diff options
Diffstat (limited to 'ftp_gmstranded')
210 files changed, 30758 insertions, 0 deletions
diff --git a/ftp_gmstranded/backgrounds/gm_forest.jpg b/ftp_gmstranded/backgrounds/gm_forest.jpg Binary files differnew file mode 100644 index 0000000..519fffc --- /dev/null +++ b/ftp_gmstranded/backgrounds/gm_forest.jpg diff --git a/ftp_gmstranded/backgrounds/gm_gunkanjima.jpg b/ftp_gmstranded/backgrounds/gm_gunkanjima.jpg Binary files differnew file mode 100644 index 0000000..c8da547 --- /dev/null +++ b/ftp_gmstranded/backgrounds/gm_gunkanjima.jpg diff --git a/ftp_gmstranded/backgrounds/tf_loghouse_alpine.jpg b/ftp_gmstranded/backgrounds/tf_loghouse_alpine.jpg Binary files differnew file mode 100644 index 0000000..cf50edc --- /dev/null +++ b/ftp_gmstranded/backgrounds/tf_loghouse_alpine.jpg diff --git a/ftp_gmstranded/entities/effects/gms_loot_effect.lua b/ftp_gmstranded/entities/effects/gms_loot_effect.lua new file mode 100644 index 0000000..0b8d1ef --- /dev/null +++ b/ftp_gmstranded/entities/effects/gms_loot_effect.lua @@ -0,0 +1,41 @@ + +AddCSLuaFile() + +function EFFECT:Init( data ) + local pos = data:GetOrigin() + local NumParticles = 8 + local emitter = ParticleEmitter( pos, true ) + local color = Color( 255, 255, 100, 255 ) + + for i = 0, NumParticles do + local offset = Vector( math.random( -16, 16 ), math.random( -16, 16 ), 0 ) + local particle = emitter:Add( "particle/fire", pos + offset ) + if ( particle ) then + particle:SetLifeTime( 0 ) + particle:SetDieTime( 3 ) + + particle:SetGravity( Vector( 0, 0, 32 ) ) + particle:SetVelocity( Vector( math.random( -16, 16 ), math.random( -16, 16 ), 0 ) ) + + particle:SetStartSize( math.Rand( 3, 6 ) ) + particle:SetEndSize( 0 ) + + particle:SetRoll( math.Rand( 0, 360 ) ) + particle:SetRollDelta( math.Rand( -4, 4 ) ) + + local RandDarkness = math.Rand( 0, 0.5 ) + particle:SetColor( color.r * RandDarkness, color.g * RandDarkness, color.b * RandDarkness ) + particle:SetAngleVelocity( Angle( math.Rand( -180, 180 ), math.Rand( -180, 180 ), math.Rand( -180, 180 ) ) ) + //particle:SetLighting( true ) + end + end + + emitter:Finish() +end + +function EFFECT:Think() + return false +end + +function EFFECT:Render() +end diff --git a/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua b/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua new file mode 100644 index 0000000..24a23e8 --- /dev/null +++ b/ftp_gmstranded/entities/effects/m9k_effect_mad_penetration_trace/init.lua @@ -0,0 +1,45 @@ +EFFECT.Mat = Material( "effects/spark" ) + +/*--------------------------------------------------------- + EFFECT:Init(data) +---------------------------------------------------------*/ +function EFFECT:Init(data) + + self.StartPos = data:GetStart() + self.EndPos = data:GetOrigin() + self.Dir = self.EndPos - self.StartPos + self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos) + + self.TracerTime = 0.4 + + // Die when it reaches its target + self.DieTime = CurTime() + self.TracerTime + +end + +/*--------------------------------------------------------- + THINK +---------------------------------------------------------*/ +function EFFECT:Think() + + if (CurTime() > self.DieTime) then return false end + + return true +end + +/*--------------------------------------------------------- + Draw the effect +---------------------------------------------------------*/ +function EFFECT:Render() + + local fDelta = (self.DieTime - CurTime()) / self.TracerTime + fDelta = math.Clamp(fDelta, 0, 1) + + render.SetMaterial(self.Mat) + + local sinWave = math.sin(fDelta * math.pi) + + local color = Color(255, 255, 255, 255 * fDelta) + + render.DrawBeam(self.StartPos, self.EndPos, 8 * fDelta, 1, 0, color) +end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua b/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua new file mode 100644 index 0000000..1a9ebaf --- /dev/null +++ b/ftp_gmstranded/entities/effects/m9k_effect_mad_ricochet_trace/init.lua @@ -0,0 +1,100 @@ +EFFECT.Mat = Material("effects/yellowflare") + +/*--------------------------------------------------------- + EFFECT:Init(data) +---------------------------------------------------------*/ +function EFFECT:Init(data) + + self.StartPos = data:GetStart() + self.EndPos = data:GetOrigin() + self.Dir = self.EndPos - self.StartPos + self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos) + + self.TracerTime = 0.4 + + // Die when it reaches its target + self.DieTime = CurTime() + self.TracerTime + + // Play ricochet sound with random pitch + + local vGrav = Vector(0, 0, -450) + local Dir = self.Dir:GetNormalized() + + local emitter = ParticleEmitter(self.StartPos) + + for i = 1, 10 do + + local particle = emitter:Add("effects/yellowflare", self.StartPos) + + particle:SetVelocity((Dir + VectorRand() * 0.5) * math.Rand(50, 150)) + particle:SetDieTime(math.Rand(0.5, 2)) + particle:SetStartAlpha(255) + particle:SetStartSize(math.Rand(2, 4)) + particle:SetEndSize(0) + particle:SetRoll(0) + particle:SetGravity(vGrav * 0.4) + particle:SetCollide(true) + particle:SetBounce(0.8) + particle:SetAirResistance(50) + particle:SetStartLength(0.2) + particle:SetEndLength(0) + particle:SetVelocityScale(true) + particle:SetCollide(true) + end + + local particle = emitter:Add("effects/yellowflare", self.StartPos) + + particle:SetDieTime(0.1) + particle:SetStartAlpha(255) + particle:SetStartSize(128) + particle:SetEndSize(0) + particle:SetRoll(math.Rand(0, 360)) + + local particle = emitter:Add("effects/yellowflare", self.StartPos) + + particle:SetDieTime(0.4) + particle:SetStartAlpha(255) + particle:SetStartSize(32) + particle:SetEndSize(0) + particle:SetRoll(math.Rand(0, 360)) + + emitter:Finish() + + local dlight = DynamicLight(0) + if (dlight) then + dlight.Pos = self.StartPos + dlight.r = 255 + dlight.g = 255 + dlight.b = 255 + dlight.Brightness = 4 + dlight.size = 64 + dlight.DieTime = CurTime() + 0.1 + end +end + +/*--------------------------------------------------------- + THINK +---------------------------------------------------------*/ +function EFFECT:Think() + + if (CurTime() > self.DieTime) then return false end + + return true +end + +/*--------------------------------------------------------- + Draw the effect +---------------------------------------------------------*/ +function EFFECT:Render() + + local fDelta = (self.DieTime - CurTime()) / self.TracerTime + fDelta = math.Clamp(fDelta, 0, 1) + + render.SetMaterial(self.Mat) + + local sinWave = math.sin(fDelta * math.pi) + + local color = Color(255, 255, 255, 255 * fDelta) + + render.DrawBeam(self.StartPos, self.EndPos, 8 * fDelta, 0.5, 0.5, color) +end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua b/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua