diff options
Diffstat (limited to 'ftp_gmstranded/entities/weapons')
133 files changed, 0 insertions, 12159 deletions
diff --git a/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua b/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua deleted file mode 100644 index 0ac5a6d..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua +++ /dev/null @@ -1,74 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("bobs_blacklisted") -SWEP.Category = "" -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 = "you're holding a blacklisted weapon!" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 1 -- Position in the slot -SWEP.DrawAmmo = false -- 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 = false -- set false if you want no crosshair -SWEP.Weight = 0 -- rank relative ot other weapons. bigger is better -SWEP.AutoSwitchTo = false -- Auto switch to if we pick it up -SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon -SWEP.HoldType = "normal" -- 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.SelectiveFire = false - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_hands.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_suitcase_passenger.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = false -SWEP.AdminSpawnable = false -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = ("") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 1 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 0 -- Size of a clip -SWEP.Primary.DefaultClip = 0 -- Bullets you start with -SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "false" -- 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 = 0 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 0 -- Base damage per bullet -SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns - --- 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 (0,0,0) -SWEP.RunSightsAng = Vector (0,0,0) - -SWEP.BlackListed = true - -function SWEP:PrimaryAttack() -self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED") -end -function SWEP:SecondaryAttack() -self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED") -end - -function SWEP:Think() -end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua deleted file mode 100644 index 6e182de..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua +++ /dev/null @@ -1,1359 +0,0 @@ --- //Variables that are used on both client and server -SWEP.Category = "" -SWEP.Gun = "" -SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob" -SWEP.Contact = "" -SWEP.Purpose = "" -SWEP.Instructions = "" -SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models -SWEP.DrawCrosshair = true -- Hell no, crosshairs r 4 nubz! -SWEP.ViewModelFOV = 65 -- How big the gun will look -SWEP.ViewModelFlip = true -- True for CSS models, False for HL2 models - -SWEP.Spawnable = false -SWEP.AdminSpawnable = false - -SWEP.Primary.Sound = Sound("") -- Sound of the gun -SWEP.Primary.Round = ("") -- What kind of bullet? -SWEP.Primary.Cone = 0.2 -- Accuracy of NPCs -SWEP.Primary.Recoil = 10 -SWEP.Primary.Damage = 10 -SWEP.Primary.Spread = .01 --define from-the-hip accuracy (1 is terrible, .0001 is exact) -SWEP.Primary.NumShots = 1 -SWEP.Primary.RPM = 0 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 0 -- Size of a clip -SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0 -- Maximum side recoil (koolaid) -SWEP.Primary.Automatic = true -- Automatic/Semi Auto -SWEP.Primary.Ammo = "none" -- What kind of ammo - --- SWEP.Secondary.ClipSize = 0 -- Size of a clip --- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip --- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto -SWEP.Secondary.Ammo = "" ---//HAHA! GOTCHA, YA BASTARD! - --- SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more! - -SWEP.Penetration = true -SWEP.Ricochet = true -SWEP.MaxRicochet = 1 -SWEP.RicochetCoin = 1 -SWEP.BoltAction = false -SWEP.Scoped = false -SWEP.ShellTime = .35 -SWEP.Tracer = 0 -SWEP.CanBeSilenced = false -SWEP.Silenced = false -SWEP.NextSilence = 0 -SWEP.SelectiveFire = false -SWEP.NextFireSelect = 0 -SWEP.OrigCrossHair = true - -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 NewM9KDamageMultiplier(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 - print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti) - end - end -end -cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplier) - -function NewDefClips(cvar, previous, new) - print("Default clip multiplier has changed. A server restart will be required for these changes to take effect.") -end -cvars.AddChangeCallback("M9KDefaultClip", NewDefClips) - -if GetConVar("M9KDefaultClip") == nil then - print("M9KDefaultClip is missing! You may have hit the lua limit!") -else - if GetConVar("M9KDefaultClip"):GetInt() >= 0 then - print("M9K Weapons will now spawn with "..GetConVar("M9KDefaultClip"):GetFloat().." clips.") - else - print("Default clips will be not be modified") - end -end - -SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696) -SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0) - -SWEP.VElements = {} -SWEP.WElements = {} - -function SWEP:Initialize() - self.Reloadaftershoot = 0 -- Can't reload when firing - self:SetHoldType(self.HoldType) - self.OrigCrossHair = self.DrawCrosshair - if SERVER and self.Owner:IsNPC() then - self:SetNPCMinBurst(3) - self:SetNPCMaxBurst(10) -- None of this really matters but you need it here anyway - self:SetNPCFireRate(1/(self.Primary.RPM/60)) - -- //self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD ) - end - - if CLIENT then - - -- // Create a new table for every weapon instance - self.VElements = table.FullCopy( self.VElements ) - self.WElements = table.FullCopy( self.WElements ) - self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods ) - - self:CreateModels(self.VElements) -- create viewmodels - self:CreateModels(self.WElements) -- create worldmodels - - -- // init view model bone build function - if IsValid(self.Owner) and self.Owner:IsPlayer() then - if self.Owner:Alive() then - local vm = self.Owner:GetViewModel() - if IsValid(vm) then - self:ResetBonePositions(vm) - -- // Init viewmodel visibility - if (self.ShowViewModel == nil or self.ShowViewModel) then - vm:SetColor(Color(255,255,255,255)) - else - -- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing - vm:SetMaterial("Debug/hsv") - end - end - - end - end - - end - - if CLIENT then - local oldpath = "vgui/hud/name" -- the path goes here - local newpath = string.gsub(oldpath, "name", self.Gun) - self.WepSelectIcon = surface.GetTextureID(newpath) - end - -end - -function SWEP:Equip() - self:SetHoldType(self.HoldType) -end - -function SWEP:Deploy() - self:SetIronsights(false, self.Owner) -- Set the ironsight false - self:SetHoldType(self.HoldType) - - if self.Silenced then - self.Weapon:SendWeaponAnim( ACT_VM_DRAW_SILENCED ) - else - self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) - end - - self.Weapon:SetNWBool("Reloading", false) - - if !self.Owner:IsNPC() and self.Owner != nil then - if self.ResetSights and self.Owner:GetViewModel() != nil then - self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() - end - end - return true -end - -function SWEP:Holster() - - if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then - local vm = self.Owner:GetViewModel() - if IsValid(vm) then - self:ResetBonePositions(vm) - end - end - - return true -end - -function SWEP:OnRemove() - - if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then - local vm = self.Owner:GetViewModel() - if IsValid(vm) then - self:ResetBonePositions(vm) - end - end - -end - -function SWEP:GetCapabilities() - return CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1 -end - -function SWEP:Precache() - util.PrecacheSound(self.Primary.Sound) - util.PrecacheModel(self.ViewModel) - util.PrecacheModel(self.WorldModel) -end - -function SWEP:PrimaryAttack() - OkaySoFar = true - if not IsValid(self) then - OkaySoFar = false - else if not IsValid(self.Weapon) then - OkaySoFar = false - else if not IsValid(self.Owner) then - OkaySoFar = false - end end end - - if not OkaySoFar 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:CheckWeaponsAndAmmo() - if SERVER and self.Weapon != nil and (GetConVar("M9KWeaponStrip"):GetBool()) then - if self.Weapon:Clip1() == 0 && self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) == 0 then - timer.Simple(.1, function() if SERVER then if not IsValid(self) then return end - if self.Owner == nil then return end - self.Owner:StripWeapon(self.Gun) - end end) - end - end -end - - -/*--------------------------------------------------------- - Name: SWEP:ShootBulletInformation() - Desc: This func add the damage, the recoil, the number of shots and the cone on the bullet. ------------------------------------------------------*/ -function SWEP:ShootBulletInformation() - - local CurrentDamage - local CurrentRecoil - local CurrentCone - local basedamage - - if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then - CurrentCone = self.Primary.IronAccuracy - else - CurrentCone = self.Primary.Spread - end - local damagedice = math.Rand(.85,1.3) - - basedamage = PainMulti * self.Primary.Damage - CurrentDamage = basedamage * damagedice - CurrentRecoil = self.Primary.Recoil - - -- //Player is aiming - if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then - self:ShootBullet(CurrentDamage, CurrentRecoil / 6, self.Primary.NumShots, CurrentCone) - -- //Player is not aiming - else - if IsValid(self) then - if IsValid(self.Weapon) then - if IsValid(self.Owner) then - self:ShootBullet(CurrentDamage, CurrentRecoil, self.Primary.NumShots, CurrentCone) - end - end - end - end - -end - -/*--------------------------------------------------------- - Name: SWEP:ShootBullet() - Desc: A convenience func to shoot bullets. ------------------------------------------------------*/ -local TracerName = "Tracer" - -function SWEP:ShootBullet(damage, recoil, num_bullets, aimcone) - - num_bullets = num_bullets or 1 - aimcone = aimcone or 0 - - self:ShootEffects() - - if self.Tracer == 1 then - TracerName = "Ar2Tracer" - elseif self.Tracer == 2 then - TracerName = "AirboatGunHeavyTracer" - else - TracerName = "Tracer" - end - - local bullet = {} - bullet.Num = num_bullets - bullet.Src = self.Owner:GetShootPos() -- Source - bullet.Dir = self.Owner:GetAimVector() -- Dir of bullet - bullet.Spread = Vector(aimcone, aimcone, 0) -- Aim Cone - bullet.Tracer = 3 -- Show a tracer on every x bullets - bullet.TracerName = TracerName - bullet.Force = damage * 0.25 -- Amount of force to give to phys objects - bullet.Damage = damage - bullet.Callback = function(attacker, tracedata, dmginfo) - return self:RicochetCallback(0, attacker, tracedata, dmginfo) - end - if IsValid(self) then - if IsValid(self.Weapon) then - if IsValid(self.Owner) then - self.Owner:FireBullets(bullet) - end - end - end - -- //if SERVER and !self.Owner:IsNPC() then - -- // local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0) - -- // self.Owner:ViewPunch(anglo) - - -- // local eyes = self.Owner:EyeAngles() - -- // eyes.pitch = eyes.pitch + anglo.pitch - -- // eyes.yaw = eyes.yaw + anglo.yaw - -- // if game.SinglePlayer() then self.Owner:SetEyeAngles(eyes) end - -- //end - - local anglo1 = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0) - self.Owner:ViewPunch(anglo1) - - if SERVER and game.SinglePlayer() and !self.Owner:IsNPC() then - local offlineeyes = self.Owner:EyeAngles() - offlineeyes.pitch = offlineeyes.pitch + anglo1.pitch - offlineeyes.yaw = offlineeyes.yaw + anglo1.yaw - if GetConVar("M9KDynamicRecoil"):GetBool() then - self.Owner:SetEyeAngles(offlineeyes) - end - end - - if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then - local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0) - - local eyes = self.Owner:EyeAngles() - eyes.pitch = eyes.pitch + (anglo.pitch/3) - eyes.yaw = eyes.yaw + (anglo.yaw/3) - if GetConVar("M9KDynamicRecoil"):GetBool() then - self.Owner:SetEyeAngles(eyes) - end - end - -end - -/*--------------------------------------------------------- - Name: SWEP:RicochetCallback() ------------------------------------------------------*/ - -function SWEP:RicochetCallback(bouncenum, attacker, tr, dmginfo) - - if not IsFirstTimePredicted() then - return {damage = false, effects = false} - end - - local PenetrationChecker = false - - if GetConVar("M9KDisablePenetration") == nil then - PenetrationChecker = false - else - PenetrationChecker = GetConVar("M9KDisablePenetration"):GetBool() - end - - if PenetrationChecker then return {damage = true, effects = DoDefaultEffect} end - - bulletmiss = {} - bulletmiss[1]=Sound("weapons/fx/nearmiss/bulletLtoR03.wav") - bulletmiss[2]=Sound("weapons/fx/nearmiss/bulletLtoR04.wav") - bulletmiss[3]=Sound("weapons/fx/nearmiss/bulletLtoR06.wav") - bulletmiss[4]=Sound("weapons/fx/nearmiss/bulletLtoR07.wav") - bulletmiss[5]=Sound("weapons/fx/nearmiss/bulletLtoR09.wav") - bulletmiss[6]=Sound("weapons/fx/nearmiss/bulletLtoR10.wav") - bulletmiss[7]=Sound("weapons/fx/nearmiss/bulletLtoR13.wav") - bulletmiss[8]=Sound("weapons/fx/nearmiss/bulletLtoR14.wav") - - local DoDefaultEffect = true - if (tr.HitSky) then return end - - // -- Can we go through whatever we hit? - if (self.Penetration) and (self:BulletPenetrate(bouncenum, attacker, tr, dmginfo)) then - return {damage = true, effects = DoDefaultEffect} - end - - // -- Your screen will shake and you'll hear the savage hiss of an approaching bullet which passing if someone is shooting at you. - if (tr.MatType != MAT_METAL) then - if (SERVER) then - util.ScreenShake(tr.HitPos, 5, 0.1, 0.5, 64) - sound.Play(table.Random(bulletmiss), tr.HitPos, 75, math.random(75,150), 1) - end - - if self.Tracer == 0 or self.Tracer == 1 or self.Tracer == 2 then - local effectdata = EffectData() - effectdata:SetOrigin(tr.HitPos) - effectdata:SetNormal(tr.HitNormal) - effectdata:SetScale(20) - util.Effect("AR2Impact", effectdata) - elseif self.Tracer == 3 then - local effectdata = EffectData() - effectdata:SetOrigin(tr.HitPos) - effectdata:SetNormal(tr.HitNormal) - effectdata:SetScale(20) - util.Effect("StunstickImpact", effectdata) - end - - return - end - - if (self.Ricochet == false) then return {damage = true, effects = DoDefaultEffect} end - - if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo - self.MaxRicochet = 12 - elseif self.Primary.Ammo == "pistol" then -- pistols - self.MaxRicochet = 2 - elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets - self.MaxRicochet = 4 - elseif self.Primary.Ammo == "smg1" then -- smgs - self.MaxRicochet = 5 - elseif self.Primary.Ammo == "ar2" then -- assault rifles - self.MaxRicochet = 8 - elseif self.Primary.Ammo == "buckshot" then -- shotguns - self.MaxRicochet = 1 - elseif self.Primary.Ammo == "slam" then -- secondary shotguns - self.MaxRicochet = 1 - elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet - self.MaxRicochet = 8 - end - - if (bouncenum > self.MaxRicochet) then return end - - // -- Bounce vector - local trace = {} - trace.start = tr.HitPos - trace.endpos = trace.start + (tr.HitNormal * 16384) - - local trace = util.TraceLine(trace) - - local DotProduct = tr.HitNormal:Dot(tr.Normal * -1) - - local ricochetbullet = {} - ricochetbullet.Num = 1 - ricochetbullet.Src = tr.HitPos + (tr.HitNormal * 5) - ricochetbullet.Dir = ((2 * tr.HitNormal * DotProduct) + tr.Normal) + (VectorRand() * 0.05) - ricochetbullet.Spread = Vector(0, 0, 0) - ricochetbullet.Tracer = 1 - ricochetbullet.TracerName = "m9k_effect_mad_ricochet_trace" - ricochetbullet.Force = dmginfo:GetDamage() * 0.15 - ricochetbullet.Damage = dmginfo:GetDamage() * 0.5 - ricochetbullet.Callback = function(a, b, c) - if (self.Ricochet) then - local impactnum - if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end - return self:RicochetCallback(bouncenum + impactnum, a, b, c) end - end - - timer.Simple(0, function() attacker:FireBullets(ricochetbullet) end) - - return {damage = true, effects = DoDefaultEffect} -end - - -/*--------------------------------------------------------- - Name: SWEP:BulletPenetrate() ------------------------------------------------------*/ -function SWEP:BulletPenetrate(bouncenum, attacker, tr, paininfo) - - local MaxPenetration - - if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo - MaxPenetration = 20 - elseif self.Primary.Ammo == "pistol" then -- pistols - MaxPenetration = 9 - elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets - MaxPenetration = 12 - elseif self.Primary.Ammo == "smg1" then -- smgs - MaxPenetration = 14 - elseif self.Primary.Ammo == "ar2" then -- assault rifles - MaxPenetration = 16 - elseif self.Primary.Ammo == "buckshot" then -- shotguns - MaxPenetration = 5 - elseif self.Primary.Ammo == "slam" then -- secondary shotguns - MaxPenetration = 5 - elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet - MaxPenetration = 17 - else - MaxPenetration = 14 - end - - local DoDefaultEffect = true - // -- Don't go through metal, sand or player - - if self.Primary.Ammo == "pistol" or - self.Primary.Ammo == "buckshot" or - self.Primary.Ammo == "slam" then self.Ricochet = true - else - if self.RicochetCoin == 1 then - self.Ricochet = true - elseif self.RicochetCoin >= 2 then - self.Ricochet = false - end - end - - if self.Primary.Ammo == "SniperPenetratedRound" then self.Ricochet = true end - - if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo - self.MaxRicochet = 10 - elseif self.Primary.Ammo == "pistol" then -- pistols - self.MaxRicochet = 2 - elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets - self.MaxRicochet = 5 - elseif self.Primary.Ammo == "smg1" then -- smgs - self.MaxRicochet = 4 - elseif self.Primary.Ammo == "ar2" then -- assault rifles - self.MaxRicochet = 5 - elseif self.Primary.Ammo == "buckshot" then -- shotguns - self.MaxRicochet = 0 - elseif self.Primary.Ammo == "slam" then -- secondary shotguns - self.MaxRicochet = 0 - elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet - self.MaxRicochet = 8 - end - - if (tr.MatType == MAT_METAL and self.Ricochet == true and self.Primary.Ammo != "SniperPenetratedRound" ) then return false end - - // -- Don't go through more than 3 times - if (bouncenum > self.MaxRicochet) then return false end - - // -- Direction (and length) that we are going to penetrate - local PenetrationDirection = tr.Normal * MaxPenetration - - if (tr.MatType == MAT_GLASS or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_WOOD or tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then - PenetrationDirection = tr.Normal * (MaxPenetration * 2) - end - - local trace = {} - trace.endpos = tr.HitPos - trace.start = tr.HitPos + PenetrationDirection - trace.mask = MASK_SHOT - trace.filter = {self.Owner} - - local trace = util.TraceLine(trace) - - // -- Bullet didn't penetrate. - if (trace.StartSolid or trace.Fraction >= 1.0 or tr.Fraction <= 0.0) then return false end - - // -- Damage multiplier depending on surface - local fDamageMulti = 0.5 - - if self.Primary.Ammo == "SniperPenetratedRound" then - fDamageMulti = 1 - elseif(tr.MatType == MAT_CONCRETE or tr.MatType == MAT_METAL) then - fDamageMulti = 0.3 - elseif (tr.MatType == MAT_WOOD or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_GLASS) then - fDamageMulti = 0.8 - elseif (tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then - fDamageMulti = 0.9 - end - - local damagedice = math.Rand(.85,1.3) - local newdamage = self.Primary.Damage * damagedice - - // -- Fire bullet from the exit point using the original trajectory - local penetratedbullet = {} - penetratedbullet.Num = 1 - penetratedbullet.Src = trace.HitPos - penetratedbullet.Dir = tr.Normal - penetratedbullet.Spread = Vector(0, 0, 0) - penetratedbullet.Tracer = 2 - penetratedbullet.TracerName = "m9k_effect_mad_penetration_trace" - penetratedbullet.Force = 5 - penetratedbullet.Damage = paininfo:GetDamage() * fDamageMulti - penetratedbullet.Callback = function(a, b, c) if (self.Ricochet) then - local impactnum - if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end - return self:RicochetCallback(bouncenum + impactnum, a,b,c) end end - - timer.Simple(0, function() if attacker != nil then attacker:FireBullets(penetratedbullet) end end) - - return true -end - - -function SWEP:SecondaryAttack() - return false -end - -function SWEP:Reload() - if not IsValid(self) then return end if not IsValid(self.Owner) then return end - - if self.Owner:IsNPC() then - self.Weapon:DefaultReload(ACT_VM_RELOAD) - return end - - if self.Owner:KeyDown(IN_USE) then return end - - if self.Silenced then - self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED) - else - self.Weapon:DefaultReload(ACT_VM_RELOAD) - end - - if !self.Owner:IsNPC() then - if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else - self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() - end - end - - if SERVER and self.Weapon != nil then - 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()) - timer.Simple(waitdammit + .1, - function() - 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 - if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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 - -function SWEP:PostReloadScopeCheck() - 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 - if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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 - -function SWEP:Silencer() - - if self.NextSilence > CurTime() then return end - - if self.Weapon != nil then - self.Owner:SetFOV( 0, 0.3 ) - self:SetIronsights(false) - self.Weapon:SetNWBool("Reloading", true) -- i know we're not reloading but it works - end - - if self.Silenced then - self:SendWeaponAnim(ACT_VM_DETACH_SILENCER) - self.Silenced = false - elseif not self.Silenced then - self:SendWeaponAnim(ACT_VM_ATTACH_SILENCER) - self.Silenced = true - end - - siltimer = CurTime() + (self.Owner:GetViewModel():SequenceDuration()) + 0.1 - if self.Weapon:GetNextPrimaryFire() <= siltimer then - self.Weapon:SetNextPrimaryFire(siltimer) - end - self.NextSilence = siltimer - - timer.Simple( ((self.Owner:GetViewModel():SequenceDuration()) + 0.1), - function() - if self.Weapon != nil then - 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 - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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 - -function SWEP:SelectFireMode() - - if self.Primary.Automatic then - self.Primary.Automatic = false - self.NextFireSelect = CurTime() + .5 - if CLIENT then - self.Owner:PrintMessage(HUD_PRINTTALK, "Semi-automatic selected.") - end - self.Weapon:EmitSound("Weapon_AR2.Empty") - else - self.Primary.Automatic = true - self.NextFireSelect = CurTime() + .5 - if CLIENT then - self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.") - end - self.Weapon:EmitSound("Weapon_AR2.Empty") - end -end - - -/*--------------------------------------------------------- -IronSight ------------------------------------------------------*/ -function SWEP:IronSight() - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - - if !self.Owner:IsNPC() then - if self.ResetSights and CurTime() >= self.ResetSights then - self.ResetSights = nil - - if self.Silenced then - self:SendWeaponAnim(ACT_VM_IDLE_SILENCED) - else - self:SendWeaponAnim(ACT_VM_IDLE) - end - end end - - if self.CanBeSilenced and self.NextSilence < CurTime() then - if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then - self:Silencer() - end - end - - if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then - if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then - self:SelectFireMode() - end - end - --- //copy this... - if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you are running - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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 ) - self.DrawCrosshair = false - end - - if self.Owner:KeyReleased (IN_SPEED) then -- If you release run then - self:SetIronsights(false, self.Owner) -- Set the ironsight true - self.Owner:SetFOV( 0, 0.3 ) - self.DrawCrosshair = self.OrigCrossHair - end -- Shoulder the gun - --- //down to this - if !