull +SWEP.Primary.Damage = 7 -- Base damage per bullet +SWEP.Primary.Spread = .048 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) +SWEP.Primary.IronAccuracy = .048 -- Ironsight accuracy, should be the same for shotguns + +-- Enter iron sight info and bone mod info below +SWEP.IronSightsPos = Vector(4.519, -2.159, 1.039) +SWEP.IronSightsAng = Vector(0.072, 0.975, 0) +SWEP.SightsPos = Vector(4.519, -2.159, 1.039) +SWEP.SightsAng = Vector(0.072, 0.975, 0) +SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) +SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) + +SWEP.ReloadPos = Vector (-3.0328, 0, 1.888) +SWEP.ReloadsAng = Vector (-24.2146, -36.522, 10) + +SWEP.WElements = { + ["fix2"] = { type = "Model", model = "models/hunter/blocks/cube025x05x025.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.416, 2.073, -5.571), angle = Angle(0, 0, -90), size = Vector(0.899, 0.118, 0.1), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, + ["magfix"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.482, 1.389, 0.078), angle = Angle(-8.098, 0, 0), size = Vector(0.2, 0.589, 0.589), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } +} + +function SWEP:Reload() + + if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and (self.Owner:GetAmmoCount("buckshot") > 0 ) and not (self.Weapon:GetNWBool("Reloading")) then + self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) + self.Weapon:SetNWBool("Reloading", true) + if SERVER and !self.Owner:IsNPC() then + self.ResetSights = CurTime() + 1.65 + self.Owner:SetFOV( 0, 0.3 ) + self:SetIronsights(false) + end + timer.Simple(.65, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if IsValid(self.Owner) and self.Weapon:GetClass() == self.Gun then + self.Weapon:EmitSound(Sound("Weapon_usas.draw")) + end + end) + timer.Simple(.8, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if IsValid(self.Owner) and self.Weapon != nil then self:ReloadFinish() end end) + end + +end + +function SWEP:ReloadFinish() +if not IsValid(self) then return end + if IsValid(self.Owner) and self.Weapon != nil then + if self.Owner:Alive() and self.Weapon:GetClass() == self.Gun then + self.Weapon:DefaultReload(ACT_SHOTGUN_RELOAD_FINISH) + + if !self.Owner:IsNPC() then + self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() + end + if SERVER and self.Weapon != nil then + if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then + self.Owner:SetFOV( 0, 0.3 ) + self:SetIronsights(false) + end + + local waitdammit = (self.Owner:GetViewModel():SequenceDuration()) + timer.Simple(waitdammit + .1, + function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if self.Weapon == nil then return end + self.Weapon:SetNWBool("Reloading", false) + if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then + if CLIENT then return end + if self.Scoped == false then + self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 ) + self.IronSightsPos = self.SightsPos -- Bring it up + self.IronSightsAng = self.SightsAng -- Bring it up + self:SetIronsights(true, self.Owner) + self.DrawCrosshair = false + else return end + elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then + self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- 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 ) + else return end + end) + end + end + 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 |