new file mode 100644 index 0000000..2b9b210 --- /dev/null +++ b/ftp_gmstranded/entities/effects/m9k_rg_muzzle_rifle/init.lua @@ -0,0 +1,117 @@ +function EFFECT:Init(data) + + if not IsValid(data:GetEntity()) then return end + if not IsValid(data:GetEntity():GetOwner()) then return end + self.WeaponEnt = data:GetEntity() + self.Attachment = data:GetAttachment() + + if self.WeaponEnt == nil or self.WeaponEnt:GetOwner() == nil or self.WeaponEnt:GetOwner():GetVelocity() == nil then + return + else + + self.Position = self:GetTracerShootPos(data:GetOrigin(), self.WeaponEnt, self.Attachment) + self.Forward = data:GetNormal() + self.Angle = self.Forward:Angle() + self.Right = self.Angle:Right() + + local AddVel = self.WeaponEnt:GetOwner():GetVelocity() + + local emitter = ParticleEmitter(self.Position) + if emitter != nil then + local particle = emitter:Add( "sprites/heatwave", self.Position - self.Forward * 4 ) + if particle != nil then + + particle:SetVelocity( 80 * self.Forward + 20 * VectorRand() + 1.05 * AddVel ) + particle:SetGravity( Vector( 0, 0, 100 ) ) + particle:SetAirResistance( 160 ) + + particle:SetDieTime( math.Rand( 0.2, 0.25 ) ) + + particle:SetStartSize( math.random( 25, 40 ) ) + particle:SetEndSize( 10 ) + + particle:SetRoll( math.Rand( 180, 480 ) ) + particle:SetRollDelta( math.Rand( -1, 1 ) ) + + for i = 1,4 do + local particle = emitter:Add( "particle/particle_smokegrenade", self.Position ) + + particle:SetVelocity( 120 * i * self.Forward + 8 * VectorRand() + AddVel ) + particle:SetAirResistance( 400 ) + particle:SetGravity( Vector(0, 0, math.Rand(100, 200) ) ) + + particle:SetDieTime( math.Rand( 0.5, 1.0 ) ) + + particle:SetStartAlpha( math.Rand( 25, 70 ) ) + particle:SetEndAlpha( 0 ) + + particle:SetStartSize( math.Rand( 3, 7 ) ) + particle:SetEndSize( math.Rand( 20, 50 ) ) + + particle:SetRoll( math.Rand( -25, 25 ) ) + particle:SetRollDelta( math.Rand( -0.05, 0.05 ) ) + + particle:SetColor( 120, 120, 120 ) + end + + if math.random( 1, 2 ) == 1 then + + for j = 1,2 do + + for i = -1,1,2 do + + local particle = emitter:Add( "effects/muzzleflash"..math.random( 1, 4 ), self.Position - 3 * self.Forward + 2 * j * i * self.Right) + + particle:SetVelocity( 60 * j * i * self.Right + AddVel ) + particle:SetGravity( AddVel ) + + particle:SetDieTime( 0.1 ) + + particle:SetStartAlpha( 150 ) + + particle:SetStartSize( j ) + particle:SetEndSize( 4 * j ) + + particle:SetRoll( math.Rand( 180, 480 ) ) + particle:SetRollDelta( math.Rand( -1, 1 ) ) + + particle:SetColor( 255, 255, 255 ) + end + end + + for i = 1,2 do + + local particle = emitter:Add( "effects/muzzleflash"..math.random( 1, 4 ), self.Position + 8 * self.Forward ) + + particle:SetVelocity( 350 * self.Forward + 1.1 * AddVel ) + particle:SetAirResistance( 160 ) + + particle:SetDieTime( 0.1 ) + + particle:SetStartAlpha( 160 ) + particle:SetEndAlpha( 0 ) + + particle:SetStartSize( 6 * i ) + particle:SetEndSize( 5 * i ) + + particle:SetRoll( math.Rand( 180, 480 ) ) + particle:SetRollDelta( math.Rand( -1, 1) ) + + particle:SetColor( 255, 255, 255 ) + end + end + end + emitter:Finish() + end + end +end + + +function EFFECT:Think() + + return false +end + + +function EFFECT:Render() +end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua b/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua new file mode 100644 index 0000000..c939201 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_advancedtransmutator.