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then - -- //If the key E (Use Key) is not pressed, then - - if self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) 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 - -- //Set the ironsight true - - if CLIENT then return end - end - end - - if self.Owner:KeyReleased(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then - -- //If the right click is released, then - self.Owner:SetFOV( 0, 0.3 ) - self.DrawCrosshair = self.OrigCrossHair - self:SetIronsights(false, self.Owner) - -- //Set the ironsight false - - if CLIENT then return end - end - - if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then - self.SwayScale = 0.05 - self.BobScale = 0.05 - else - self.SwayScale = 1.0 - self.BobScale = 1.0 - end -end - -/*--------------------------------------------------------- -Think ------------------------------------------------------*/ -function SWEP:Think() - -self:IronSight() - -end - -/*--------------------------------------------------------- -GetViewModelPosition ------------------------------------------------------*/ -local IRONSIGHT_TIME = 0.3 --- //Time to enter in the ironsight mod - -function SWEP:GetViewModelPosition(pos, ang) - - if (not self.IronSightsPos) then return pos, ang end - - local bIron = self.Weapon:GetNWBool("M9K_Ironsights") - - if (bIron != self.bLastIron) then - self.bLastIron = bIron - self.fIronTime = CurTime() - - end - - local fIronTime = self.fIronTime or 0 - - if (not bIron and fIronTime < CurTime() - IRONSIGHT_TIME) then - return pos, ang - end - - local Mul = 1.0 - - if (fIronTime > CurTime() - IRONSIGHT_TIME) then - Mul = math.Clamp((CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1) - - if not bIron then Mul = 1 - Mul end - end - - local Offset = self.IronSightsPos - - if (self.IronSightsAng) then - ang = ang * 1 - ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul) - ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul) - ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul) - end - - local Right = ang:Right() - local Up = ang:Up() - local Forward = ang:Forward() - - pos = pos + Offset.x * Right * Mul - pos = pos + Offset.y * Forward * Mul - pos = pos + Offset.z * Up * Mul - - return pos, ang -end - -/*--------------------------------------------------------- -SetIronsights ------------------------------------------------------*/ -function SWEP:SetIronsights(b) - self.Weapon:SetNWBool("M9K_Ironsights", b) -end - -function SWEP:GetIronsights() - return self.Weapon:GetNWBool("M9K_Ironsights") -end - - -if CLIENT then - - SWEP.vRenderOrder = nil - function SWEP:ViewModelDrawn() - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - local vm = self.Owner:GetViewModel() - if !IsValid(vm) then return end - - if (!self.VElements) then return end - - self:UpdateBonePositions(vm) - - if (!self.vRenderOrder) then - - -- // we build a render order because sprites need to be drawn after models - self.vRenderOrder = {} - - for k, v in pairs( self.VElements ) do - if (v.type == "Model") then - table.insert(self.vRenderOrder, 1, k) - elseif (v.type == "Sprite" or v.type == "Quad") then - table.insert(self.vRenderOrder, k) - end - end - - end - - for k, name in ipairs( self.vRenderOrder ) do - - local v = self.VElements[name] - if (!v) then self.vRenderOrder = nil break end - if (v.hide) then continue end - - local model = v.modelEnt - local sprite = v.spriteMaterial - - if (!v.bone) then continue end - - local pos, ang = self:GetBoneOrientation( self.VElements, v, vm ) - - if (!pos) then continue end - - if (v.type == "Model" and IsValid(model)) then - - model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) - ang:RotateAroundAxis(ang:Up(), v.angle.y) - ang:RotateAroundAxis(ang:Right(), v.angle.p) - ang:RotateAroundAxis(ang:Forward(), v.angle.r) - - model:SetAngles(ang) - -- //model:SetModelScale(v.size) - local matrix = Matrix() - matrix:Scale(v.size) - model:EnableMatrix( "RenderMultiply", matrix ) - - if (v.material == "") then - model:SetMaterial("") - elseif (model:GetMaterial() != v.material) then - model:SetMaterial( v.material ) - end - - if (v.skin and v.skin != model:GetSkin()) then - model:SetSkin(v.skin) - end - - if (v.bodygroup) then - for k, v in pairs( v.bodygroup ) do - if (model:GetBodygroup(k) != v) then - model:SetBodygroup(k, v) - end - end - end - - if (v.surpresslightning) then - render.SuppressEngineLighting(true) - end - - render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) - render.SetBlend(v.color.a/255) - model:DrawModel() - render.SetBlend(1) - render.SetColorModulation(1, 1, 1) - - if (v.surpresslightning) then - render.SuppressEngineLighting(false) - end - - elseif (v.type == "Sprite" and sprite) then - - local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z - render.SetMaterial(sprite) - render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) - - elseif (v.type == "Quad" and v.draw_func) then - - local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z - ang:RotateAroundAxis(ang:Up(), v.angle.y) - ang:RotateAroundAxis(ang:Right(), v.angle.p) - ang:RotateAroundAxis(ang:Forward(), v.angle.r) - - cam.Start3D2D(drawpos, ang, v.size) - v.draw_func( self ) - cam.End3D2D() - - end - - end - - end - - SWEP.wRenderOrder = nil - function SWEP:DrawWorldModel() - - if (self.ShowWorldModel == nil or self.ShowWorldModel) then - self:DrawModel() - end - - if (!self.WElements) then return end - - if (!self.wRenderOrder) then - - self.wRenderOrder = {} - - for k, v in pairs( self.WElements ) do - if (v.type == "Model") then - table.insert(self.wRenderOrder, 1, k) - elseif (v.type == "Sprite" or v.type == "Quad") then - table.insert(self.wRenderOrder, k) - end - end - - end - - if (IsValid(self.Owner)) then - bone_ent = self.Owner - else - -- // when the weapon is dropped - bone_ent = self - end - - for k, name in pairs( self.wRenderOrder ) do - - local v = self.WElements[name] - if (!v) then self.wRenderOrder = nil break end - if (v.hide) then continue end - - local pos, ang - - if (v.bone) then - pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent ) - else - pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" ) - end - - if (!pos) then continue end - - local model = v.modelEnt - local sprite = v.spriteMaterial - - if (v.type == "Model" and IsValid(model)) then - - model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) - ang:RotateAroundAxis(ang:Up(), v.angle.y) - ang:RotateAroundAxis(ang:Right(), v.angle.p) - ang:RotateAroundAxis(ang:Forward(), v.angle.r) - - model:SetAngles(ang) - -- //model:SetModelScale(v.size) - local matrix = Matrix() - matrix:Scale(v.size) - model:EnableMatrix( "RenderMultiply", matrix ) - - if (v.material == "") then - model:SetMaterial("") - elseif (model:GetMaterial() != v.material) then - model:SetMaterial( v.material ) - end - - if (v.skin and v.skin != model:GetSkin()) then - model:SetSkin(v.skin) - end - - if (v.bodygroup) then - for k, v in pairs( v.bodygroup ) do - if (model:GetBodygroup(k) != v) then - model:SetBodygroup(k, v) - end - end - end - - if (v.surpresslightning) then - render.SuppressEngineLighting(true) - end - - render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) - render.SetBlend(v.color.a/255) - model:DrawModel() - render.SetBlend(1) - render.SetColorModulation(1, 1, 1) - - if (v.surpresslightning) then - render.SuppressEngineLighting(false) - end - - elseif (v.type == "Sprite" and sprite) then - - local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z - render.SetMaterial(sprite) - render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) - - elseif (v.type == "Quad" and v.draw_func) then - - local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z - ang:RotateAroundAxis(ang:Up(), v.angle.y) - ang:RotateAroundAxis(ang:Right(), v.angle.p) - ang:RotateAroundAxis(ang:Forward(), v.angle.r) - - cam.Start3D2D(drawpos, ang, v.size) - v.draw_func( self ) - cam.End3D2D() - - end - - end - - end - - function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override ) - - local bone, pos, ang - if (tab.rel and tab.rel != "") then - - local v = basetab[tab.rel] - - if (!v) then return end - - -- // Technically, if there exists an element with the same name as a bone - -- // you can get in an infinite loop. Let's just hope nobody's that stupid. - pos, ang = self:GetBoneOrientation( basetab, v, ent ) - - if (!pos) then return end - - pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z - ang:RotateAroundAxis(ang:Up(), v.angle.y) - ang:RotateAroundAxis(ang:Right(), v.angle.p) - ang:RotateAroundAxis(ang:Forward(), v.angle.r) - - else - - bone = ent:LookupBone(bone_override or tab.bone) - - if (!bone) then return end - - pos, ang = Vector(0,0,0), Angle(0,0,0) - local m = ent:GetBoneMatrix(bone) - if (m) then - pos, ang = m:GetTranslation(), m:GetAngles() - end - - if (IsValid(self.Owner) and self.Owner:IsPlayer() and - ent == self.Owner:GetViewModel() and self.ViewModelFlip) then - ang.r = -ang.r --// Fixes mirrored models - end - - end - - return pos, ang - end - - function SWEP:CreateModels( tab ) - - if (!tab) then return end - - -- // Create the clientside models here because Garry says we can't do it in the render hook - for k, v in pairs( tab ) do - if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and - string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then - - v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE) - if (IsValid(v.modelEnt)) then - v.modelEnt:SetPos(self:GetPos()) - v.modelEnt:SetAngles(self:GetAngles()) - v.modelEnt:SetParent(self) - v.modelEnt:SetNoDraw(true) - v.createdModel = v.model - else - v.modelEnt = nil - end - - elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite) - and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then - - local name = v.sprite.."-" - local params = { ["$basetexture"] = v.sprite } - -- // make sure we create a unique name based on the selected options - local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" } - for i, j in pairs( tocheck ) do - if (v[j]) then - params["$"..j] = 1 - name = name.."1" - else - name = name.."0" - end - end - - v.createdSprite = v.sprite - v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params) - - end - end - - end - - local allbones - local hasGarryFixedBoneScalingYet = false - - function SWEP:UpdateBonePositions(vm) - - if self.ViewModelBoneMods then - - if (!vm:GetBoneCount()) then return end - - -- // !! WORKAROUND !! --// - -- // We need to check all model names :/ - local loopthrough = self.ViewModelBoneMods - if (!hasGarryFixedBoneScalingYet) then - allbones = {} - for i=0, vm:GetBoneCount() do - local bonename = vm:GetBoneName(i) - if (self.ViewModelBoneMods[bonename]) then - allbones[bonename] = self.ViewModelBoneMods[bonename] - else - allbones[bonename] = { - scale = Vector(1,1,1), - pos = Vector(0,0,0), - angle = Angle(0,0,0) - } - end - end - - loopthrough = allbones - end - //!! ----------- !! -- - - for k, v in pairs( loopthrough ) do - local bone = vm:LookupBone(k) - if (!bone) then continue end - - -- // !! WORKAROUND !! --// - local s = Vector(v.scale.x,v.scale.y,v.scale.z) - local p = Vector(v.pos.x,v.pos.y,v.pos.z) - local ms = Vector(1,1,1) - if (!hasGarryFixedBoneScalingYet) then - local cur = vm:GetBoneParent(bone) - while(cur >= 0) do - local pscale = loopthrough[vm:GetBoneName(cur)].scale - ms = ms * pscale - cur = vm:GetBoneParent(cur) - end - end - - s = s * ms - //!! ----------- !! -- - - if vm:GetManipulateBoneScale(bone) != s then - vm:ManipulateBoneScale( bone, s ) - end - if vm:GetManipulateBoneAngles(bone) != v.angle then - vm:ManipulateBoneAngles( bone, v.angle ) - end - if vm:GetManipulateBonePosition(bone) != p then - vm:ManipulateBonePosition( bone, p ) - end - end - else - self:ResetBonePositions(vm) - end - - end - - function SWEP:ResetBonePositions(vm) - - if (!vm:GetBoneCount()) then return end - for i=0, vm:GetBoneCount() do - vm:ManipulateBoneScale( i, Vector(1, 1, 1) ) - vm:ManipulateBoneAngles( i, Angle(0, 0, 0) ) - vm:ManipulateBonePosition( i, Vector(0, 0, 0) ) - end - - end - - /************************** - Global utility code - **************************/ - - -- // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference). - -- // Does not copy entities of course, only copies their reference. - -- // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop - function table.FullCopy( tab ) - - if (!tab) then return nil end - - local res = {} - for k, v in pairs( tab ) do - if (type(v) == "table") then - res[k] = table.FullCopy(v) --// recursion ho! - elseif (type(v) == "Vector") then - res[k] = Vector(v.x, v.y, v.z) - elseif (type(v) == "Angle") then - res[k] = Angle(v.p, v.y, v.r) - else - res[k] = v - end - end - - return res - - end - -end - diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua deleted file mode 100644 index cb3dfa3..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua +++ /dev/null @@ -1,9 +0,0 @@ -include('shared.lua') - -SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD) -SWEP.Slot = 4 // Slot in the weapon selection menu -SWEP.SlotPos = 1 // Position in the slot -SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair -SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box -SWEP.BounceWeaponIcon = true // Should the weapon icon bounce? -SWEP.CSMuzzleFlashes = true
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua deleted file mode 100644 index 3f157ab..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua +++ /dev/null @@ -1,17 +0,0 @@ -AddCSLuaFile( "cl_init.lua" ) -AddCSLuaFile( "shared.lua" ) - -include('shared.lua') - -SWEP.Weight = 30 // Decides whether we should switch from/to this -SWEP.AutoSwitchTo = true // Auto switch to if we pick it up -SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon - --- function SWEP:Initialize() --- end - -function SWEP:OnRemove() -end - - - diff --git a/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua deleted file mode 100644 index 762ca4c..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua +++ /dev/null @@ -1,461 +0,0 @@ --- Variables that are used on both client and server -SWEP.Category = "" -SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob" -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.DrawCrosshair = true -SWEP.ViewModelFOV = 65 -SWEP.ViewModelFlip = true - -SWEP.Base = "bobs_gun_base" - -SWEP.Spawnable = false -SWEP.AdminSpawnable = false - -SWEP.Primary.Sound = Sound("") -- Sound of the gun -SWEP.Primary.Round = ("") -- What kind of bullet? -SWEP.Primary.RPM = 0 -- This is in Rounds Per Minute -SWEP.Primary.Cone = 0.15 -- Accuracy of NPCs -SWEP.Primary.Recoil = 10 -SWEP.Primary.Damage = 10 -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.NumShots = 1 -SWEP.Primary.ClipSize = 0 -- Size of a clip -SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic/Semi Auto -SWEP.Primary.Ammo = "none" -- What kind of ammo - --- SWEP.Secondary.ClipSize = 0 -- Size of a clip --- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip --- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto if -SWEP.Secondary.Ammo = "" - -SWEP.Secondary.ScopeZoom = 0 -SWEP.Secondary.UseACOG = false -SWEP.Secondary.UseMilDot = false -SWEP.Secondary.UseSVD = false -SWEP.Secondary.UseParabolic = false -SWEP.Secondary.UseElcan = false -SWEP.Secondary.UseGreenDuplex = false - -SWEP.Scoped = true - -SWEP.BoltAction = false - -SWEP.Penetration = true -SWEP.Ricochet = true -SWEP.MaxRicochet = 10 - -SWEP.Tracer = 0 - -SWEP.data = {} -- The starting firemode -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.5 -SWEP.ReticleScale = 0.5 -SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696) -SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0) - -function SWEP:Initialize() - self.Weapon:SetNWBool("Reloading", false) - util.PrecacheSound(self.Primary.Sound) - if CLIENT then - - -- We need to get these so we can scale everything to the player's current resolution. - local iScreenWidth = surface.ScreenWidth() - local iScreenHeight = surface.ScreenHeight() - - -- The following code is only slightly riped off from Night Eagle - -- These tables are used to draw things like scopes and crosshairs to the HUD. - -- so DONT GET RID OF IT! - - self.ScopeTable = {} - self.ScopeTable.l = iScreenHeight*self.ScopeScale - self.ScopeTable.x1 = 0.5*(iScreenWidth + self.ScopeTable.l) - self.ScopeTable.y1 = 0.5*(iScreenHeight - self.ScopeTable.l) - self.ScopeTable.x2 = self.ScopeTable.x1 - self.ScopeTable.y2 = 0.5*(iScreenHeight + self.ScopeTable.l) - self.ScopeTable.x3 = 0.5*(iScreenWidth - self.ScopeTable.l) - self.ScopeTable.y3 = self.ScopeTable.y2 - self.ScopeTable.x4 = self.ScopeTable.x3 - self.ScopeTable.y4 = self.ScopeTable.y1 - self.ScopeTable.l = (iScreenHeight + 1)*self.ScopeScale -- I don't know why this works, but it does. - - self.QuadTable = {} - self.QuadTable.x1 = 0 - self.QuadTable.y1 = 0 - self.QuadTable.w1 = iScreenWidth - self.QuadTable.h1 = 0.5*iScreenHeight - self.ScopeTable.l - self.QuadTable.x2 = 0 - self.QuadTable.y2 = 0.5*iScreenHeight + self.ScopeTable.l - self.QuadTable.w2 = self.QuadTable.w1 - self.QuadTable.h2 = self.QuadTable.h1 - self.QuadTable.x3 = 0 - self.QuadTable.y3 = 0 - self.QuadTable.w3 = 0.5*iScreenWidth - self.ScopeTable.l - self.QuadTable.h3 = iScreenHeight - self.QuadTable.x4 = 0.5*iScreenWidth + self.ScopeTable.l - self.QuadTable.y4 = 0 - self.QuadTable.w4 = self.QuadTable.w3 - self.QuadTable.h4 = self.QuadTable.h3 - - self.LensTable = {} - self.LensTable.x = self.QuadTable.w3 - self.LensTable.y = self.QuadTable.h1 - self.LensTable.w = 2*self.ScopeTable.l - self.LensTable.h = 2*self.ScopeTable.l - - self.ReticleTable = {} - self.ReticleTable.wdivider = 3.125 - self.ReticleTable.hdivider = 1.7579/self.ReticleScale -- Draws the texture at 512 when the resolution is 1600x900 - self.ReticleTable.x = (iScreenWidth/2)-((iScreenHeight/self.ReticleTable.hdivider)/2) - self.ReticleTable.y = (iScreenHeight/2)-((iScreenHeight/self.ReticleTable.hdivider)/2) - self.ReticleTable.w = iScreenHeight/self.ReticleTable.hdivider - self.ReticleTable.h = iScreenHeight/self.ReticleTable.hdivider - - self.FilterTable = {} - self.FilterTable.wdivider = 3.125 - self.FilterTable.hdivider = 1.7579/1.35 - self.FilterTable.x = (iScreenWidth/2)-((iScreenHeight/self.FilterTable.hdivider)/2) - self.FilterTable.y = (iScreenHeight/2)-((iScreenHeight/self.FilterTable.hdivider)/2) - self.FilterTable.w = iScreenHeight/self.FilterTable.hdivider - self.FilterTable.h = iScreenHeight/self.FilterTable.hdivider - - - end - if SERVER then - self:SetNPCMinBurst(3) - self:SetNPCMaxBurst(10) - self:SetNPCFireRate(1) - --self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD ) - end - self:SetHoldType(self.HoldType) - - if CLIENT then - - -- // Create a new table for every weapon instance - self.VElements = table.FullCopy( self.VElements ) - self.WElements = table.FullCopy( self.WElements ) - self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods ) - - self:CreateModels(self.VElements) -- create viewmodels - self:CreateModels(self.WElements) -- create worldmodels - - -- // init view model bone build function - if IsValid(self.Owner) and self.Owner:IsPlayer() then - if self.Owner:Alive() then - local vm = self.Owner:GetViewModel() - if IsValid(vm) then - self:ResetBonePositions(vm) - -- // Init viewmodel visibility - if (self.ShowViewModel == nil or self.ShowViewModel) then - vm:SetColor(Color(255,255,255,255)) - else - -- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing - vm:SetMaterial("Debug/hsv") - end - end - - end - end - - end - - if CLIENT then - local oldpath = "vgui/hud/name" -- the path goes here - local newpath = string.gsub(oldpath, "name", self.Gun) - self.WepSelectIcon = surface.GetTextureID(newpath) - end - -end - -function SWEP:BoltBack() - if self.Weapon:Clip1() > 0 or self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then - timer.Simple(.25, function() - if SERVER and self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", true) - if self.Weapon:GetClass() == self.Gun then - if(self:GetIronsights() == true) then - self.Owner:SetFOV( 0, 0.3 ) - self:SetIronsights(false) - self.Owner:DrawViewModel(true) - end - local boltactiontime = (self.Owner:GetViewModel():SequenceDuration()) - timer.Simple(boltactiontime + .1, - function() if SERVER and self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", false) - if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self.DrawCrosshair = false - self:SetIronsights(true, self.Owner) - self.Owner:DrawViewModel(false) - end - end - end) - end - else return end end ) - end -end - -function SWEP:Reload() - - if self.Owner:KeyDown(IN_USE) then return end - - self.Weapon:DefaultReload(ACT_VM_RELOAD) - if !self.Owner:IsNPC() then - self.Idle = 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) - if CLIENT then return end - self.Owner:DrawViewModel(true) - end - - local waitdammit - if self.Owner:GetViewModel() == nil then - waitdammit = 3 - else - waitdammit = (self.Owner:GetViewModel():SequenceDuration()) - end - timer.Simple(waitdammit + .1, function() - if self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", false) - if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - if CLIENT then return end - self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self.DrawCrosshair = false - self:SetIronsights(true, self.Owner) - self.Owner:DrawViewModel(false) - elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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, 0.2 ) - else return end - end end) -end - -function SWEP:PostReloadScopeCheck() - if self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", false) - if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - if CLIENT then return end - self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self.DrawCrosshair = false - self:SetIronsights(true, self.Owner) - self.Owner:DrawViewModel(false) - elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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, 0.2 ) - else return end - end -end - - -/*--------------------------------------------------------- -IronSight ----------------------------------------------------------*/ -function SWEP:IronSight() - - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - - if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then - if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then - self:SelectFireMode() - end - end - - if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then return end - - if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E and you can shoot then - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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, 0.2 ) - end - - if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E or run then - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end -- Lower the gun - end - - if self.Owner:KeyReleased(IN_USE) || self.Owner:KeyReleased (IN_SPEED) then -- If you release E then - self:SetIronsights(false, self.Owner) -- Set the ironsight true - self.DrawCrosshair = self.XHair - end - - - if self.Owner:KeyPressed(IN_SPEED) || self.Owner:KeyPressed(IN_USE) then -- If you run then - self.Owner:SetFOV( 0, 0.2 ) - self.DrawCrosshair = false - if CLIENT then return end - self.Owner:DrawViewModel(true) - end - - if self.Owner:KeyPressed(IN_ATTACK2) and !self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then - self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self.DrawCrosshair = false - self:SetIronsights(true, self.Owner) - if CLIENT then return end - self.Owner:DrawViewModel(false) - elseif self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) and self.Owner:KeyDown(IN_SPEED) then - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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, 0.2 ) - end - - if (self.Owner:KeyReleased(IN_ATTACK2) || self.Owner:KeyDown(IN_SPEED)) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then - self.Owner:SetFOV( 0, 0.2 ) - self:SetIronsights(false, self.Owner) - self.DrawCrosshair = self.XHair - -- Set the ironsight false - if CLIENT then return end - self.Owner:DrawViewModel(true) - end - - if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then - self.SwayScale = 0.05 - self.BobScale = 0.05 - else - self.SwayScale = 1.0 - self.BobScale = 1.0 - end -end - -function SWEP:DrawHUD() - - - if self.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) and (!self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_USE)) then - - if self.Secondary.UseACOG then - -- Draw the FAKE SCOPE THANG - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - - -- Draw the CHEVRON - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_acogchevron")) - surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h) - - -- Draw the ACOG REFERENCE LINES - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_acogcross")) - surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h) - end - - if self.Secondary.UseMilDot then - -- Draw the MIL DOT SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_scopesight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - end - - if self.Secondary.UseSVD then - -- Draw the SVD SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_svdsight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - end - - if self.Secondary.UseParabolic then - -- Draw the PARABOLIC SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_parabolicsight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - end - - if self.Secondary.UseElcan then - -- Draw the RETICLE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_elcanreticle")) - surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h) - - -- Draw the ELCAN SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_elcansight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - end - - if self.Secondary.UseGreenDuplex then - -- Draw the RETICLE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_nvgilluminatedduplex")) - surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h) - - -- Draw the SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - end - - if self.Secondary.UseAimpoint then - -- Draw the RETICLE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/aimpoint")) - surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h) - - -- Draw the SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight")) - surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h) - - end - - if self.Secondary.UseMatador then - - -- Draw the SCOPE - surface.SetDrawColor(0, 0, 0, 255) - surface.SetTexture(surface.GetTextureID("scope/rocketscope")) - surface.DrawTexturedRect(self.LensTable.x-1, self.LensTable.y, self.LensTable.w, self.LensTable.h) - - end - - end -end - -function SWEP:AdjustMouseSensitivity() - - if self.Owner:KeyDown(IN_ATTACK2) then - return (1/(self.Secondary.ScopeZoom/2)) - else - return 1 - end -end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua deleted file mode 100644 index cb3dfa3..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua +++ /dev/null @@ -1,9 +0,0 @@ -include('shared.lua') - -SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD) -SWEP.Slot = 4 // Slot in the weapon selection menu -SWEP.SlotPos = 1 // Position in the slot -SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair -SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box -SWEP.BounceWeaponIcon = true // Should the weapon icon bounce? -SWEP.CSMuzzleFlashes = true
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua deleted file mode 100644 index 3f157ab..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua +++ /dev/null @@ -1,17 +0,0 @@ -AddCSLuaFile( "cl_init.lua" ) -AddCSLuaFile( "shared.lua" ) - -include('shared.lua') - -SWEP.Weight = 30 // Decides whether we should switch from/to this -SWEP.AutoSwitchTo = true // Auto switch to if we pick it up -SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon - --- function SWEP:Initialize() --- end - -function SWEP:OnRemove() -end - - - diff --git a/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua b/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua deleted file mode 100644 index dcfb499..0000000 --- a/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua +++ /dev/null @@ -1,192 +0,0 @@ -// Variables that are used on both client and server --- Major thanks to rm-rf / for thinking up a solution to the reload glitch. Good man! - -SWEP.Category = "" -SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob" -SWEP.Contact = "" -SWEP.Purpose = "" -SWEP.Instructions = "" -SWEP.Base = "bobs_gun_base" -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.DrawCrosshair = true // Hell no, crosshairs r 4 nubz! -SWEP.ViewModelFOV = 65 // How big the gun will look -SWEP.ViewModelFlip = true // True for CSS models, False for HL2 models - -SWEP.Spawnable = false -SWEP.AdminSpawnable = false - -SWEP.Primary.Sound = Sound("") // Sound of the gun -SWEP.Primary.RPM = 0 // This is in Rounds Per Minute -SWEP.Primary.ClipSize = 0 // Size of a clip -SWEP.Primary.DefaultClip = 0 // Default number of bullets in a clip -SWEP.Primary.KickUp = 0 // Maximum up recoil (rise) -SWEP.Primary.KickDown = 0 // Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0 // Maximum side recoil (koolaid) -SWEP.Primary.Automatic = true // Automatic/Semi Auto -SWEP.Primary.Ammo = "none" // What kind of ammo -SWEP.Primary.Reloading = false // Reloading func - --- SWEP.Secondary.ClipSize = 0 // Size of a clip --- SWEP.Secondary.DefaultClip = 0 // Default number of bullets in a clip --- SWEP.Secondary.Automatic = false // Automatic/Semi Auto -SWEP.Secondary.Ammo = "" -SWEP.Secondary.IronFOV = 0 // How much you 'zoom' in. Less is more! - -SWEP.data = {} -- The starting firemode -SWEP.data.ironsights = 1 - -SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696) -SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0) - -SWEP.ShotgunReloading = false -SWEP.ShotgunFinish = 0.5 -SWEP.ShellTime = 0.35 -SWEP.InsertingShell = false - -SWEP.NextReload = 0 - -/*--------------------------------------------------------- - Name: SWEP:Think() - Desc: Called every frame. ----------------------------------------------------------*/ -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 (self.Weapon:GetNextPrimaryFire() <= CurTime()) 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 - -/*--------------------------------------------------------- - Name: SWEP:Deploy() - Desc: Whip it out. ----------------------------------------------------------*/ -function SWEP:Deploy() - if not IsValid(self) then return end - if not IsValid(self.Owner) then return end - if not self.Owner:IsPlayer() then return end - - self:SetHoldType(self.HoldType) - - local timerName = "ShotgunReload_" .. self.Owner:UniqueID() - if (timer.Exists(timerName)) then - timer.Destroy(timerName) - end - - self.Weapon:SendWeaponAnim(ACT_VM_DRAW) - - self.Weapon:SetNextPrimaryFire(CurTime() + .25) - self.Weapon:SetNextSecondaryFire(CurTime() + .25) - self.ActionDelay = (CurTime() + .25) - - if (SERVER) then - self:SetIronsights(false) - end - - self.Owner.NextReload = CurTime() + 1 - - return true -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_" .. self.Owner:UniqueID())) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end - - if self.Owner:IsPlayer() then - - if self.Weapon:GetNextPrimaryFire() <= (CurTime()+2) then - self.Weapon:SetNextPrimaryFire(CurTime() + 2) -- wait TWO seconds before you can shoot again - end - 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: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 - 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 - -function SWEP:ShellAnimCaller() - self.Weapon:SendWeaponAnim(ACT_VM_RELOAD) -end diff --git a/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua b/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua deleted file mode 100644 index b7cac72..0000000 --- a/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua +++ /dev/null @@ -1,170 +0,0 @@ - -if ( !GMS ) then TOOL.AddToMenu = false end - -TOOL.Category = "Constraints" -TOOL.Name = "#tool.rope.name" -TOOL.Command = nil -TOOL.ConfigName = nil - -TOOL.ClientConVar[ "forcelimit" ] = "0" -TOOL.ClientConVar[ "addlength" ] = "0" -TOOL.ClientConVar[ "material" ] = "cable/rope" -TOOL.ClientConVar[ "width" ] = "2" -TOOL.ClientConVar[ "rigid" ] = "0" - -function TOOL:LeftClick( trace ) - - if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end - - -- If there's no physics object then we can't constraint it! - if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end - - local iNum = self:NumObjects() - - local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) - self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) - - if ( iNum > 0 ) then - - if ( CLIENT ) then - - self:ClearObjects() - return true - - end - - -- Get client's CVars - local forcelimit = self:GetClientNumber( "forcelimit" ) - local addlength = self:GetClientNumber( "addlength" ) - local material = self:GetClientInfo( "material" ) - local width = self:GetClientNumber( "width" ) - local rigid = self:GetClientNumber( "rigid" ) == 1 - - -- Get information we're about to use - local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) - local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) - local WPos1, WPos2 = self:GetPos(1), self:GetPos(2) - local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2) - local length = ( WPos1 - WPos2):Length() - - local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid ) - - -- Clear the objects so we're ready to go again - self:ClearObjects() - - -- Add The constraint to the players undo table - - undo.Create("Rope") - undo.AddEntity( constraint ) - undo.AddEntity( rope ) - undo.SetPlayer( self:GetOwner() ) - undo.Finish() - - self:GetOwner():AddCleanup( "ropeconstraints", constraint ) - self:GetOwner():AddCleanup( "ropeconstraints", rope ) - if ( GMS ) then self:GetOwner():DecResource( "Rope", 1 ) end - else - - self:SetStage( iNum+1 ) - - end - - return true - -end - -function TOOL:RightClick( trace ) - - if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end - - local iNum = self:NumObjects() - - local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) - self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) - - if ( iNum > 0 ) then - - if ( CLIENT ) then - - self:ClearObjects() - return true - - end - - -- Get client's CVars - local forcelimit = self:GetClientNumber( "forcelimit" ) - local addlength = self:GetClientNumber( "addlength" ) - local material = self:GetClientInfo( "material" ) - local width = self:GetClientNumber( "width" ) - local rigid = self:GetClientNumber( "rigid" ) == 1 - - -- Get information we're about to use - local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) - local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) - local WPos1, WPos2 = self:GetPos(1),self:GetPos(2) - local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2) - local length = ( WPos1 - WPos2 ):Length() - - local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid ) - - -- Clear the objects and set the last object as object 1 - self:ClearObjects() - iNum = self:NumObjects() - self:SetObject( iNum + 1, Ent2, trace.HitPos, Phys, Bone2, trace.HitNormal ) - self:SetStage( iNum+1 ) - - -- Add The constraint to the players undo table - - undo.Create("Rope") - undo.AddEntity( constraint ) - if rope then undo.AddEntity( rope ) end - undo.SetPlayer( self:GetOwner() ) - undo.Finish() - - self:GetOwner():AddCleanup( "ropeconstraints", constraint ) - self:GetOwner():AddCleanup( "ropeconstraints", rope ) - - if ( GMS ) then self:GetOwner():DecResource( "Rope", 1 ) end - else - - self:SetStage( iNum+1 ) - - end - - return true - -end - -function TOOL:Reload( trace ) - - if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end - if ( CLIENT ) then return true end - - local bool = constraint.RemoveConstraints( trace.Entity, "Rope" ) - return bool - - -end - -function TOOL.BuildCPanel( CPanel ) - - CPanel:AddControl( "Header", { Text = "#tool.rope.name", Description = "#tool.rope.help" } ) - - CPanel:AddControl( "ComboBox", - { - Label = "#tool.presets", - MenuButton = 1, - Folder = "rope", - Options = { Default = { rope_forcelimit = '0', rope_addlength='0', rope_width='1', rope_material='cable/rope', rope_rigid='0' } }, - CVars = { "rope_forcelimit", "rope_addlength", "rope_width", "rope_material", "rope_rigid" } - }) - - CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Type = "Float", Command = "rope_forcelimit", Min = "0", Max = "1000", Help=true } ) - CPanel:AddControl( "Slider", { Label = "#tool.rope.addlength", Type = "Float", Command = "rope_addlength", Min = "-500", Max = "500", Help=true } ) - - CPanel:AddControl( "CheckBox", { Label = "#tool.rope.rigid", Command = "rope_rigid", Help=true } ) - - CPanel:AddControl( "Slider", { Label = "#tool.rope.width", Type = "Float", Command = "rope_width", Min = "0", Max = "10" } ) - CPanel:AddControl( "RopeMaterial", { Label = "#tool.rope.material", convar = "rope_material" } ) - -end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua b/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua deleted file mode 100644 index 56f6322..0000000 --- a/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua +++ /dev/null @@ -1,38 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Advanced Fishing Rod" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_junk/harpoon002a.mdl" - -SWEP.Purpose = "Used for fishing" -SWEP.Instructions = "Primary fire: Fish from the water" - -SWEP.HoldType = "revolver" -SWEP.NoTraceFix = true -SWEP.HitDistance = 512 -SWEP.Mask = bit.bor( MASK_WATER, MASK_SOLID ) - -function SWEP:PlaySwingSound() - self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" ) -end - -function SWEP:OnHit( tr ) - if ( CLIENT ) then return end - - if ( tr.Hit && ( tr.MatType == MAT_SLOSH || string.find( tr.HitTexture, "water" ) ) ) then - self.Owner:DoProcess( "AdvancedFishing", 6, { - Chance = 70 - } ) - end - -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 30, 2.5, -1 ) -SWEP.FixWorldModelAng = Angle( 90, 0, 90 ) -SWEP.FixWorldModelScale = 1 diff --git a/ftp_gmstranded/entities/weapons/gms_base_weapon.lua b/ftp_gmstranded/entities/weapons/gms_base_weapon.lua deleted file mode 100644 index ec4124a..0000000 --- a/ftp_gmstranded/entities/weapons/gms_base_weapon.lua +++ /dev/null @@ -1,275 +0,0 @@ - -AddCSLuaFile() - -SWEP.PrintName = "GMS Base Weapon" -SWEP.Author = "Stranded Team" -SWEP.Contact = "" - -SWEP.AutoSwitchTo = false -SWEP.AutoSwitchFrom = false -SWEP.DrawAmmo = false -SWEP.ViewModelFOV = 54 -SWEP.Slot = 0 -SWEP.SlotPos = 1 - -SWEP.Spawnable = false - -SWEP.Primary.Damage = 4 -SWEP.Primary.Delay = 0.7 -SWEP.Primary.ClipSize = -1 -SWEP.Primary.DefaultClip = -1 -SWEP.Primary.Automatic = true -SWEP.Primary.Ammo = "none" - -SWEP.Secondary.ClipSize = -1 -SWEP.Secondary.DefaultClip = -1 -SWEP.Secondary.Automatic = true -SWEP.Secondary.Ammo = "none" - -SWEP.HoldType = "fist" -SWEP.Skin = 0 -SWEP.HitDistance = 75 - -function SWEP:Initialize() - self:SetWeaponHoldType( self.HoldType ) - if ( self.Skin ) then self:SetSkin( self.Skin ) end -end - -function SWEP:SecondaryAttack() -end - -function SWEP:Reload() -end - -function SWEP:PreDrawViewModel( vm ) - if ( self.Skin && IsValid( vm ) ) then vm:SetSkin( self.Skin ) end -end - -function SWEP:Deploy() - self:SendWeaponAnim( ACT_VM_DRAW ) - - self:Idle() - - return true -end - -function SWEP:Holster() - if ( self.Owner.InProcess || ProcessCompleteTime ) then return false end - if ( self.Skin && self.Owner.GetViewModel && IsValid( self.Owner:GetViewModel() ) ) then self.Owner:GetViewModel():SetSkin( 0 ) end - - timer.Destroy( "rb655_idle" .. self:EntIndex() ) - - return true -end - -function SWEP:Equip( newOwner ) - SPropProtection.PlayerMakePropOwner( newOwner, self ) -end - -function SWEP:OnDrop() - timer.Destroy( "rb655_idle" .. self:EntIndex() ) -end - -function SWEP:PrimaryAttack() - - local tr = util.TraceLine( { - start = self.Owner:GetShootPos(), - endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance, - filter = self.Owner, - mask = self.Mask - } ) - - if ( !IsValid( tr.Entity ) && !self.NoTraceFix ) then - tr = util.TraceHull( { - start = self.Owner:GetShootPos(), - endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance, - filter = self.Owner, - mask = self.Mask - } ) - end - - if ( tr.Hit ) then - self:OnHit( tr ) - elseif ( tr.HitWorld ) then - self:PlayHitSound() - end - - self:DoEffects( tr ) - - self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) - self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) - -end - -function SWEP:DoImpactEffects( tr ) - if ( !tr.MatType ) then return end - if ( tr.MatType == MAT_GRATE ) then tr.Entity:EmitSound( "physics/metal/metal_chainlink_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) return end - - local vecSrc = tr.StartPos - local vecDirection = tr.Normal - local pPlayer = self.Owner - - if ( pPlayer && pPlayer:IsPlayer() ) then - vecSrc = pPlayer:GetShootPos() - vecDirection = pPlayer:GetAimVector() - else - pPlayer = GetWorldEntity() - end - - local bullet = {} - bullet.Src = vecSrc - bullet.Dir = vecDirection - bullet.Num = 1 - bullet.Damage = 0 - bullet.Force = 0 - bullet.Tracer = 0 - bullet.Callback = function( attacker, tr, dmginfo ) - local doEffects = true - if ( tr.HitPos:Distance( vecSrc ) > self.HitDistance ) then doEffects = false end - if ( tr.HitPos:Distance( vecSrc ) > 96 ) then doEffects = false end - - return { - damage = false, - effects = doEffects - } - end - - pPlayer:FireBullets( bullet ) -end - -function SWEP:DoEffects( tr ) - if ( IsFirstTimePredicted() ) then - self:PlaySwingAnimation( !tr.Hit ) - self:PlaySwingSound() - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self:DoImpactEffects( tr ) - end -end - -function SWEP:PlaySound( snd ) - if ( CLIENT ) then return end - self.Owner:EmitSound( snd ) -end - -function SWEP:PlaySwingAnimation( missed ) - timer.Destroy( "rb655_idle" .. self:EntIndex() ) - self:DoAnimation( missed ) - self:Idle() -end - -function SWEP:DoAnimation( missed ) - if ( missed ) then self:SendWeaponAnim( ACT_VM_MISSCENTER ) return end - self:SendWeaponAnim( ACT_VM_HITCENTER ) -end - -function SWEP:OnHit( tr ) - local ent = tr.Entity - if ( !IsValid( ent ) ) then self:PlayHitSound() return end - if ( CLIENT ) then return end - - if ( ent:Health() > 0 ) then - if ( ent:IsNPC() || ( ent:IsPlayer() && GetConVarNumber( "gms_PVPDamage" ) > 0 ) ) then ent:TakeDamage( self.Primary.Damage, self.Owner, self ) end - self:PlayHitSound() - else - self:DoToolHit( ent ) - end -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() ) then - self.Owner:DoProcess( "WoodCutting", 3, { - Entity = ent, - Chance = 33, - MinAmount = 1, - MaxAmount = 3 - } ) - elseif ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 3, { - Entity = ent, - Chance = 33, - MinAmount = 1, - MaxAmount = 2 - } ) - else - self:PlayHitSound() - end -end - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/slam/throw.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "Flesh.ImpactHard" ) -end - -function SWEP:DoIdleAnimation() - self:SendWeaponAnim( ACT_VM_IDLE ) -end - ---------------------- IDLE ANIMS --------------------- - -function SWEP:DoIdle() - self:DoIdleAnimation() - timer.Adjust( "rb655_idle" .. self:EntIndex(), self:GetAnimationTime(), 0, function() - if ( !IsValid( self ) ) then timer.Destroy( "rb655_idle" .. self:EntIndex() ) return end - self:DoIdleAnimation() - end ) -end - -function SWEP:GetAnimationTime() - local time = self:SequenceDuration() - if ( time == 0 ) then time = self.Owner:GetViewModel():SequenceDuration() end - return time -end - -function SWEP:Idle() - if ( CLIENT ) then return end - timer.Create( "rb655_idle" .. self:EntIndex(), self:GetAnimationTime(), 1, function() - if ( !IsValid( self ) ) then return end - self:DoIdle() - end ) -end - -if ( SERVER ) then return end - -SWEP.FixWorldModel = false -SWEP.FixWorldModelPos = Vector( 0, 0, 0 ) -SWEP.FixWorldModelAng = Angle( 0, 0, 0 ) -SWEP.FixWorldModelScale = 1 - -function SWEP:RevertModel() - self:SetRenderOrigin( self:GetNetworkOrigin() ) - self:SetRenderAngles( self:GetNetworkAngles() ) -end - -function SWEP:DoFixWorldModel() - if ( !self.FixWorldModel ) then return end - if ( !IsValid( self.Owner ) ) then self:RevertModel() return end - - local bone = self.Owner:LookupBone( "ValveBiped.Bip01_R_Hand" ) - if ( !bone ) then self:RevertModel() return end - - local pos, ang = self.Owner:GetBonePosition( bone ) - ang:RotateAroundAxis( ang:Forward(), 180 ) - - ang:RotateAroundAxis( ang:Forward(), self.FixWorldModelAng.p ) - ang:RotateAroundAxis( ang:Right(), self.FixWorldModelAng.y ) - ang:RotateAroundAxis( ang:Up(), self.FixWorldModelAng.r ) - - pos = pos + ang:Forward() * self.FixWorldModelPos.x + ang:Right() * self.FixWorldModelPos.y + ang:Up() * self.FixWorldModelPos.z - - self:SetModelScale( self.FixWorldModelScale, 0 ) - - self:SetRenderOrigin( pos ) - self:SetRenderAngles( ang ) -end - -function SWEP:DrawWorldModel() - self:DoFixWorldModel() - self:DrawModel() -end - -function SWEP:DrawWorldModelTranslucent() - self:DrawWorldModel() -end diff --git a/ftp_gmstranded/entities/weapons/gms_bucket.lua b/ftp_gmstranded/entities/weapons/gms_bucket.lua deleted file mode 100644 index 191ba09..0000000 --- a/ftp_gmstranded/entities/weapons/gms_bucket.lua +++ /dev/null @@ -1,23 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 5 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Bucket" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/gmod_tower/kfcbucket.mdl" - -SWEP.Purpose = "Get 10 water bottles at a time!" -SWEP.Instructions = "Bottle water faster" - -SWEP.HoldType = "knife" - -function SWEP:PrimaryAttack() -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( -1.5, 1, 1 ) -SWEP.FixWorldModelAng = Angle( 90, 180, 180 ) -SWEP.FixWorldModelScale = 1 diff --git a/ftp_gmstranded/entities/weapons/gms_chisel.lua b/ftp_gmstranded/entities/weapons/gms_chisel.lua deleted file mode 100644 index 0355b49..0000000 --- a/ftp_gmstranded/entities/weapons/gms_chisel.lua +++ /dev/null @@ -1,34 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Chisel" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_c17/TrapPropeller_Lever.mdl" - -SWEP.Purpose = "Effective Cutting Stone" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "knife" - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 3.5,3,1) -SWEP.FixWorldModelAng = Angle( 90, 180, 180 ) -SWEP.FixWorldModelScale = 0.8 - - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 50, - MinAmount = 5, - MaxAmount = 10, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua b/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua deleted file mode 100644 index e0a7954..0000000 --- a/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Copper Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 7 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 1 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 60, - MinAmount = 2, - MaxAmount = 9, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua deleted file mode 100644 index 634f6d9..0000000 --- a/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Copper Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 7 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 1 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 60, - MinAmount = 2, - MaxAmount = 9, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua b/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua deleted file mode 100644 index c23f65d..0000000 --- a/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua +++ /dev/null @@ -1,38 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Essence Drainer" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_combine/breentp_rings.mdl" - -SWEP.Purpose = "Drain the essence of things around you" -SWEP.Instructions = "Primary fire: essence drain" - -SWEP.HoldType = "slam" - -SWEP.Primary.Damage = 0 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 4, -3.5, 3.5 ) -SWEP.FixWorldModelAng = Angle( 180, 180, 180 ) -SWEP.FixWorldModelScale = 0.05 - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 25, - MinAmount = 1, - MaxAmount = 1, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_fists.lua b/ftp_gmstranded/entities/weapons/gms_fists.lua deleted file mode 100644 index ad9b81c..0000000 --- a/ftp_gmstranded/entities/weapons/gms_fists.lua +++ /dev/null @@ -1,39 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 1 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Fists" -SWEP.ViewModel = "models/weapons/v_gms_fists.mdl" -SWEP.WorldModel = "" - -SWEP.Purpose = "Pick up stuff, as well as poor harvesting." -SWEP.Instructions = "Primary fire: Attack/Harvest" -SWEP.HitDistance = 54 - -function SWEP:DoAnimation() - self:SendWeaponAnim( ACT_VM_HITCENTER ) -end - - -function SWEP:DoToolHit( ent ) - if ( ent:GetClass() == "gms_tree" || ent:IsTreeModel() ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 20, - MinAmount = 1, - MaxAmount = 3 - } ) - elseif ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 20, - MinAmount = 1, - MaxAmount = 3 - } ) - else - self:PlayHitSound() - end -end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/gms_fryingpan.lua b/ftp_gmstranded/entities/weapons/gms_fryingpan.lua deleted file mode 100644 index 7c9f530..0000000 --- a/ftp_gmstranded/entities/weapons/gms_fryingpan.lua +++ /dev/null @@ -1,23 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Frying Pan" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_c17/metalPot002a.mdl" - -SWEP.Purpose = "Shortens down cooking times" -SWEP.Instructions = "Cook normally" - -SWEP.HoldType = "knife" - -function SWEP:PrimaryAttack() -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 10, -1, -3.7 ) -SWEP.FixWorldModelAng = Angle( 0, 90, 0 ) -SWEP.FixWorldModelScale = 1 diff --git a/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua b/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua deleted file mode 100644 index 8d350ae..0000000 --- a/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Gold Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 9 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 85, - MinAmount = 5, - MaxAmount = 21, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua deleted file mode 100644 index 6a3a993..0000000 --- a/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Gold Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 9 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 85, - MinAmount = 5, - MaxAmount = 21, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_hands.lua b/ftp_gmstranded/entities/weapons/gms_hands.lua deleted file mode 100644 index 3067424..0000000 --- a/ftp_gmstranded/entities/weapons/gms_hands.lua +++ /dev/null @@ -1,17 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 1 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Fists" -SWEP.ViewModel = "models/weapons/v_gms_fists.mdl" -SWEP.WorldModel = "" - -SWEP.Purpose = "Pick up stuff, as well as poor harvesting." -SWEP.Instructions = "Primary fire: Attack/Harvest" - -function SWEP:DoAnimation() - self:SendWeaponAnim( ACT_VM_HITCENTER ) -end diff --git a/ftp_gmstranded/entities/weapons/gms_inventory.lua b/ftp_gmstranded/entities/weapons/gms_inventory.lua deleted file mode 100644 index 15aaa27..0000000 --- a/ftp_gmstranded/entities/weapons/gms_inventory.lua +++ /dev/null @@ -1,277 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 5 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Inventory" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_c17/tools_wrench01a.mdl" - -SWEP.Purpose = "Lets the user keep structures on them for a certain amount of time." -SWEP.Instructions = "Left click on a structure to pick up a structure." - -SWEP.HoldType = "knife" - -SWEP.Structures = {} -SWEP.StructureModels = {} - -local active = false - -// setting time to 0 will make it unlimited - -local dSlot = 4 -local dTime = 24 - -group = { - - { - - rank = "superadmin", - slot = 8, - time = 0, - }, - - { - - rank = "admin", - slot = 8, - time = 0, - - }, - - -} - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( -1.5, 1, -3 ) -SWEP.FixWorldModelAng = Angle( 90, 90, 0 ) -SWEP.FixWorldModelScale = 1 - -local strTBL = {} -local mdlTBL = {} - -if (SERVER) then - -util.AddNetworkString('invStructures') -util.AddNetworkString('createEntity') - -net.Receive('createEntity', function(len, pl) - - strTBL = net.ReadTable() - local slot = net.ReadInt(32) - mdlTBL = net.ReadTable() - - local tr = pl:TraceFromEyes( 200 ) - local loc = tr.HitPos + Vector( 0, 0, 10 ) - - - - - mbEnt=ents.Create(strTBL[slot]) - - if ( strTBL[slot] == "gms_fridge" ) then loc = loc + (mbEnt:GetUp() * 50) else mbEnt:DropToGround() end - - mbEnt:SetModel(mdlTBL[slot]) - mbEnt:SetPos(loc) - mbEnt:Spawn() - SPropProtection.PlayerMakePropOwner( pl, mbEnt ) - - pl:PrintMessage(HUD_PRINTTALK, strTBL[slot]) - pl:PrintMessage(HUD_PRINTTALK, slot) - pl:PrintMessage(HUD_PRINTTALK, mdlTBL[slot]) - - table.remove(strTBL,slot) - table.remove(mdlTBL, slot) - - - -end) - -function SWEP:Think() - - self.Structures = strTBL - self.StructureModels = mdlTBL - -end - -function SWEP:PrimaryAttack() - - self.Structures = strTBL - - local ent = self.Owner:GetEyeTrace().Entity - if ( SPropProtection.PlayerIsPropOwner( self.Owner, ent ) ) then - table.insert(self.Structures, ent:GetClass()) - table.insert(self.StructureModels, ent:GetModel()) - ent:Remove() - - net.Start('invStructures') - - net.WriteTable(self.Structures) - net.WriteTable(self.StructureModels) - - net.Send(self.Owner) - - end - -end - - -end - - - -if (CLIENT) then - -local StructuresTbl = strTBL -local StructureModelsTbl = mdlTBL - -function SWEP:SecondaryAttack() - - net.Receive('invStructures', function(len, pl) - StructuresTbl = net.ReadTable() - StructureModelsTbl = net.ReadTable() - //PrintTable(StructuresTbl) - end) - - if ( active == false ) then - local df = vgui.Create("invPanel") - active = true - end - -end - - - -local PANEL = {} - -function PANEL:Init() - self:SetTitle("") - - rowAmount = 1 - - for k,v in pairs( group ) do - if (LocalPlayer():IsUserGroup(v['rank'])) then - dSlot = v['slot'] - dTime = v['time'] - end - - end - - for i=1,dSlot do - if (i % 5 == 0) then rowAmount=rowAmount+1 end - end - - OffSet = 5 - - self:SetSize(400 + (OffSet*5),(rowAmount*100) + (OffSet*(rowAmount+1)) + 20) - self:SetPos((ScrW()/2)-(self:GetWide()/2),ScrH()-self:GetTall()) - self:ShowCloseButton(true) - gui.EnableScreenClicker(true) - - - row = 1 - col = 1 - - - - for i=1,dSlot do - local button = vgui.Create("slotPanel", self) - - print(StructuresTbl[i]) - - if (StructuresTbl[i] != nil and StructureModelsTbl[i] != nil) then - - - local icon = vgui.Create( "DModelPanel", button ) - icon:SetSize( 100, 150 ); - icon:SetCamPos( Vector( 50,50,50 ) ); - icon:SetLookAt( Vector( 0, 0, -40 ) ); - //icon:SetLookAt( Vector( right, left, up/down ) ); - icon:SetModel( StructureModelsTbl[i] ) - icon:SetText(tostring(StructuresTbl[i])) - - icon.DoClick = function() - - local mb = DermaMenu() - - mb:AddOption("Drop", function() - - net.Start('createEntity') - - net.WriteTable( StructuresTbl ) - net.WriteInt( i, 32 ) - net.WriteTable( StructureModelsTbl ) - - net.SendToServer() - - table.remove( StructuresTbl, i ) - table.remove( StructureModelsTbl, i ) - - self:Close() - local df = vgui.Create("invPanel") - active = true - - end) - - mb:Open() - - end - end - - - if (i/4 <= col) then - - button:SetPos((row-1)*button:GetWide() + (OffSet*row),(col-1)*button:GetTall() + (OffSet*col) + 20) - row=row+1 - - else - - row=1 - col=col+1 - button:SetPos((row-1)*button:GetWide() + (OffSet*row),(col-1)*button:GetTall() + (OffSet*col) + 20) - row=row+1 - - end - end - -end - -function PANEL:Paint(w,h) - if (!LocalPlayer():HasWeapon("gms_inventory")) then return end - if (LocalPlayer():GetActiveWeapon():GetClass() != "gms_inventory") then - self:Close() - end - - draw.RoundedBox( 0, 0, 0, w, h, Color( 48, 48, 48, 255 ) ) - -end - -function PANEL:Close() - active = false - gui.EnableScreenClicker( false ) - self:Remove() -end - -vgui.Register("invPanel", PANEL, "DFrame") - -local PANEL = {} - -function PANEL:Init() - - self:SetSize(100,100) - self:SetPos(0,0) - self:SetText("") - -end - -function PANEL:Paint(w,h) - if (!LocalPlayer():HasWeapon("gms_inventory")) then return end - draw.RoundedBox( 0, 0, 0, w, h, Color( 24, 24, 24, 255 ) ) - -end - -vgui.Register("slotPanel", PANEL, "DButton") - -end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua b/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua deleted file mode 100644 index 656878e..0000000 --- a/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Iron Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 8 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 70, - MinAmount = 3, - MaxAmount = 12, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua deleted file mode 100644 index 79427e6..0000000 --- a/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Iron Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 8 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 70, - MinAmount = 3, - MaxAmount = 12, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua deleted file mode 100644 index 2326d8e..0000000 --- a/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Mithril Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 10, - MaxAmount = 33, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua b/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua deleted file mode 100644 index d1411b1..0000000 --- a/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Pickaxe of Djarex" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 50, - MinAmount = 1, - MaxAmount = 10, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua b/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua deleted file mode 100644 index 2a8d14c..0000000 --- a/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Platinum Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 100, - MinAmount = 7, - MaxAmount = 24, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua deleted file mode 100644 index 33f89b5..0000000 --- a/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Platinum Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 7, - MaxAmount = 24, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua deleted file mode 100644 index 18455bf..0000000 --- a/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Air Rune Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 5, - MaxAmount = 18, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua deleted file mode 100644 index c0429f5..0000000 --- a/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Earth Rune Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 20, - MaxAmount = 42, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua deleted file mode 100644 index db208b2..0000000 --- a/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Fire Rune Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 10, - MaxAmount = 20, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua deleted file mode 100644 index 9571432..0000000 --- a/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Water Rune Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 100, - MinAmount = 10, - MaxAmount = 20, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_shovel.lua b/ftp_gmstranded/entities/weapons/gms_shovel.lua deleted file mode 100644 index 8c64910..0000000 --- a/ftp_gmstranded/entities/weapons/gms_shovel.lua +++ /dev/null @@ -1,69 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Shovel" -SWEP.ViewModel = "models/weapons/c_gms_shovel.mdl" -SWEP.WorldModel = "models/weapons/w_gms_shovel.mdl" - -SWEP.Purpose = "Dig" -SWEP.Instructions = "Use primary to dig" - -SWEP.HoldType = "melee" -SWEP.UseHands = true - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1.5 -SWEP.HitDistance = 92 - -function SWEP:PlaySwingSound() - self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "weapons/gms_shovel" .. math.random( 1, 4 ) .. ".wav" ) -end - -function SWEP:OnHit( tr ) - - local ent = tr.Entity - if ( SERVER && ent:Health() > 0 ) then - if ( ent:IsNPC() ) then ent:TakeDamage( self.Primary.Damage, self.Owner, self ) end - self:PlayHitSound() - end - - if ( !tr.HitWorld || CLIENT ) then - if ( tr.Hit && SERVER ) then self:PlayHitSound() end - return end - - if ( tr.MatType == MAT_DIRT || tr.MatType == MAT_GRASS || tr.MatType == MAT_SAND ) then - self.Owner:DoProcess( "Dig", 5, { - Sand = ( tr.MatType == MAT_SAND ) - } ) - else - self.Owner:SendMessage( "Can't dig on this terrain!", 3, Color( 200, 0, 0, 255 ) ) - self:PlayHitSound() - end - -end - -function SWEP:DoAnimation( missed ) - if ( missed ) then self:SendWeaponAnim( ACT_VM_MISSCENTER ) return end - self:SendWeaponAnim( ACT_VM_HITCENTER ) -end - -function SWEP:DoEffects( tr ) - if ( IsFirstTimePredicted() ) then - self:PlaySwingAnimation( !tr.HitWorld ) - self:PlaySwingSound() - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - if ( !tr.HitWorld || ( tr.MatType != MAT_DIRT && tr.MatType != MAT_GRASS && tr.MatType != MAT_SAND ) ) then - self:DoImpactEffects( tr ) - else - util.Decal( "impact.sand", tr.HitPos + tr.HitNormal, tr.HitPos - tr.HitNormal ) - end - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_sickle.lua b/ftp_gmstranded/entities/weapons/gms_sickle.lua deleted file mode 100644 index 801f564..0000000 --- a/ftp_gmstranded/entities/weapons/gms_sickle.lua +++ /dev/null @@ -1,23 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Sickle" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_c17/tools_pliers01a.mdl" - -SWEP.Purpose = "Effectivizes harvesting processes" -SWEP.Instructions = "Harvest when active" - -SWEP.HoldType = "melee" - -function SWEP:PrimaryAttack() -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 5, -3, -2 ) -SWEP.FixWorldModelAng = Angle( 90, 0, -10 ) -SWEP.FixWorldModelScale = 1 diff --git a/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua b/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua deleted file mode 100644 index 9889131..0000000 --- a/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Silver Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 9 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 80, - MinAmount = 4, - MaxAmount = 18, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua deleted file mode 100644 index ef75952..0000000 --- a/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Silver Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 9 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 80, - MinAmount = 4, - MaxAmount = 18, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua b/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua deleted file mode 100644 index 02c570c..0000000 --- a/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Steel Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 90, - MinAmount = 6, - MaxAmount = 21, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua deleted file mode 100644 index a60066f..0000000 --- a/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Steel Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 10 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 90, - MinAmount = 6, - MaxAmount = 21, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua b/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua deleted file mode 100644 index 980b44c..0000000 --- a/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua +++ /dev/null @@ -1,40 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Stone Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 7 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 50, - MinAmount = 1, - MaxAmount = 6, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua b/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua deleted file mode 100644 index 6cec759..0000000 --- a/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua +++ /dev/null @@ -1,40 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Stone Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool, allows you to mine Copper Ore" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 7 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 50, - MinAmount = 1, - MaxAmount = 6, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_strainer.lua b/ftp_gmstranded/entities/weapons/gms_strainer.lua deleted file mode 100644 index 03edd78..0000000 --- a/ftp_gmstranded/entities/weapons/gms_strainer.lua +++ /dev/null @@ -1,30 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Strainer" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_junk/PlasticCrate01a.mdl" - -SWEP.Purpose = "Get fine materials" -SWEP.Instructions = "Use on/with some materials to filter them" - -SWEP.HoldType = "slam" - -function SWEP:OnHit( tr ) - - if ( !tr.HitWorld || CLIENT ) then return end - - if ( tr.MatType == MAT_DIRT || tr.MatType == MAT_GRASS || tr.MatType == MAT_SAND ) then - self.Owner:DoProcess( "FilterGround", 3 ) - end - -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 2, -10, 0 ) -SWEP.FixWorldModelAng = Angle( 30, 30, 0 ) -SWEP.FixWorldModelScale = 0.6 diff --git a/ftp_gmstranded/entities/weapons/gms_techhatchet.lua b/ftp_gmstranded/entities/weapons/gms_techhatchet.lua deleted file mode 100644 index 3b5cc4b..0000000 --- a/ftp_gmstranded/entities/weapons/gms_techhatchet.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 4 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Tech Hatchet" -SWEP.ViewModel = "models/weapons/c_gms_hatchet.mdl" -SWEP.WorldModel = "models/weapons/w_gms_hatchet.mdl" - -SWEP.Purpose = "Effective woodcutting tool" -SWEP.Instructions = "Primary fire: Chop wood from a tree" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 8 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then - self.Owner:DoProcess( "WoodCutting", 2, { - Entity = ent, - Chance = 75, - MinAmount = 4, - MaxAmount = 15, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua b/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua deleted file mode 100644 index 0154a56..0000000 --- a/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua +++ /dev/null @@ -1,41 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 3 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Tech Pickaxe" -SWEP.ViewModel = "models/weapons/c_gms_pickaxe.mdl" -SWEP.WorldModel = "models/weapons/w_gms_pickaxe.mdl" - -SWEP.Purpose = "Effective mining tool" -SWEP.Instructions = "Primary fire: Mine from a rock or rocky surface" - -SWEP.HoldType = "melee" - -SWEP.Primary.Damage = 8 -SWEP.Primary.Delay = 1 -SWEP.UseHands = true -SWEP.Skin = 2 - -function SWEP:PlaySwingSound() - self:PlaySound( "weapons/iceaxe/iceaxe_swing1.wav" ) -end - -function SWEP:PlayHitSound() - self:PlaySound( "physics/glass/glass_bottle_impact_hard" .. math.random( 1, 3 ) .. ".wav" ) -end - -function SWEP:DoToolHit( ent ) - if ( ent:IsRockModel() ) then - self.Owner:DoProcess( "Mining", 2, { - Entity = ent, - Chance = 75, - MinAmount = 4, - MaxAmount = 15, - } ) - else - self:PlayHitSound() - end -end diff --git a/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua b/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua deleted file mode 100644 index 29d2f6f..0000000 --- a/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua +++ /dev/null @@ -1,38 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 1 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Wooden Fishing Rod" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_junk/harpoon002a.mdl" - -SWEP.Purpose = "Used for fishing" -SWEP.Instructions = "Primary fire: Fish from the water" - -SWEP.HoldType = "revolver" -SWEP.NoTraceFix = true -SWEP.HitDistance = 512 -SWEP.Mask = bit.bor( MASK_WATER, MASK_SOLID ) - -function SWEP:PlaySwingSound() - self:PlaySound( "npc/vort/claw_swing" .. math.random( 1, 2 ) .. ".wav" ) -end - -function SWEP:OnHit( tr ) - if ( CLIENT ) then return end - - if ( tr.MatType == MAT_SLOSH || string.find( tr.HitTexture, "water" ) ) then - self.Owner:DoProcess( "Fishing", 10, { - Chance = 60 - } ) - end - -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( 20, 2.5, -1 ) -SWEP.FixWorldModelAng = Angle( 90, 0, 90 ) -SWEP.FixWorldModelScale = 0.5 diff --git a/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua b/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua deleted file mode 100644 index 89d4b2c..0000000 --- a/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua +++ /dev/null @@ -1,23 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 1 -SWEP.SlotPos = 1 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Wooden Spoon" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_interiors/pot02a.mdl" - -SWEP.Purpose = "For eating fruits" -SWEP.Instructions = "Eat some fruits" - -SWEP.HoldType = "knife" - -function SWEP:PrimaryAttack() -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( -1, -4, -4 ) -SWEP.FixWorldModelAng = Angle( 90, 90, 0 ) -SWEP.FixWorldModelScale = 0.6 diff --git a/ftp_gmstranded/entities/weapons/gms_wrench.lua b/ftp_gmstranded/entities/weapons/gms_wrench.lua deleted file mode 100644 index d05ef61..0000000 --- a/ftp_gmstranded/entities/weapons/gms_wrench.lua +++ /dev/null @@ -1,23 +0,0 @@ - -AddCSLuaFile() - -SWEP.Slot = 2 -SWEP.SlotPos = 5 - -SWEP.Base = "gms_base_weapon" -SWEP.PrintName = "Wrench" -SWEP.ViewModel = "models/Weapons/v_hands.mdl" -SWEP.WorldModel = "models/props_c17/tools_wrench01a.mdl" - -SWEP.Purpose = "Shortens down weapon crafting time" -SWEP.Instructions = "Craft weapons faster" - -SWEP.HoldType = "knife" - -function SWEP:PrimaryAttack() -end - -SWEP.FixWorldModel = true -SWEP.FixWorldModelPos = Vector( -1.5, 1, -3 ) -SWEP.FixWorldModelAng = Angle( 90, 90, 0 ) -SWEP.FixWorldModelScale = 1 diff --git a/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua b/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua deleted file mode 100644 index ac3754f..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_1887winchester") -- 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 = "Winchester 87" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 30 -- 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 = 3 -- 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 = true -SWEP.ViewModel = "models/weapons/v_1887winchester.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_winchester_1887.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("1887winch.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 4 -- Size of a clip -SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "slam" -- 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 = 60 -- How much you 'zoom' in. Less is more! - -SWEP.ShellTime = .67 - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 10 -- Base damage per bullet -SWEP.Primary.Spread = .042 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .042 -- 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(4.84, 0, 1.2) -SWEP.IronSightsAng = Vector(0, 0, 2.295) -SWEP.SightsPos = Vector(4.84, 0, 1.2) -SWEP.SightsAng = Vector(0, 0, 2.295) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then - SWEP.Primary.Ammo = "slam" - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better -else - SWEP.Primary.Ammo = "buckshot" -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua b/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua deleted file mode 100644 index 6140f08..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua +++ /dev/null @@ -1,85 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_1897winchester") -- 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 = "Winchester 1897" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 31 -- 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 = 3 -- 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 = true -SWEP.ViewModel = "models/weapons/v_1897trenchshot.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_winchester_1897_trench.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Trench_97.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 4 -- Size of a clip -SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 0.9 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "slam" -- 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 = 60 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.ShellTime = .6 - -SWEP.Primary.NumShots = 11 //how many bullets to shoot, use with shotguns -SWEP.Primary.Damage = 10 //base damage, scaled by game -SWEP.Primary.Spread = .04 //define from-the-hip accuracy (1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .04 // has to be the same as primary.spread --- Because irons don't magically give you less pellet spread! - - -SWEP.IronSightsPos = Vector(2.809, 0, 1.48) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(2.809, 0, 1.48) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492) -SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902) - -if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then - SWEP.Primary.Ammo = "slam" -else - SWEP.Primary.Ammo = "buckshot" -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua deleted file mode 100644 index 317ce1d..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_acr") -- 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 Assault Rifles" -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 = "ACR" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- 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 = "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.SelectiveFire = true - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_rif_msda.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_masada_acr.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Masada.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 825 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.668, 0, 0.675) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(2.668, 0, 0.675) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua deleted file mode 100644 index f968369..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua +++ /dev/null @@ -1,86 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ak47") -- 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 Assault Rifles" -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 = "AK-47" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 22 -- 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.SelectiveFire = true - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_dot_ak47.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_ak47_m9k.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("47ak.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 = 65 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below --- SWEP.IronSightsPos = Vector(4.394, -3.75, 1.48) --- SWEP.IronSightsAng = Vector(1.419, -0.35, 0) --- SWEP.SightsPos = Vector(4.394, -3.75, 1.48) --- SWEP.SightsAng = Vector(1.419, -0.35, 0) - -SWEP.IronSightsPos = Vector(4.539, -4.238, 1.799) -SWEP.IronSightsAng = Vector(0.958, -0.021, 0) -SWEP.SightsPos = Vector(4.539, -4.238, 1.799) -SWEP.SightsAng = Vector(0.958, -0.021, 0) -SWEP.RunSightsPos = Vector(-1.841, -3.386, 0.708) -SWEP.RunSightsAng = Vector(-7.441, -41.614, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua deleted file mode 100644 index 4ba7b6f..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ak74") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "AK-74" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 23 -- 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.SelectiveFire = true - -SWEP.ViewModelFOV = 65 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_tct_ak47.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_tct_ak47.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Tactic_AK47.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- 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 = 55 -- 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 = 31 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (2.0378, -3.8941, 0.8809) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.0378, -3.8941, 0.8809) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua b/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua deleted file mode 100644 index a333318..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua +++ /dev/null @@ -1,82 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_amd65") -- must be the name of your swep -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 Assault Rifles" -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 = "AMD 65" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 24 -- 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 - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_amd_65.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_amd_65.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("amd65.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- 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 = .7 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "ar2" - -SWEP.Secondary.IronFOV = 55 -- 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 = 31 -- Base damage per bullet -SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .011 -- Ironsight accuracy, should be the same for shotguns - - -SWEP.SelectiveFire = true - -//just cleaning up an empty spot that bugs me -SWEP.VElements = { - ["element"] = { type = "Model", model = "models/Mechanics/wheels/wheel_speed_72.mdl", bone = "Havana Daydreamin", rel = "", pos = Vector(-0.15, -5.336, 1.608), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } -} - -SWEP.IronSightsPos = Vector(3.5, -2.21, 2.115) -SWEP.IronSightsAng = Vector(-3.701, 0, 0) -SWEP.SightsPos = Vector(3.5, -2.21, 2.115) -SWEP.SightsAng = Vector(-3.701, 0, 0) -SWEP.RunSightsPos = Vector(-5.198, -9.164, 0) -SWEP.RunSightsAng = Vector(-8.825, -70, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua b/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua deleted file mode 100644 index 801f127..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua +++ /dev/null @@ -1,167 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_an94") -- 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 Assault Rifles" -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 = "AN-94" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 25 -- 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 = 55 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_rif_an_94.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_rif_an_94.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("an94.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 31 -- Base damage per bullet -SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.552, 0, 3.062) -SWEP.IronSightsAng = Vector(0.93, -0.5, 0) -SWEP.SightsPos = Vector(4.552, 0, 3.062) -SWEP.SightsAng = Vector(0.93, -0.5, 0) -SWEP.RunSightsPos = Vector(-5.277, -8.584, 2.598) -SWEP.RunSightsAng = Vector(-12.954, -52.088, 0) - -SWEP.Primary.Burst = false - -function SWEP:SelectFireMode() - - if self.Primary.Burst then - self.Primary.Burst = false - self.NextFireSelect = CurTime() + .5 - if CLIENT then - self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.") - end - self.Weapon:EmitSound("Weapon_AR2.Empty") - self.Primary.NumShots = 1 - self.Primary.Sound = Sound("an94.single") - self.Primary.Automatic = true - else - self.Primary.Burst = true - self.NextFireSelect = CurTime() + .5 - if CLIENT then - self.Owner:PrintMessage(HUD_PRINTTALK, "Burst fire selected.") - end - self.Weapon:EmitSound("Weapon_AR2.Empty") - self.Primary.NumShots = 2 - self.Primary.Sound = Sound("an94.double") - self.Primary.Automatic = false - end -end - -SWEP.Primary.PrevShots = SWEP.Primary.NumShots - -function SWEP:PrimaryAttack() - if self:CanPrimaryAttack() and self.Owner:IsPlayer() then - self.ShootThese = self.Primary.NumShots - - if self.Primary.Burst then - if self.Primary.NumShots > self.Owner:GetActiveWeapon():Clip1() then - self.Primary.NumShots = 1 - self.ShootThese = 1 - self.Primary.Sound = Sound("an94.single") - else - self.Primary.NumShots = 2 - self.ShootThese = 2 - self.Primary.Sound = Sound("an94.double") - end - end - - - if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then - self:ShootBulletInformation() - self.Weapon:TakePrimaryAmmo(self.ShootThese) - - 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(self.ShootThese) - 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 - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua deleted file mode 100644 index ebb0456..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ares_shrike") -- 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 = "Ares Shrike" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 39 -- 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 = 65 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_ares_shrike01.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_ares_shrike.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_shrk.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 650 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 200 -- Size of a clip -SWEP.Primary.DefaultClip = 400 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-3.804, 0, 0.495) -SWEP.IronSightsAng = Vector(0.119, -0.019, 0) -SWEP.SightsPos = Vector(-3.804, 0, 0.495) -SWEP.SightsAng = Vector(0.119, -0.019, 0) -SWEP.RunSightsPos = Vector(1.639, -3.444, 0) -SWEP.RunSightsAng = Vector(-7.46, 47.048, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua deleted file mode 100644 index 5458b3c..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_auga3") -- 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 Assault Rifles" -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 = "Steyr AUG A3" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 26 -- 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 = 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.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 = "smg" -- 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_auga3sa.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_auga3.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("aug_a3.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 700 -- 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 = .4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .4 -- 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 = 4 -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.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.5 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 22 --base damage per bullet -SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua b/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua deleted file mode 100644 index 513d6f1..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_aw50") -- 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 Sniper Rifles" -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 = "AI AW50" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 50 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_aw50_awp.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_acc_int_aw50.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weaponaw50.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -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 = true -SWEP.Secondary.UseElcan = false -SWEP.Secondary.UseGreenDuplex = false -SWEP.Secondary.UseAimpoint = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 95 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(3.68, 0, 1.08) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(3.68, 0, 1.08) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua b/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua deleted file mode 100644 index 286c8de..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_barret_m82") -- 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 Sniper Rifles" -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 = "Barret M82" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 51 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = false -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_50calm82.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_barret_m82.mdl" -- Weapon world model ---oops -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("BarretM82.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 200 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -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 = true -SWEP.Secondary.UseElcan = false -SWEP.Secondary.UseGreenDuplex = false -SWEP.Secondary.UseAimpoint = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 110 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .00001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.894, 0, 1.7624) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.894, 0, 1.7624) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua b/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua deleted file mode 100644 index 688baad..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_bizonp19") -- 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 = "Bizon PP19" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 42 -- 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 = 65 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_bizon19.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_pp19_bizon.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_P19.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 675 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 64 -- Size of a clip -SWEP.Primary.DefaultClip = 128 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 19 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.359, 0, 0.839) -SWEP.IronSightsAng = Vector(0.744, -0.588, 0) -SWEP.SightsPos = Vector(3.359, 0, 0.839) -SWEP.SightsAng = Vector(0.744, -0.588, 0) -SWEP.GSightsPos = Vector (0, 0, 0) -SWEP.GSightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua b/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua deleted file mode 100644 index 5652aec..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_browningauto5") -- 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 = "Browning Auto 5" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 32 -- 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 = true -SWEP.ViewModel = "models/weapons/v_brown_auto5.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_browning_auto.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_a5.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 250 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.6 -- 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 = 60 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.ShellTime = .35 - -SWEP.Primary.NumShots = 9 //how many bullets to shoot, use with shotguns -SWEP.Primary.Damage = 10 //base damage, scaled by game -SWEP.Primary.Spread = .03 //define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .03 // has to be the same as primary.spread --- Because irons don't magically give you less pellet spread! - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(1.953, 0, 1.388) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(1.953, 0, 1.388) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492) -SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua b/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua deleted file mode 100644 index 321ee9c..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_colt1911") -- 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 Pistols" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "Colt 1911" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- 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 -SWEP.Weight = 3 -- 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 = "pistol" -- 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/f_dmgf_co1911.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/s_dmgf_co1911.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Dmgfok_co1911.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 700 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 7 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 60 -- 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 = 17 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (-2.6004, -1.3877, 1.1892) -SWEP.IronSightsAng = Vector (0.3756, -0.0032, 0.103) -SWEP.SightsPos = Vector (-2.6004, -1.3877, 1.1892) -SWEP.SightsAng = Vector (0.3756, -0.0032, 0.103) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) --- SWEP.RunSightsPos = Vector (-0.7883, 0, 2.4235) --- SWEP.RunSightsAng = Vector (-14.417, -0.7137, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua b/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua deleted file mode 100644 index 325abf9..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_coltpython") -- 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 Pistols" -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 = "Colt Python" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 57 -- 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 = 3 -- 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 = "revolver" -- 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_pist_python.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_colt_python.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_ColtPython.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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, use with shotguns -SWEP.Primary.Damage = 29 --base damage, scaled by game -SWEP.Primary.Spread = .02 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- has to be the same as primary.spread - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.743, -1.676, 1.796) -SWEP.IronSightsAng = Vector(0.611, 0.185, 0) -SWEP.SightsPos = Vector(-2.743, -1.676, 1.796) -SWEP.SightsAng = Vector(0.611, 0.185, 0) -SWEP.RunSightsPos = Vector(2.124, -9.365, -3.987) -SWEP.RunSightsAng = Vector(48.262, -8.214, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua b/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua deleted file mode 100644 index 570d348..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua +++ /dev/null @@ -1,233 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_contender") -- 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 Sniper Rifles" -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 = "Thompson Contender G2" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 40 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_contender2.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_g2_contender.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("contender_g2.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 1 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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.Secondary.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 85 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .00015 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-3, -0.857, 0.36) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-3, -0.857, 0.36) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.714, -1.429, 0) -SWEP.RunSightsAng = Vector(-11, 31, 0) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -end - -function SWEP:PrimaryAttack() - if self.Owner:IsNPC() then return end - if self:CanPrimaryAttack() and !self.Owner:KeyDown(IN_SPEED) then - self:ShootBulletInformation() - self.Weapon:EmitSound(self.Primary.Sound) - self.Weapon:TakePrimaryAmmo(1) - self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) - local fx = EffectData() - fx:SetEntity(self.Weapon) - fx:SetOrigin(self.Owner:GetShootPos()) - fx:SetNormal(self.Owner:GetAimVector()) - fx:SetAttachment(self.MuzzleAttachment) - util.Effect("rg_muzzle_rifle",fx) - self.Owner:SetAnimation( PLAYER_ATTACK1 ) - self.Owner:MuzzleFlash() - self.Weapon:SetNextPrimaryFire(CurTime()+10) - self.RicochetCoin = (math.random(1,4)) - self:UseBolt() - end -end - -function SWEP:UseBolt() - - if self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then - timer.Simple(.25, function() - if SERVER and self.Weapon != nil then - self.Weapon:SetNWBool("Reloading", true) - if self.Weapon:GetClass() == self.Gun and self.BoltAction then - self.Owner:SetFOV( 0, 0.3 ) - self:SetIronsights(false) - self.Owner:DrawViewModel(true) - local boltactiontime = (self.Owner:GetViewModel():SequenceDuration()) - timer.Simple(boltactiontime, - function() if self.Weapon and self.Owner then if IsValid(self.Weapon) and IsValid(self.Owner) then - self.Weapon:SetNWBool("Reloading", false) - if SERVER and self.Weapon != nil then - if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 ) - self.IronSightsPos = self.SightsPos -- Bring it up - self.IronSightsAng = self.SightsAng -- Bring it up - self.DrawCrosshair = false - self:SetIronsights(true, self.Owner) - self.Owner:DrawViewModel(false) - - self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan - self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire - self.Weapon:SetNextPrimaryFire(CurTime() + .1) - --well, hope this works - elseif !self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then - self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan - self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire - self.Weapon:SetNextPrimaryFire(CurTime() + .1) - end - end - end end end) - -- else if self.Weapon:GetClass() == self.Gun and - -- self.BoltAction and (self:GetIronsights() == false) then - - end - end - end ) - else - timer.Simple(.1, function() self:CheckWeaponsAndAmmo() end) - end - -end - -function SWEP:Reload() - - -// self.Weapon:DefaultReload(ACT_VM_RELOAD) - - 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:GetNextPrimaryFire() > (CurTime() + 1) then - return - else - - if self.Owner:IsNPC() then - self.Weapon:DefaultReload(ACT_VM_RELOAD) - return end - - if self.Owner:KeyDown(IN_USE) then return end - - if self.Silenced then - self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED) - else - self.Weapon:DefaultReload(ACT_VM_RELOAD) - end - - if !self.Owner:IsNPC() then - if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else - self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() - end - end - - if SERVER and self.Weapon != nil then - 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()) - timer.Simple(waitdammit + .1, - function() - 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 - if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then - self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second - end - 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 - -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 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 diff --git a/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua b/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua deleted file mode 100644 index c671ebf..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_deagle") -- 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 Pistols" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "Desert Eagle" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- 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 = 3 -- 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 = "pistol" -- 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_tcom_deagle.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_tcom_deagle.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_TDegle.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 7 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 55 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (-1.7102, 0, 0.2585) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (-1.7102, 0, 0.2585) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) --- SWEP.RunSightsPos = Vector (-0.3967, 0, 2.2339) --- SWEP.RunSightsAng = Vector (-17.3454, -2.6248, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua b/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua deleted file mode 100644 index 942e2ba..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_dragunov") -- 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 Sniper Rifles" -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 = "SVD Dragunov" -- Weapon name (Shown on HUD) -SWEP.Slot = 4 -- Slot in the weapon selection menu -SWEP.SlotPos = 41 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = false -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_dragunov02.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_svd_dragunov.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_svd01.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = false -- I mean it, only one -SWEP.Secondary.UseSVD = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 90 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .00012 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-1.241, -1.476, 0) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-1.241, -1.476, 0) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.934, -5.41, 0) -SWEP.RunSightsAng = Vector(-11.476, 35, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua b/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua deleted file mode 100644 index 9734a83..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_f2000") -- 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 Assault Rifles" -SWEP.Author = "iron angles by Mr Fokkusu" -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 = "F2000" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 27 -- 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.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.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 = true -SWEP.ViewModel = "models/weapons/v_tct_f2000.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_fn_f2000.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_F2000.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 850 -- 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 = .4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic/Semi Auto -SWEP.Primary.Ammo = "smg1" -- 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 = 4 -SWEP.Secondary.UseACOG = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.5 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 23 --base damage per bullet -SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(3.499, 0, 1.08) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(3.499, 0, 1.08) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-7.705, -2.623, 1.475) -SWEP.RunSightsAng = Vector(-11.476, -55.083, -2.296) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua b/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua deleted file mode 100644 index 0a4af98..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_fal") -- 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 Assault Rifles" -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 = "FN FAL" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 28 -- 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 = 55 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_fnfalnato.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_fn_fal.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("fnfal.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- 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 = 0.5 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 30 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-3.161, -1.068, 1.24) -SWEP.IronSightsAng = Vector(0.425, 0.05, 0) -SWEP.SightsPos = Vector(-3.161, -1.068, 1.24) -SWEP.SightsAng = Vector(0.425, 0.05, 0) -SWEP.RunSightsPos = Vector(2.598, -2.441, 0.36) -SWEP.RunSightsAng = Vector(-7.993, 37.756, -6.89) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua b/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua deleted file mode 100644 index 6f20bde..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_famas") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "FAMAS" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- 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 = 65 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_tct_famas.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_tct_famas.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_FAMTC.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 950 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 29 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-3.342, 0, 0.247) -SWEP.IronSightsAng = Vector(0, -0.438, 0) -SWEP.SightsPos = Vector(-3.342, 0, 0.247) -SWEP.SightsAng = Vector(0, -0.438, 0) -SWEP.RunSightsPos = Vector (0.9926, -3.6313, 0.4169) -SWEP.RunSightsAng = Vector (-9.1165, 43.8507, -18.2067) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua b/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua deleted file mode 100644 index ae86d31..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua +++ /dev/null @@ -1,78 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_fg42") -- 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 = "FG 42" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 33 -- 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_rif_fg42.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_fg42.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("FG42_weapon.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 metal peircing shotgun slug - -SWEP.Secondary.IronFOV = 55 -- 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 = 38 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.47, -6.078, 1.93) -SWEP.IronSightsAng = Vector(0.216, -0.082, 0) -SWEP.SightsPos = Vector(3.47, -6.078, 1.93) -SWEP.SightsAng = Vector(0.216, -0.082, 0) -SWEP.RunSightsPos = Vector(-5.738, -1.803, 0) -SWEP.RunSightsAng = Vector(-7.46, -47.624, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua b/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua deleted file mode 100644 index c8ed03a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_g36") -- 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 Assault Rifles" -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 = "G36" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 31 -- 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_rif_g362.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_g36c.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("G36.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 28 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.865, -0.857, 1.06) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(2.865, -0.857, 1.06) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-6, -2.571, -0.04) -SWEP.RunSightsAng = Vector(-11, -43, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua deleted file mode 100644 index 272f3eb..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_g3a3") -- 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 Assault Rifles" -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 = "HK G3A3" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 30 -- 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 = false -SWEP.ViewModel = "models/weapons/v_hk_g3_rif.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_g3.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("hk_g3_weapon.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 550 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 33 -- Base damage per bullet -SWEP.Primary.Spread = .026 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.419, -2.069, 1.498) -SWEP.IronSightsAng = Vector(-0.109, -0.281, 0) -SWEP.SightsPos = Vector(-2.419, -2.069, 1.498) -SWEP.SightsAng = Vector(-0.109, -0.281, 0) -SWEP.RunSightsPos = Vector(3.384, -3.044, -0.264) -SWEP.RunSightsAng = Vector(-7.402, 43.334, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua b/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua deleted file mode 100644 index 6d2ab5c..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_glock") -- 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 Pistols" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "Glock 18" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 22 -- 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 = 3 -- 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 = "pistol" -- 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_dmg_glock.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_dmg_glock.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Dmgfok_glock.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 1200 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 32 -- Size of a clip -SWEP.Primary.DefaultClip = 64 -- Bullets you start with -SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 60 -- 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 = 12 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (2.2042, 0, 1.7661) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.2042, 0, 1.7661) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (0.4751, 0, 1.8442) -SWEP.RunSightsAng = Vector (-17.6945, -1.4012, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua b/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua deleted file mode 100644 index 2d7318b..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_hk45") -- 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 Pistols" -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 = "HK45C" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 23 -- 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 = 3 -- 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 = "pistol" -- 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 = 60 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_pist_hk45.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk45c.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_hk45.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 55 -- 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 = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.32, 0, 0.86) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-2.32, 0, 0.86) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) --- SWEP.RunSightsPos = Vector(0, -3.143, 0.857) --- SWEP.RunSightsAng = Vector(-11, 9, 0) - -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 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 diff --git a/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua b/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua deleted file mode 100644 index 8e4a17a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua +++ /dev/null @@ -1,88 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_intervention") -- 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 Sniper Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "Intervention" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 42 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_snip_int.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_snip_int.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_INT.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 5 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 10 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -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 = 95 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.2263, -0.0007, 0.115) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.2263, -0.0007, 0.115) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 1.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua deleted file mode 100644 index ea57e06..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ithacam37") -- 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 = "Ithaca M37" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 22 -- 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 = true -SWEP.ViewModel = "models/weapons/v_ithaca_m37shot.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_ithaca_m37.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("IthacaM37.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 60 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = .9 -- 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 = 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 = 60 -- How much you 'zoom' in. Less is more! -SWEP.ShellTime = .4 - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 8 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 12 -- Base damage per bullet -SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .023 -- 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(2.16, -1.429, 0.6) -SWEP.IronSightsAng = Vector(3, 0, 0) -SWEP.SightsPos = Vector(2.16, -1.429, 0.6) -SWEP.SightsAng = Vector(3, 0, 0) -SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492) -SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua b/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua deleted file mode 100644 index b069e27..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_jackhammer") -- 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 = "Pancor Jackhammer" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 23 -- 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_jackhammer2.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_pancor_jackhammer.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_Jackhammer.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 240 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- 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.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 10 -- Base damage per bullet -SWEP.Primary.Spread = .045 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .045 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.026, -2.296, 0.917) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.026, -2.296, 0.917) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492) -SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua b/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua deleted file mode 100644 index 72e2383..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua +++ /dev/null @@ -1,94 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_kac_pdw") -- 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 = "KAC PDW" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 44 -- 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 = "smg" -- 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_kac_pdw1.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_kac_pdw.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("KAC_PDW.Single") -- Script that calls the primary fire sound -SWEP.Primary.SilencedSound = Sound("KAC_PDW.SilentSingle") -SWEP.Primary.RPM = 600 -- 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 = 0.1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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.CanBeSilenced = true - -SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 15 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.342, 0, 0.759) -SWEP.IronSightsAng = Vector(2.46, -0.025, 0) -SWEP.SightsPos = Vector(3.342, 0, 0.759) -SWEP.SightsAng = Vector(2.46, -0.025, 0) -SWEP.RunSightsPos = Vector(-4.646, -4.173, 0) -SWEP.RunSightsAng = Vector(-10.197, -53.189, 0) - -SWEP.WElements = { - ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-7.539, 1.485, 10.295), angle = Angle(-172.297, 180, 0), size = Vector(1.378, 1.378, 1.378), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } -} - -SWEP.VElements = { - ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "DrawCall_0", rel = "", pos = Vector(-0.281, 10.85, -6.398), angle = Angle(0, 90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } -} - -SWEP.ViewModelBoneMods = { - ["DrawCall_0009"] = { scale = Vector(1, 1, 1), pos = Vector(-0.154, 0, 0), angle = Angle(0, 0, 0) } -} - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua b/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua deleted file mode 100644 index 1e30308..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua +++ /dev/null @@ -1,91 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_l85") -- 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 Assault Rifles" -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 = "L85" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 32 -- 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 = true -SWEP.ViewModel = "models/weapons/v_rif_l85.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_l85a2.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_l85.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 675 -- 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 = .4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .4 -- 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 = 4 -SWEP.Secondary.UseACOG = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.5 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 29 --base damage per bullet -SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua b/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua deleted file mode 100644 index aebad26..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua +++ /dev/null @@ -1,78 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_luger") -- 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 Pistols" -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 = "P08 Luger" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 24 -- 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 = 3 -- 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 = "pistol" -- 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_p08_luger.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_luger_p08.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("weapon_luger.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 0.35 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" --- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun --- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug - -SWEP.Secondary.IronFOV = 55 -- 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 = 23 -- Base damage per bullet -SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .011 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.71, -2.122, 2.27) -SWEP.IronSightsAng = Vector(0.563, -0.013, 0) -SWEP.SightsPos = Vector(2.71, -2.122, 2.27) -SWEP.SightsAng = Vector(0.563, -0.013, 0) -SWEP.RunSightsPos = Vector(0, 0, 2.575) -SWEP.RunSightsAng = Vector(-14.657, 0, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua deleted file mode 100644 index d4bf65c..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m14sp") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "M14" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 34 -- 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 = false -SWEP.ViewModel = "models/weapons/v_snip_m14sp.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_snip_m14sp.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_M14SP.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- 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 = 0.6 -- 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 = false -- 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 = 45 -- How much you 'zoom' in. Less is more! - -SWEP.SelectiveFire = true - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 32 -- Base damage per bullet -SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (-2.7031, -1.0539, 1.6562) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (-2.7031, -1.0539, 1.6562) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (0.9642, -0.6371, 0.4936) -SWEP.RunSightsAng = Vector (-11.0116, 47.5223, -15.3199) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua deleted file mode 100644 index 952eb89..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua +++ /dev/null @@ -1,88 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m16a4_acog") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "M16A4 ACOG" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 35 -- 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 = 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.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 = true -SWEP.ViewModel = "models/weapons/v_M16_acog.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_dmg_m16ag.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Dmgfok_M16A4.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 850 -- 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 = .4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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 = 4 -SWEP.Secondary.UseACOG = true -- 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.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.5 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 30 --base damage per bullet -SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua deleted file mode 100644 index e227975..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m1918bar") -- 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 = "M1918 BAR" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 36 -- 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 = 65 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_m1918bar.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m1918_bar.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_bar1.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 450 -- 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 = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 40 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.313, 0, 1.399) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(3.313, 0, 1.399) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-7.049, -8.525, -2.132) -SWEP.RunSightsAng = Vector(0, -58.526, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua deleted file mode 100644 index 6c7cf25..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m24") -- 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 Sniper Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "M24" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_dmg_m24s.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_snip_m24_6.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Dmgfok_M24SN.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 40 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 5 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = .6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 97 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .000115 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector (2.894, 0, 1.7624) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (2.894, 0, 1.7624) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua deleted file mode 100644 index 4d7f08a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m249lmg") -- 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 = "M249 LMG" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 35 -- 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 = false -SWEP.ViewModel = "models/weapons/v_machinegun249.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m249_machine_gun.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_249M.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 855 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 150 -- Size of a clip -SWEP.Primary.DefaultClip = 300 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 27 -- Base damage per bullet -SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .024 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-4.015, 0, 1.764) -SWEP.IronSightsAng = Vector(0, -0.014, 0) -SWEP.SightsPos = Vector(-4.015, 0, 1.764) -SWEP.SightsAng = Vector(0, -0.014, 0) -SWEP.RunSightsPos = Vector(5.081, -4.755, -1.476) -SWEP.RunSightsAng = Vector(0, 41.884, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua deleted file mode 100644 index 03359aa..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m29satan") -- 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 Pistols" -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 = "M29 Satan" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 25 -- 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 = 3 -- 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 = "revolver" -- 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 = 60 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_pist_satan2.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m29_satan.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("weapon_satan1.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 32 -- Base damage per bullet -SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.82, -1.247, 0.456) -SWEP.IronSightsAng = Vector(0.505, 2.407, 0) -SWEP.SightsPos = Vector(-2.82, -1.247, 0.456) -SWEP.SightsAng = Vector(0.505, 2.407, 0) -SWEP.RunSightsPos = Vector(2.068, -9.632, -5.983) -SWEP.RunSightsAng = Vector(61.171, -5.269, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua deleted file mode 100644 index f49fb21..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m3") -- 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 = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "Benelli M3" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 24 -- 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 = true -SWEP.ViewModel = "models/weapons/v_benelli_m3_s90.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_benelli_m3.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("BenelliM3.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 0.8 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 = 60 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.ShellTime = .45 - -SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 10 -- Base damage per bullet -SWEP.Primary.Spread = .0326 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0326 -- 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(2.279, -1.007, 1.302) -SWEP.IronSightsAng = Vector(0.47, -0.024, 0) -SWEP.SightsPos = Vector(2.279, -1.007, 1.302) -SWEP.SightsAng = Vector(0.47, -0.024, 0) -SWEP.RunSightsPos = Vector(-7.639, -7.796, 0.865) -SWEP.RunSightsAng = Vector(-17.362, -69.724, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua deleted file mode 100644 index 3849658..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua +++ /dev/null @@ -1,83 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m416") -- 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 Assault Rifles" -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 = "HK 416" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 36 -- 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 = false -SWEP.ViewModel = "models/weapons/v_hk416rif.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_416.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("hk416weapon.UnsilSingle") -- Script that calls the primary fire sound -SWEP.Primary.SilencedSound = Sound("hk416weapon.SilencedSingle") -SWEP.Primary.RPM = 800 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.CanBeSilenced = true -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 = 55 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.892, -2.132, 0.5) -SWEP.IronSightsAng = Vector(-0.033, 0.07, 0) -SWEP.SightsPos = Vector(-2.892, -2.132, 0.5) -SWEP.SightsAng = Vector(-0.033, 0.07, 0) -SWEP.RunSightsPos = Vector(2.125, -0.866, 1.496) -SWEP.RunSightsAng = Vector(-18.08, 30.59, 0) - -SWEP.SelectiveFire = true - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua deleted file mode 100644 index ddad4da..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m4a1") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "M4A1 Iron" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 33 -- 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_m4a1_iron.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m4a1_iron.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Dmgfok_M4A1.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 800 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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.SelectiveFire = true - -SWEP.Secondary.IronFOV = 60 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696) -SWEP.IronSightsAng = Vector (-0.0105, -0.0061, 0) -SWEP.SightsPos = Vector (2.4537, 1.0923, 0.2696) -SWEP.SightsAng = Vector (-0.0105, -0.0061, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua deleted file mode 100644 index 85aca0a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m60") -- 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 = "M60 Machine Gun" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 34 -- 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 = 65 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_m60machinegun.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_m60_machine_gun.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_M_60.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 575 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 200 -- Size of a clip -SWEP.Primary.DefaultClip = 400 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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 = 65 -- 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 = 33 -- Base damage per bullet -SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .025 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-5.851, -2.763, 3.141) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-5.851, -2.763, 3.141) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(8.689, -3.444, -0.82) -SWEP.RunSightsAng = Vector(0, 44.18, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua deleted file mode 100644 index 9a9e646..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m92beretta") -- 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 Pistols" -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 = "M92 Beretta" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 26 -- 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 = 3 -- 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 = "pistol" -- 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_pistberettam92.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_beretta_m92.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_m92b.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 15 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 65 -- 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, use with shotguns -SWEP.Primary.Damage = 14 //base damage, scaled by game -SWEP.Primary.Spread = .027 //define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .019 // has to be the same as primary.spread - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.379, 0, 1.205) -SWEP.IronSightsAng = Vector(0.05, 0, 0) -SWEP.SightsPos = Vector(-2.379, 0, 1.205) -SWEP.SightsAng = Vector(0.05, 0, 0) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) --- SWEP.RunSightsPos = Vector(0, 0, 0) --- SWEP.RunSightsAng = Vector(-10.903, 6.885, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua b/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua deleted file mode 100644 index 882aefe..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_m98b") -- 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 Sniper Rifles" -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 = "Barret M98B" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 44 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = true -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_m98bravo.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_barrett_m98b.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("M98.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -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 = true -SWEP.Secondary.UseElcan = false -SWEP.Secondary.UseGreenDuplex = false -SWEP.Secondary.UseAimpoint = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 90 --base damage per bullet -SWEP.Primary.Spread = .001 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-2.196, -2, 1) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-2.196, -2, 1) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.714, -3.714, 0.286) -SWEP.RunSightsAng = Vector(-7, 43, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua deleted file mode 100644 index 3246a4b..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_magpulpdr") -- 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 = "Magpul PDR" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 45 -- 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 = "smg" -- 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_pdr_smg.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_magpul_pdr.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("MAG_PDR.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 575 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 30 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.8, 0, 2.079) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.8, 0, 2.079) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-2.437, -1.364, 1.45) -SWEP.RunSightsAng = Vector(-15.263, -41.1, 0) - - -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 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 diff --git a/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua deleted file mode 100644 index 9007923..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_model3russian") -- 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 Pistols" -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 = "S & W Model 3 Russian" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 27 -- 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 = 3 -- 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 = "revolver" -- 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 = 60 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_pist_model3.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_model_3_rus.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Model3.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.06, 0, 0.876) -SWEP.IronSightsAng = Vector(-0.207, 0, 0) -SWEP.SightsPos = Vector(4.06, 0, 0.876) -SWEP.SightsAng = Vector(-0.207, 0, 0) -SWEP.RunSightsPos = Vector(-0.165, -10.329, -5.41) -SWEP.RunSightsAng = Vector(70, 0, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua deleted file mode 100644 index 5d1b2cf..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_model500") -- 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 Pistols" -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 = "S&W Model 500" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 28 -- 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 = 3 -- 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 = "revolver" -- 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_swmodel_500.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_sw_model_500.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Model_500.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 100 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 5 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 40 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-1.923, -1.675, 0.374) -SWEP.IronSightsAng = Vector(0.052, 0, 0) -SWEP.SightsPos = Vector(-1.923, -1.675, 0.374) -SWEP.SightsAng = Vector(0.052, 0, 0) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua b/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua deleted file mode 100644 index 1cd7a4b..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua +++ /dev/null @@ -1,78 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_model627") -- 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 Pistols" -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 = "S&W Model 627" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- 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 = 3 -- 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 = "revolver" -- 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_swmodel_627.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_sw_model_627.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("model_627perf.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 120 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 60 -- 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 = 20 -- Base damage per bullet -SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.68, 0.019, 1.521) -SWEP.IronSightsAng = Vector(-0.141, -0.139, 0) -SWEP.SightsPos = Vector(2.68, 0.019, 1.521) -SWEP.SightsAng = Vector(-0.141, -0.139, 0) -SWEP.RunSightsPos = Vector(-2.419, -4.467, -4.693) -SWEP.RunSightsAng = Vector(56.766, 0, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua deleted file mode 100644 index f03b634..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mossberg590") -- 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 = "Mossberg 590" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 25 -- 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 = 60 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_shot_mberg_590.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_mossberg_590.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Mberg_590.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 75 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.8 -- 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 = 60 -- How much you 'zoom' in. Less is more! -SWEP.ShellTime = .5 - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 9 -- 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(-2.72, -3.143, 1.26) -SWEP.IronSightsAng = Vector(0, -0.75, 3) -SWEP.SightsPos = Vector(-2.72, -3.143, 1.26) -SWEP.SightsAng = Vector(0, -0.75, 3) -SWEP.RunSightsPos = Vector(7, -9.429, -0.857) -SWEP.RunSightsAng = Vector(-7, 63, 0) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua deleted file mode 100644 index bbc194d..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mp40") -- 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 = "MP40" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 50 -- 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 = "smg" -- 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 = 55 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_mp40smg.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_mp40smg.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("mp40.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 32 -- Size of a clip -SWEP.Primary.DefaultClip = 64 -- Bullets you start with -SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 25 -- Base damage per bullet -SWEP.Primary.Spread = .022 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.881, 0.187, 1.626) -SWEP.IronSightsAng = Vector(-0.047, 0, 0) -SWEP.SightsPos = Vector(3.881, 0.187, 1.626) -SWEP.SightsAng = Vector(-0.047, 0, 0) -SWEP.RunSightsPos = Vector(-5.119, -4.173, 0.865) -SWEP.RunSightsAng = Vector(-9.094, -56.496, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua deleted file mode 100644 index 1af1e02..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mp5") -- 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 = "HK MP5" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 46 -- 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_navymp5.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_mp5.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("mp5_navy_Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 800 -- 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 = 0.1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 22 -- Base damage per bullet -SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.549, -0.927, 1.09) -SWEP.IronSightsAng = Vector(0.125, -0.071, 0) -SWEP.SightsPos = Vector(2.549, -0.927, 1.09) -SWEP.SightsAng = Vector(0.125, -0.071, 0) -SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) -SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua deleted file mode 100644 index 52a8ffe..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mp5sd") -- 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 = "MP5SD" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 47 -- 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 = false -SWEP.ViewModel = "models/weapons/v_hkmp5sd.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_mp5sd.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_hkmp5sd.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 700 -- 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 = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 65 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.284, -1.446, 0.884) -SWEP.IronSightsAng = Vector(2.368, 0, 0) -SWEP.SightsPos = Vector(-2.284, -1.446, 0.884) -SWEP.SightsAng = Vector(2.368, 0, 0) -SWEP.RunSightsPos = Vector(3.858, -1.655, -0.866) -SWEP.RunSightsAng = Vector(-4.634, 49.493, 0) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua deleted file mode 100644 index dc62838..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua +++ /dev/null @@ -1,95 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mp7") -- 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 = "HK MP7" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 48 -- 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 = true -SWEP.ViewModel = "models/weapons/v_mp7_silenced.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_mp7_silenced.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_MP7.single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 950 -- 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 = .4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic/Semi Auto -SWEP.Primary.Ammo = "smg1" -- 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 = 4 -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, -5, 1.5) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (3, -5, 1.5) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-3.1731, -5.3573, 1.4608) -SWEP.RunSightsAng = Vector (-18.7139, -48.1596, 0) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua b/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua deleted file mode 100644 index ce01a55..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua +++ /dev/null @@ -1,87 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_mp9") -- 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 = "MP9" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 49 -- 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_b_t_mp9.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_brugger_thomet_mp9.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_mp9.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- 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 = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.2 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 20 -- 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(4.073, -3.438, 1.259) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.073, -3.438, 1.259) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.708, -6.172, 0) -SWEP.RunSightsAng = Vector(-7.661, -62.523, 0) - - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua b/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua deleted file mode 100644 index e1c223a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_pkm") -- 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 = "PKM" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 38 -- 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 = 55 -SWEP.ViewModelFlip = false -SWEP.ViewModel = "models/weapons/v_mach_russ_pkm.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_mach_russ_pkm.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("pkm.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- 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 = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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.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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 33 -- Base damage per bullet -SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.215, -2.116, 0.36) -SWEP.IronSightsAng = Vector(-0.13, 0.054, 0) -SWEP.SightsPos = Vector(-2.215, -2.116, 0.36) -SWEP.SightsAng = Vector(-0.13, 0.054, 0) -SWEP.RunSightsPos = Vector(5.276, -3.859, 0) -SWEP.RunSightsAng = Vector(-14.606, 52.087, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua b/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua deleted file mode 100644 index 50ff7d9..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_psg1") -- 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 Sniper Rifles" -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 = "PSG-1" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 45 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = false -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_psg1_snipe.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_psg1.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_psg_1.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 90 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(5.2, 0, 1.16) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(5.2, 0, 1.16) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua deleted file mode 100644 index 0bd6da7..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ragingbull") -- 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 Pistols" -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 = "Raging Bull" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 30 -- 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 = 3 -- 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 = "revolver" -- 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 = true -SWEP.ViewModel = "models/weapons/v_raging_bull.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_taurus_raging_bull.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("weapon_r_bull.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 31 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.773, 0, 0.846) -SWEP.IronSightsAng = Vector(-0.157, 0, 0) -SWEP.SightsPos = Vector(2.773, 0, 0.846) -SWEP.SightsAng = Vector(-0.157, 0, 0) -SWEP.RunSightsPos = Vector(0, 2.95, 0) -SWEP.RunSightsAng = Vector(-13.197, 5.737, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua deleted file mode 100644 index ff573c1..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_remington1858") -- 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 Pistols" -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 = "Remington 1858" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 31 -- 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 = 3 -- 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 = "revolver" -- 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 = true -SWEP.ViewModel = "models/weapons/v_pist_re1858.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_remington_1858.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Remington.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 150 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 0.9 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "357" -- 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 = 65 -- 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 = 34 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .012 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(5.44, 0, 1.72) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(5.44, 0, 1.72) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-0.165, -10.329, -5.41) -SWEP.RunSightsAng = Vector(70, 0, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua deleted file mode 100644 index 611b9b5..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_remington7615p") -- 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 Sniper Rifles" -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 = "Remington 7615P" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 46 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better -SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up -SWEP.AutoSwitchFrom = false -- Auto switch from if you pick up a better weapon -SWEP.BoltAction = true -- 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 = true -SWEP.ViewModel = "models/weapons/v_remington_7615p.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_remington_7615p.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("7615p_remington.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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.Secondary.ScopeZoom = 7 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 35 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(3.079, -1.333, 0.437) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua b/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua deleted file mode 100644 index 3ce0bb7..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_remington870") -- 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 = "Remington 870" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 26 -- 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_rem870tactical.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_remington_870_tact.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("WepRem870.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 1.25 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.4 -- 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 = 60 -- How much you 'zoom' in. Less is more! - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.ShellTime = .45 - -SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 10 -- 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 --- Because irons don't magically give you less pellet spread! - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.014, 0.1, 1.2) -SWEP.IronSightsAng = Vector(0.551, 0.028, 0) -SWEP.SightsPos = Vector(-2.014, 0.1, 1.2) -SWEP.SightsAng = Vector(0.551, 0.028, 0) -SWEP.RunSightsPos = Vector(6.534, -4.646, 1.654) -SWEP.RunSightsAng = Vector(-19.567, 68.622, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua b/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua deleted file mode 100644 index 1a20aa7..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua +++ /dev/null @@ -1,84 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_scar") -- 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 Assault Rifles" -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 = "SCAR" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- 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 = "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_fnscarh.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_fn_scar_h.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Wep_fnscarh.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 625 -- 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 = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - -SWEP.SelectiveFire = true - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.652, 0.187, -0.003) -SWEP.IronSightsAng = Vector(2.565, 0.034, 0) -SWEP.SightsPos = Vector(-2.652, 0.187, -0.003) -SWEP.SightsAng = Vector(2.565, 0.034, 0) -SWEP.RunSightsPos = Vector(6.063, -1.969, 0) -SWEP.RunSightsAng = Vector(-11.655, 57.597, 3.582) - -SWEP.VElements = { - ["rect"] = { type = "Model", model = "models/hunter/plates/plate1x1.mdl", bone = "gun_root", rel = "", pos = Vector(0, -0.461, 3.479), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/eotech/rect", 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 diff --git a/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua b/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua deleted file mode 100644 index cedd3f2..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua +++ /dev/null @@ -1,85 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_scoped_taurus") -- 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 Pistols" -SWEP.Author = "" -SWEP.Contact = "" -SWEP.Purpose = "" -SWEP.Instructions = "" -SWEP.PrintName = "Raging Bull - Scoped" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 32 -- 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 = 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.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 = "revolver" -- 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 = true -SWEP.ViewModel = "models/weapons/v_raging_bull_scoped.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_raging_bull_scoped.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("weapon_r_bull.single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 6 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Bullets you start with -SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "357" -- 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.ScopeZoom = 3 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.Damage = 31 --base damage per bullet -SWEP.Primary.Spread = .02 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.773, 0, 0.846) -SWEP.IronSightsAng = Vector(-0.157, 0, 0) -SWEP.SightsPos = Vector(2.773, 0, 0.846) -SWEP.SightsAng = Vector(-0.157, 0, 0) -SWEP.RunSightsPos = Vector(0, 2.95, 0) -SWEP.RunSightsAng = Vector(-13.197, 5.737, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua deleted file mode 100644 index 7164fc0..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_sig_p229r") -- 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 Pistols" -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 = "SIG Sauer P229R" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 33 -- 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 = 3 -- 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 = "pistol" -- 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_sick_p228.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_sig_229r.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Sauer1_P228.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 12 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 60 -- 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 = 17 -- Base damage per bullet -SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.653, -.686, 1.06) -SWEP.IronSightsAng = Vector(0.3, 0, 0) -SWEP.SightsPos = Vector(-2.653, -.686, 1.06) -SWEP.SightsAng = Vector(0.3, 0, 0) - -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua deleted file mode 100644 index 873b03b..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua +++ /dev/null @@ -1,90 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_sl8") -- 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 Sniper Rifles" -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 = "HK SL8" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 47 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.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 = true -SWEP.ViewModel = "models/weapons/v_hk_sl8.mdl" -SWEP.WorldModel = "models/weapons/w_hk_sl8.mdl" -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_hksl8.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 300 -- 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 = .6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .6 -- 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 = 4 -SWEP.Secondary.UseACOG = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.9 -SWEP.ReticleScale = 0.7 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 60 --base damage per bullet -SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(3.079, -1.333, 0.437) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-6.22, -5.277, 0) -SWEP.RunSightsAng = Vector(-10.671, -64.598, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua b/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua deleted file mode 100644 index e2e8d71..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_smgp90") -- 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 = "FN P90" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 51 -- 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 = "rpg" -- 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 = true -SWEP.ViewModel = "models/weapons/v_p90_smg.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_fn_p90.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("P90_weapon.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 50 -- Size of a clip -SWEP.Primary.DefaultClip = 100 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 18 -- Base damage per bullet -SWEP.Primary.Spread = .032 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.707, -2.46, 2.219) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(2.707, -2.46, 2.219) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua b/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua deleted file mode 100644 index 00542e3..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua +++ /dev/null @@ -1,80 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_spas12") -- 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 = "SPAS 12" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 27 -- 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 = true -SWEP.ViewModel = "models/weapons/v_spas12_shot.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_spas_12.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("spas_12_shoty.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 1.5 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.7 -- 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 = 60 -- How much you 'zoom' in. Less is more! -SWEP.ShellTime = .4 - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 10 -- 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(2.657, .394, 1.659) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(2.657, .394, 1.659) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492) -SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua b/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua deleted file mode 100644 index b8a8a30..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua +++ /dev/null @@ -1,84 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_sten") -- 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 = "STEN" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 52 -- 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 = 65 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_smgsten.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_sten.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weaponsten.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 32 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 20 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.367, -1.476, 3.119) -SWEP.IronSightsAng = Vector(-0.213, -0.426, 0) -SWEP.SightsPos = Vector(4.367, -1.476, 3.119) -SWEP.SightsAng = Vector(-0.213, -0.426, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua b/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua deleted file mode 100644 index 31bfb5c..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua +++ /dev/null @@ -1,74 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_striker12") -- must be the name of your swep -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 = "Striker 12" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 28 -- 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 to 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" - -SWEP.ViewModelFOV = 70 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_striker_12g.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_striker_12g.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("ShotStriker12.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 365 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 12 -- Size of a clip -SWEP.Primary.DefaultClip = 36 -- Default number of bullets in a clip -SWEP.Primary.KickUp = 4 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic/Semi Auto -SWEP.Primary.Ammo = "buckshot" - -SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more! - -SWEP.ShellTime = .3 - -SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 8 -- Base damage per bullet -SWEP.Primary.Spread = .04 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .04 -- 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(3.805, -1.045, 1.805) -SWEP.IronSightsAng = Vector(2.502, 3.431, 0) -SWEP.SightsPos = Vector(3.805, -1.045, 1.805) -SWEP.SightsAng = Vector(2.502, 3.431, 0) -SWEP.RunSightsPos = Vector(-3.237, -6.376, 1.167) -SWEP.RunSightsAng = Vector(-8.391, -63.543, 0) - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua b/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua deleted file mode 100644 index 06b3c9b..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua +++ /dev/null @@ -1,91 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_svt40") -- 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 Sniper Rifles" -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 = "SVT 40" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 48 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = false -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_snip_svt40.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_svt_40.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_SVT40.single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- 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.Secondary.ScopeZoom = 5 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 80 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-3.462, -1.775, 0.079) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-3.462, -1.775, 0.079) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.388, -4.501, 0) -SWEP.RunSightsAng = Vector(-9.096, 47.727, 0) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua b/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua deleted file mode 100644 index fbdbadc..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua +++ /dev/null @@ -1,89 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_svu") -- 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 Sniper Rifles" -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 = "Dragunov SVU" -- Weapon name (Shown on HUD) -SWEP.Slot = 3 -- Slot in the weapon selection menu -SWEP.SlotPos = 49 -- 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 = false -- Set false if you want no crosshair from hip -SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair -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.BoltAction = false -- Is this a bolt action rifle? -SWEP.HoldType = "rpg" -- 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_sniper_svu.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_dragunov_svu.mdl" -- Weapon world model -SWEP.Base = "bobs_scoped_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_SVU.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 10 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "SniperPenetratedRound" -- 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.ScopeZoom = 9 -SWEP.Secondary.UseACOG = false -- Choose one scope type -SWEP.Secondary.UseMilDot = false -- I mean it, only one -SWEP.Secondary.UseSVD = true -- 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 = false -SWEP.Secondary.UseMatador = false - -SWEP.data = {} -SWEP.data.ironsights = 1 -SWEP.ScopeScale = 0.7 -SWEP.ReticleScale = 0.6 - -SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull -SWEP.Primary.Damage = 93 --base damage per bullet -SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns - --- enter iron sight info and bone mod info below - -SWEP.IronSightsPos = Vector(-3.24, 0, 0.88) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(-3.24, 0, 0.88) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(3.143, -6, 0.286) -SWEP.RunSightsAng = Vector(-5, 55, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua b/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua deleted file mode 100644 index 571f758..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_tar21") -- 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 Assault Rifles" -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 = "TAR-21" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 38 -- 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 = "rpg" -- 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_imi_tavor.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_imi_tar21.mdl" -- Weapon world model -SWEP.ShowWorldModel = true -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Wep_imitavor.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- 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 = 55 -- 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 = 30 -- Base damage per bullet -SWEP.Primary.Spread = .027 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns - -SWEP.SelectiveFire = true - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-1.825, 0.685, 0.155) -SWEP.IronSightsAng = Vector(0.768, 0, 0) -SWEP.SightsPos = Vector(-1.825, 0.685, 0.155) -SWEP.SightsAng = Vector(0.768, 0, 0) -SWEP.RunSightsPos = Vector(3.858, 0.079, -1.025) -SWEP.RunSightsAng = Vector(-5.237, 49.648, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua b/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua deleted file mode 100644 index 56130ae..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua +++ /dev/null @@ -1,87 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_tec9") -- 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 = "TEC-9" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 53 -- 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 = 60 -SWEP.ViewModelFlip = true -SWEP.ViewModel = "models/weapons/v_tec_9_smg.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_intratec_tec9.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_Tec9.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 32 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 17 -- Base damage per bullet -SWEP.Primary.Spread = .029 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .019 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.314, -1.216, 2.135) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.314, -1.216, 2.135) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-5.434, -1.181, 0.393) -SWEP.RunSightsAng = Vector(-6.89, -42.166, 0) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua b/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua deleted file mode 100644 index f3ec11a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua +++ /dev/null @@ -1,88 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_thompson") -- 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 = "Tommy Gun" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 54 -- 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 = "smg" -- 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 = true -SWEP.ViewModel = "models/weapons/v_tommy_g.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_tommy_gun.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_tmg.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 575 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 75 -- Size of a clip -SWEP.Primary.DefaultClip = 150 -- Bullets you start with -SWEP.Primary.KickUp = 0.7 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.65 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 22 -- Base damage per bullet -SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .019 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(3.359, 0, 1.84) -SWEP.IronSightsAng = Vector(-2.166, -4.039, 0) -SWEP.SightsPos = Vector(3.359, 0, 1.84) -SWEP.SightsAng = Vector(-2.166, -4.039, 0) -SWEP.GSightsPos = Vector (0, 0, 0) -SWEP.GSightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua b/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua deleted file mode 100644 index 10965bf..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_ump45") -- 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 = "HK UMP45" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 55 -- 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 = "smg" -- 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_hk_ump_45.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_ump45.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("m9k_hk_ump45.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 25 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.45 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 1 -- How many bullets to shoot per trigger pull -SWEP.Primary.Damage = 20 -- Base damage per bullet -SWEP.Primary.Spread = .028 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .018 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(2.826, -1.601, 1.259) -SWEP.IronSightsAng = Vector(-0.055, 0, 0) -SWEP.SightsPos = Vector(2.826, -1.601, 1.259) -SWEP.SightsAng = Vector(-0.055, 0, 0) -SWEP.RunSightsPos = Vector(-3.386, -4.488, 1.18) -SWEP.RunSightsAng = Vector(-17.362, -48.78, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua deleted file mode 100644 index d62387d..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua +++ /dev/null @@ -1,149 +0,0 @@ --- 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 diff --git a/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua deleted file mode 100644 index 8136921..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_usc") -- 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 = "HK USC" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 56 -- 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_hkoch_usc.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_hk_usc.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_hkusc.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 25 -- Size of a clip -SWEP.Primary.DefaultClip = 60 -- Bullets you start with -SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.45 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 55 -- 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 = 23 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.698, -2.566, 2.038) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.698, -2.566, 2.038) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.RunSightsPos = Vector(-3.814, -8.615, 0) -SWEP.RunSightsAng = Vector(-9.016, -64.764, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua deleted file mode 100644 index 2301724..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua +++ /dev/null @@ -1,79 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_usp") -- 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 Pistols" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "HK USP" -- Weapon name (Shown on HUD) -SWEP.Slot = 1 -- Slot in the weapon selection menu -SWEP.SlotPos = 34 -- 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 = 3 -- 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 = "pistol" -- 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_pist_fokkususp.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_pist_fokkususp.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_fokkususp.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 15 -- Size of a clip -SWEP.Primary.DefaultClip = 45 -- Bullets you start with -SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "pistol" -- 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 = 55 -- 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 = 16 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (-2.5944, 0, 1.1433) -SWEP.IronSightsAng = Vector (0, 0, 0) -SWEP.SightsPos = Vector (-2.5944, 0, 1.1433) -SWEP.SightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27) -SWEP.RunSightsAng = Vector(60.695, 0, 0) --- SWEP.RunSightsPos = Vector (-1.0917, 0, 1.496) --- SWEP.RunSightsAng = Vector (-9.6507, -2.5621, 0) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua b/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua deleted file mode 100644 index 02cb39f..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua +++ /dev/null @@ -1,87 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_uzi") -- 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 = "UZI" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 57 -- 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 = false -SWEP.ViewModel = "models/weapons/v_imi_uzi01.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_uzi_imi.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Weapon_uzi.single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 32 -- Size of a clip -SWEP.Primary.DefaultClip = 64 -- Bullets you start with -SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 65 -- 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 = 20 -- Base damage per bullet -SWEP.Primary.Spread = .028 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .018 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(-2.951, -2.629, 1.633) -SWEP.IronSightsAng = Vector(0.109, -0.772, 1.725) -SWEP.SightsPos = Vector(-2.951, -2.629, 1.633) -SWEP.SightsAng = Vector(0.109, -0.772, 1.725) -SWEP.RunSightsPos = Vector(3.858, -2.945, 0.057) -SWEP.RunSightsAng = Vector(-5.237, 40.471, 0) - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_val/shared.lua b/ftp_gmstranded/entities/weapons/m9k_val/shared.lua deleted file mode 100644 index b4e8b5a..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_val/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_val") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "AS VAL" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 39 -- 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 = false -SWEP.ViewModel = "models/weapons/v_dmg_vally.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_dmg_vally.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Dmgfok_vally.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- 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 = 60 -- 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 = 27 -- Base damage per bullet -SWEP.Primary.Spread = .019 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .008 -- Ironsight accuracy, should be the same for shotguns - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector (-2.2442, -1.8353, 1.0599) -SWEP.IronSightsAng = Vector (1.0513, 0.0322, 0) -SWEP.SightsPos = Vector (-2.2442, -1.8353, 1.0599) -SWEP.SightsAng = Vector (1.0513, 0.0322, 0) -SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273) -SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua b/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua deleted file mode 100644 index 8cc8ff1..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua +++ /dev/null @@ -1,81 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_vector") -- 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 = "KRISS Vector" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 58 -- 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 = "smg" -- 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_kriss_svs.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_kriss_vector.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("kriss_vector.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 1000 -- 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 = 0.2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 50 -- 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 = 18 -- Base damage per bullet -SWEP.Primary.Spread = .026 -- 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(3.943, -0.129, 1.677) -SWEP.IronSightsAng = Vector(-1.922, 0.481, 0) -SWEP.SightsPos = Vector(3.943, -0.129, 1.677) -SWEP.SightsAng = Vector(-1.922, 0.481, 0) -SWEP.RunSightsPos = Vector(-3.701, -6.064, -0.551) -SWEP.RunSightsAng = Vector(-4.685, -62.559, 9.093) - - - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua b/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua deleted file mode 100644 index 2ba9b44..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua +++ /dev/null @@ -1,77 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_vikhr") -- 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 Assault Rifles" -SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu" -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 = "SR-3M Vikhr" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 40 -- 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 = false -SWEP.ViewModel = "models/weapons/v_dmg_vikhr.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_dmg_vikhr.mdl" -- Weapon world model -SWEP.Base = "bobs_gun_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true -SWEP.FiresUnderwater = false - -SWEP.Primary.Sound = Sound("Dmgfok_vikhr.Single") -- Script that calls the primary fire sound -SWEP.Primary.RPM = 900 -- 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 = 0.3 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false -SWEP.Primary.Ammo = "smg1" -- 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 = 60 -- 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 = 29 -- Base damage per bullet -SWEP.Primary.Spread = .02 -- 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 (-2.2363, -1.0859, 0.5292) -SWEP.IronSightsAng = Vector (1.4076, 0.0907, 0) -SWEP.SightsPos = Vector (-2.2363, -1.0859, 0.5292) -SWEP.SightsAng = Vector (1.4076, 0.0907, 0) -SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273) -SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039) - -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 diff --git a/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua b/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua deleted file mode 100644 index 11e9b0f..0000000 --- a/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua +++ /dev/null @@ -1,91 +0,0 @@ --- Variables that are used on both client and server -SWEP.Gun = ("m9k_winchester73") -- 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 Assault Rifles" -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 = "73 Winchester Carbine" -- Weapon name (Shown on HUD) -SWEP.Slot = 2 -- Slot in the weapon selection menu -SWEP.SlotPos = 41 -- 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 = 3 -- 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_winchester1873.mdl" -- Weapon view model -SWEP.WorldModel = "models/weapons/w_winchester_1873.mdl" -- Weapon world model -SWEP.Base = "bobs_shotty_base" -SWEP.Spawnable = true -SWEP.AdminSpawnable = true - -SWEP.Primary.Sound = Sound("Weapon_73.Single") -- script that calls the primary fire sound -SWEP.Primary.RPM = 66 -- This is in Rounds Per Minute -SWEP.Primary.ClipSize = 8 -- Size of a clip -SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip -SWEP.Primary.KickUp = .2 -- Maximum up recoil (rise) -SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) -SWEP.Primary.KickHorizontal = 0.1 -- Maximum up recoil (stock) -SWEP.Primary.Automatic = false -- Automatic/Semi Auto -SWEP.Primary.Ammo = "AirboatGun" -- 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 = 60 -- How much you 'zoom' in. Less is more! -SWEP.ShellTime = .54 - -SWEP.data = {} --The starting firemode -SWEP.data.ironsights = 1 - -SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull, AKA pellets -SWEP.Primary.Damage = 85 -- Base damage per bullet -SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) -SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns --- Because irons don't magically give you less pellet spread!, but this isn't a shotgun so whatever, man! - --- Enter iron sight info and bone mod info below -SWEP.IronSightsPos = Vector(4.356, 0, 2.591) -SWEP.IronSightsAng = Vector(0, 0, 0) -SWEP.SightsPos = Vector(4.356, 0, 2.591) -SWEP.SightsAng = Vector(0, 0, 0) -SWEP.GSightsPos = Vector (0, 0, 0) -SWEP.GSightsAng = Vector (0, 0, 0) -SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) -SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) - -SWEP.ViewModelBoneMods = { - ["shell"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) } -} - -if (gmod.GetGamemode().Name == "Murderthon 9000") then - - SWEP.Slot = 1 -- Slot in the weapon selection menu - SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better - -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 diff --git a/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua b/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua deleted file mode 100644 index c9dd11d..0000000 --- a/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua +++ /dev/null @@ -1,266 +0,0 @@ - -CROW = {} - -CROW.BURROWIN = 1 -CROW.BURROWOUT = 2 -CROW.BURROWED = 3 - -CROW.damage = 25 -CROW.model = Model( "models/crow.mdl" ) -CROW.sounds = {} -CROW.sounds.attack = Sound( "Weapon_Bugbait.Splat" ) -CROW.sounds.attackHit = Sound( "Weapon_Crowbar.Melee_Hit" ) -CROW.sounds.banghowdy = Sound( "Weapon_Bugbait.Splat" ) -CROW.sounds.burrowIn = Sound( "NPC_CROW.BurrowIn" ) -CROW.sounds.burrowOut = Sound( "NPC_CROW.BurrowOut" ) - -CROW.Hooks = {} - -function CROW.SetSpeeds( ply, run, sprint, crouch ) - ply:SetWalkSpeed( run ) - ply:SetRunSpeed( sprint ) - ply:SetCrouchedWalkSpeed( crouch ) -end - -function CROW.Enable( ply ) - if ( ply.CROW ) then return end - if ( CLIENT ) then - ply.CROW = true - return - end - - CROW.BangHowdy( ply ) - ply.CROW = {} - ply.CROW.burrowed = nil - ply.CROW.burrowedTimer = 0 - - ply.CROW.model = ply:GetModel() - ply.CROW.color = ply:GetColor() - ply.CROW.speeds = { run = ply:GetWalkSpeed(), sprint = ply:GetRunSpeed(), crouch = ply:GetCrouchedWalkSpeed() } - - CROW.SetSpeeds( ply, 100, 100, 100 ) - ply:SetHull( Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ) - ply:SetHullDuck( Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) ) - - ply:SetModel( CROW.model ) - ply:SetRenderMode( RENDERMODE_TRANSALPHA ) - ply:SetColor( Color( 255, 255, 255, 0 ) ) - - ply.CROW.ghost = CROW.Ghost( ply ) - ply:SetNetworkedEntity( "CROW.ghost", ply.CROW.ghost ) - if ( !ply.CROWHasPrinted ) then - ply:PrintMessage( HUD_PRINTTALK, "You're a Crow! AWESOME!\nJump to start flying and then jump again to speed up.\nSprint to hop forward.\nReload to make a cute noise.\nMouse 1 or 2 to eat some ground and gain health.\n" ) - ply.CROWHasPrinted = true - end - ply.CROW.LastEatenTimer = CurTime() + 15 -end - -function CROW.Disable( ply ) - ply:ResetHull() - - if ( CLIENT ) then - ply.CROW = false - return - end - - if ( !ply.CROW ) then return end - CROW.BangHowdy( ply ) - ply.CROW.ghost:Remove() - ply:SetNetworkedEntity( "CROW.ghost", nil ) - ply:SetModel( ply.CROW.model ) - ply:SetColor( ply.CROW.color ) - CROW.SetSpeeds( ply, ply.CROW.speeds.run, ply.CROW.speeds.sprint, ply.CROW.speeds.crouch ) - ply:SetMoveType( MOVETYPE_WALK ) - ply.CROW = nil - - /*if ( ply:HasUnlock( "Sprinting_II" ) ) then - GAMEMODE:SetPlayerSpeed( ply, 400, 100 ) - elseif ( ply:HasUnlock( "Sprinting_I" ) ) then - GAMEMODE:SetPlayerSpeed( ply, 250, 400 ) - else - GAMEMODE:SetPlayerSpeed( ply, 250, 250 ) - end*/ -end - -if ( CLIENT ) then - usermessage.Hook( "CROW.enable", function( um ) - if ( !IsValid( LocalPlayer() ) || !LocalPlayer().GetActiveWeapon ) then return end - local weapon = LocalPlayer():GetActiveWeapon() - if ( !IsValid( weapon ) or !weapon:IsWeapon() or weapon:GetClass() != "pill_pigeon" ) then return end - CROW.Enable( LocalPlayer() ) - end ) - - usermessage.Hook( "CROW.disable", function( um ) - if ( !IsValid( LocalPlayer() ) || !LocalPlayer().GetActiveWeapon ) then return end - local weapon = LocalPlayer():GetActiveWeapon() - if ( IsValid( weapon ) and weapon:IsWeapon() and weapon:GetClass() == "pill_pigeon" ) then return end - CROW.Disable( LocalPlayer() ) - end ) -end - -function CROW.BangHowdy( ply ) - local ed = EffectData() - ed:SetOrigin( ply:GetPos() ) - ed:SetStart( ply:GetPos() ) - ed:SetScale( 1000 ) - util.Effect( "cball_explode", ed ) - ply:EmitSound( CROW.sounds.banghowdy ) -end - -function CROW.Burrow( ply ) - if ( ply.CROW.burrowed != CROW.BURROWED and CurTime() < ply.CROW.burrowedTimer ) then return end - if ( !ply.CROW.burrowed ) then - if ( ply.CROW.attacking or not ply:OnGround() ) then return end - local t = {} - t.start = ply:GetPos() - t.endpos = t.start + Vector( 0, 0, -20 ) - t.filter = ply - local tr = util.TraceLine( t ) - if ( !tr.HitWorld or !( tr.MatType == MAT_DIRT or tr.MatType == MAT_FOLIAGE or tr.MatType == MAT_SAND ) ) then - ply:PrintMessage( HUD_PRINTTALK, "You can't eat that. Look for some dirt!" ) - return - end - ply:EmitSound( CROW.sounds.burrowIn ) - ply:SetMoveType( MOVETYPE_WALK ) - ply.CROW.burrowed = CROW.BURROWIN - ply.CROW.burrowedTimer = CurTime() + 0.5 - else - ply:EmitSound( CROW.sounds.burrowOut ) - ply:DrawShadow( true ) - ply.CROW.ghost:DrawShadow( true ) - ply.CROW.burrowed = CROW.BURROWOUT - ply.CROW.burrowedTimer = CurTime() + 0.5 - end - ply.CROW.LastEatenTimer = CurTime() + 15 -end - -function CROW.BurrowThink( ply ) - local health = ply:Health() - if ( health >= ply:GetMaxHealth() ) then - ply.CROW.burrowed = false - end - if ( !ply.CROW.burrowed ) then return end - if ( CurTime() >= ply.CROW.burrowedTimer ) then - if ( ply.CROW.burrowed == CROW.BURROWIN ) then - ply:DrawShadow( false ) - ply.CROW.ghost:DrawShadow( false ) - ply.CROW.burrowed = CROW.BURROWED - elseif ( ply.CROW.burrowed == CROW.BURROWOUT ) then - ply:SetMoveType( MOVETYPE_WALK ) - ply.CROW.burrowed = false - elseif ( ply.CROW.burrowed == CROW.BURROWED ) then - if ( health < ply:GetMaxHealth() ) then ply:SetHealth( math.min( health + 2, ply:GetMaxHealth() ) ) end - ply.CROW.burrowedTimer = CurTime() + 1 - end - end -end - -function CROW.Ghost( ply ) - local e = ents.Create( "prop_dynamic" ) - e:SetAngles( ply:GetAngles() ) - e:SetPos( ply:GetPos() ) - e:SetModel( CROW.model ) - e:SetCollisionGroup( COLLISION_GROUP_NONE ) - e:SetMoveType( MOVETYPE_NONE ) - e:SetSolid( SOLID_NONE ) - e:SetParent( ply ) - e:Spawn() - return e -end - -function CROW.Hooks.KeyPress( ply, key ) - local health = ply:Health() - if ( !ply.CROW ) then return end - - if ( ply.CROW.burrowed ) then - ply:SetMoveType( 0 ) - return - end - - if ( health < 30 ) then - GAMEMODE:SetPlayerSpeed( ply, 50, 100 ) - end - - if ( health >= 30 ) then - if ( key == IN_JUMP and ply:IsOnGround() ) then - ply:SetMoveType( 4 ) - ply:SetVelocity( ply:GetForward() * 300 + Vector( 0, 0, 100 ) ) - elseif ( key == IN_JUMP and ply:IsOnGround() ) then - ply:SetMoveType( 2 ) - elseif ( key == IN_JUMP and !ply:IsOnGround() ) then - ply:SetVelocity( ply:GetForward() * 300 + ply:GetAimVector() ) - elseif ply:IsOnGround() then - ply:SetMoveType( 2 ) - elseif ( !ply:IsOnGround() and key == IN_WALK ) then - ply:SetMaxSpeed( 250 ) - else - ply:SetMoveType( 0 ) - end - else - ply:SetMoveType( 0 ) - end - - if ( health < 50 ) then return end - - if ( ply:OnGround() and key == IN_SPEED ) then - ply:SetVelocity( ply:GetForward() * 1500 + Vector( 0, 0, 100 ) ) - ply:SetMoveType( 2 ) - end -end - -function CROW.Hooks.UpdateAnimation( ply ) - if ( !ply.CROW ) then return end - - local sequence = "idle01" - local rate = 1 - local speed = ply:GetVelocity():Length() - - if ( !ply.CROW.burrowed ) then - if ( ply:IsOnGround() ) then - ply:SetMoveType( 2 ) - if ( speed > 0 ) then - sequence = "Walk" - rate = 2 - ply:SetMaxSpeed( 200 ) - if ( speed > 200 ) then - sequence = "Run" - end - end - elseif ( !ply:IsOnGround() ) then - ply:SetMoveType( 4 ) - ply:SetMaxSpeed( 100 ) - sequence = "Soar" - if ( speed > 400 ) then sequence = "Fly01" end - - if ( ply:Health() < 30 ) then - ply:SetMoveType( 2 ) - sequence = "Ragdoll" - end - elseif ( ply:WaterLevel() > 1 ) then - sequence = "Soar" - end - elseif ( ply.CROW.burrowed == CROW.BURROWED ) then - sequence = "Eat_a" - end - - local sequenceIndex = ply:LookupSequence( sequence ) - if ( ply:GetSequence() != sequenceIndex ) then - ply:Fire( "setanimation", sequence, 0 ) - end - sequenceIndex = ply.CROW.ghost:LookupSequence( sequence ) - if ( ply.CROW.ghost:GetSequence() != sequenceIndex ) then - ply.CROW.ghost:Fire( "setanimation", sequence, 0 ) - end - ply:SetPlaybackRate( rate ) - ply.CROW.ghost:SetPlaybackRate( rate ) -end - -if ( CLIENT ) then return end - -hook.Add( "KeyPress", "CROW.KeyPress", CROW.Hooks.KeyPress ) -hook.Add( "UpdateAnimation", "CROW.UpdateAnimation", CROW.Hooks.UpdateAnimation ) -hook.Add( "PlayerSetModel", "CROW.PlayerSetModel", function( ply ) if ( ply.CROW ) then return false end end ) -hook.Add( "SetPlayerAnimation", "CROW.SetPlayerAnimation", function( ply, animation ) if ( ply.CROW ) then return false end end ) -hook.Add( "PlayerHurt", "CROW.PlayerHurt", function( ply, attacker ) - if ( ply.CROW ) then ply:EmitSound( Sound( "npc/crow/pain" .. math.random( 1, 2 ) .. ".wav", 100, math.random( 95, 105 ) ) ) end -end ) diff --git a/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua b/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua deleted file mode 100644 index 445f1d2..0000000 --- a/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua +++ /dev/null @@ -1,118 +0,0 @@ - -AddCSLuaFile() -AddCSLuaFile( "pigeon.lua" ) - -include( "pigeon.lua" ) - -SWEP.PrintName = "Crow Pill" -SWEP.Slot = 5 -SWEP.SlotPos = 1 -SWEP.DrawAmmo = false -SWEP.DrawCrosshair = false - -SWEP.Weight = 5 -SWEP.AutoSwitchTo = false -SWEP.AutoSwitchFrom = false - -SWEP.Author = "grea$emonkey" -SWEP.Contact = "" -SWEP.Purpose = "" -SWEP.Instructions = "Press reload to make a cute sound.\nJump to start flying, jump again to speed up." - -SWEP.Spawnable = false - -SWEP.Primary.ClipSize, SWEP.Secondary.ClipSize = -1, -1 -SWEP.Primary.DefaultClip, SWEP.Secondary.DefaultClip = -1, -1 -SWEP.Primary.Automatic, SWEP.Primary.Automatic = false, false -SWEP.Primary.Ammo, SWEP.Secondary.Ammo = "none", "none" -SWEP.ViewModel = Model( "models/weapons/v_hands.mdl" ) -SWEP.WorldModel = Model( "models/weapons/w_crowbar.mdl" ) - -function SWEP:Deploy() - CROW.Enable( self.Owner ) - if ( CLIENT ) then return end - self.Owner:DrawViewModel( false ) - timer.Simple( 0.01, function() self.Owner:DrawViewModel( false ) end ) - self.Owner:DrawWorldModel( false ) - umsg.Start( "CROW.enable", self.Owner ) - umsg.End() - return true -end - -function SWEP:Holster() - CROW.Disable( self.Owner ) - if ( CLIENT ) then return end - if ( self.Owner:Health() <= 0 ) then - umsg.Start( "CROW.disable", self.Owner ) - umsg.End() - end - return true -end - -if ( CLIENT ) then - -function SWEP:PrimaryAttack() -end - -function SWEP:SecondaryAttack() -end - -function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha ) - draw.SimpleText( "5", "HL2MPTypeDeath", x + wide / 2, y + tall * 0.2, Color( 255, 210, 0, 255 ), TEXT_ALIGN_CENTER ) -end - -function SWEP:CalcView( ply, pos, ang, fov ) - if ( !ply.CROW ) then return end - ang = ply:GetAimVector():Angle() - local ghost = ply:GetNetworkedEntity( "CROW.ghost" ) - if ( ghost and ghost:IsValid() ) then - if ( GetViewEntity() == ply ) then - ghost:SetColor( Color( 255, 255, 255, 255 ) ) - else - ghost:SetColor( Color( 255, 255, 255, 255 ) ) - return - end - end - - local t = {} - t.start = ply:GetPos() + ang:Up() * 20 - t.endpos = t.start + ang:Forward() * -50 - t.filter = ply - local tr = util.TraceLine( t ) - pos = tr.HitPos - - if ( tr.Fraction < 1 ) then pos = pos + tr.HitNormal * 2 end - return pos, ang, fov -end - -return end - -function SWEP:Destroy() - hook.Remove( "KeyPress","CROW.KeyPress" ) - hook.Remove( "PlayerHurt", "CROW.PlayerHurt" ) - hook.Remove( "PlayerSetModel", "CROW.PlayerSetModel" ) - hook.Remove( "SetPlayerAnimation", "CROW.SetPlayerAnimation" ) - hook.Remove( "UpdateAnimation", "CROW.UpdateAnimation" ) -end - -function SWEP:PrimaryAttack() - CROW.Burrow( self.Owner ) -end - -function SWEP:SecondaryAttack() - self:PrimaryAttack() -end - -SWEP.NextCrowTimer = 0 -function SWEP:Reload() - if ( CurTime() >= self.NextCrowTimer ) then - self.NextCrowTimer = CurTime() + 2 - self.Owner:EmitSound( Sound( "npc/crow/idle" .. math.random( 1, 4 ) .. ".wav", 100, math.random( 90, 110 ) ) ) - end -end - -function SWEP:Think() - self.Owner.CROW.ghost:SetLocalAngles( self.Owner:GetAngles() ) - self.Owner.CROW.ghost:SetAngles( self.Owner:GetAngles() ) - CROW.BurrowThink( self.Owner ) -end |