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Advanced Transmutator" + +ENT.Model = "models/props_wasteland/kitchen_fridge001a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_advancedtransmutator" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua b/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua new file mode 100644 index 0000000..9c6000d --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_antlionbarrow.lua @@ -0,0 +1,101 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Antlion Barrow" + +ENT.Model = "models/props_wasteland/antlionhill.mdl" +ENT.DoWake = true + +if ( CLIENT ) then return end + +function ENT:OnInitialize() + self:SetNetworkedString( "Owner", "World" ) + + self:SetMoveType( MOVETYPE_NONE ) + + self.Antlions = {} + self.MaxAntlions = 5 + self.Spawning = false + + timer.Create( "CheckSurroundings_" .. self:EntIndex(), 2, 0, function() self:CheckSurroundings() end ) +end + +function ENT:SpawnAntlion() + local offset = Vector( math.random( -500, 500 ), math.random( -500, 500 ), 100 ) + local retries = 100 + + while ( ( !util.IsInWorld( offset ) && retries > 0 ) || self:LocalToWorld( offset ):Distance( self:GetPos() ) < 100 ) do + offset = Vector( math.random( -500, 500 ), math.random( -500, 500 ), 100 ) + retries = retries - 1 + end + + local tr = util.TraceLine( { + start = self:GetPos() + offset, + endpos = self:GetPos() + offset + Vector( 0, 0, -10000 ), + mask = MASK_SOLID, + filter = self + } ) + + local ant = ents.Create( "npc_antlion" ) + ant:SetPos( tr.HitPos + Vector( 0, 0, 16 ) ) + ant:SetNWString( "Owner", "World" ) + ant:SetKeyValue( "startburrowed", "1" ) + ant:Spawn() + ant:SetHealth( 75 ) + ant:Fire( "Unburrow" ) + + table.insert( self.Antlions, ant ) +end + +function ENT:CheckSurroundings() + local max = self.MaxAntlions + if ( IsNight ) then max = math.ceil( max * 1.4 ) end + + for k, v in pairs( self.Antlions ) do + if ( !IsValid( v ) or ( !IsNight && #self.Antlions > max ) ) then + if ( IsValid( v ) ) then v:Fire( "BurrowAway" ) end + table.remove( self.Antlions, k ) + elseif ( v:WaterLevel() > 2 ) then + timer.Simple( 8, function() if ( IsValid( v ) ) then v:SetHealth( 0 ) end end) + table.remove( self.Antlions, k ) + else + local enemy = v:GetEnemy() + if ( ( IsValid( enemy ) && enemy:GetPos():Distance( self:GetPos() ) > 1500 ) or v:GetPos():Distance( self:GetPos() ) > 1500 ) then + v:SetEnemy( nil ) + v:ClearEnemyMemory() + local pos = self:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 ) + while ( self:LocalToWorld( pos ):Distance( self:GetPos() ) < 100 ) do + pos = self:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 ) + end + v:SetLastPosition( pos ) + v:SetSchedule( 71 ) + end + end + end + + if ( #self.Antlions < max and !self.Spawning ) then + timer.Create( "gms_antlionspawntimers_" .. self:EntIndex(), math.random( 20, 60 ), 1, function() self:AddAntlion() end) + self.Spawning = true + end +end + +function ENT:AddAntlion() + self:SpawnAntlion() + self.Spawning = false +end + +function ENT:KeyValue( k, v ) + if ( k == "MaxAntlions" ) then + self.MaxAntlions = tonumber( v ) or 5 + end +end + +function ENT:OnRemove() + for k, ant in pairs( self.Antlions ) do + if ( IsValid( ant ) ) then ant:Fadeout() end + end + + timer.Destroy( "CheckSurroundings_" .. self:EntIndex() ) + timer.Destroy( "gms_antlionspawntimers_" .. self:EntIndex() ) +end diff --git a/ftp_gmstranded/entities/entities/gms_base_entity.lua b/ftp_gmstranded/entities/entities/gms_base_entity.lua new file mode 100644 index 0000000..074633e --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_base_entity.lua @@ -0,0 +1,54 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "base_gmodentity" + +ENT.PrintName = "GMS Base Entity" +ENT.Author = "Stranded Team" +ENT.Spawnable = false + +ENT.Model = "models/props/de_inferno/ClayOven.mdl" + +function ENT:Initialize() + if ( SERVER ) then + self:SetModel( self.Model ) + self:PhysicsInit( SOLID_VPHYSICS ) + self:SetMoveType( MOVETYPE_VPHYSICS ) + self:SetSolid( SOLID_VPHYSICS ) + + if ( self.Color ) then self:SetColor( self.Color ) end + if ( self.DoWake ) then self:Wake() end + if ( self.DoFreeze ) then self:DoFreeze() end + end + + self:OnInitialize() +end + +function ENT:OnInitialize() +end + +if ( CLIENT ) then return end + +function ENT:Use( ply ) + if ( !ply:KeyPressed( IN_USE ) ) then return end + if ( !SPropProtection.PlayerCanTouch( ply, self ) && GetConVarNumber( "spp_use" ) >= 1 ) then return end + self:OnUse( ply ) +end + +function ENT:Wake() + local phys = self:GetPhysicsObject() + if ( IsValid( phys ) ) then phys:Wake() end +end + +function ENT:Freeze() + local phys = self:GetPhysicsObject() + if ( IsValid( phys ) ) then phys:EnableMotion( false ) end +end + +function ENT:OnTakeDamage( dmg ) + self:TakePhysicsDamage( dmg ) +end + +function ENT:OnUse( ply ) +end diff --git a/ftp_gmstranded/entities/entities/gms_buildsite.lua b/ftp_gmstranded/entities/entities/gms_buildsite.lua new file mode 100644 index 0000000..5fb4698 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_buildsite.lua @@ -0,0 +1,117 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Buildsite" +ENT.Purpose = "To build." +ENT.Instructions = "Press use to add resources." + +ENT.Model = "" +ENT.Color = Color( 90, 167, 243, 255 ) + +if ( CLIENT ) then return end + +function ENT:OnInitialize() + self:DropToFloor() + self:SetMoveType( MOVETYPE_NONE ) + self:SetCollisionGroup( COLLISION_GROUP_WEAPON ) + self:SetMaterial( "models/wireframe" ) + self.LastUsed = CurTime() +end + +function ENT:AddResource( res, int ) + self.Costs[ res ] = self.Costs[ res ] - int + if ( self.Costs[ res ] <= 0 ) then self.Costs[ res ] = nil end + + local str = ":" + for k, v in pairs( self.Costs ) do + str = str .. "\n" .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + self:SetNetworkedString( "Resources", str ) +end + +function ENT:Setup( model, class ) + self:SetModel( model ) + self.ResultClass = class + + self:PhysicsInit( SOLID_VPHYSICS ) + self:SetMoveType( MOVETYPE_VPHYSICS ) + self:SetSolid( SOLID_VPHYSICS ) + + local phys = self:GetPhysicsObject() + if ( phys != NULL && phys ) then phys:EnableMotion( false ) end +end + +function ENT:Finish() + if ( self.ResultClass ) then + local ent = ents.Create( self.ResultClass ) + if ( self.NormalProp == true ) then ent.NormalProp = true end + ent:SetPos( self:GetPos() ) + ent:SetAngles( self:GetAngles() ) + ent:SetModel( self:GetModel() ) + ent.Player = self.Player + ent:SetNWString( "Name", self.Name ) + ent:Spawn() + + local owner = ent.Player + if ( !IsValid( owner ) ) then + owner = Entity( self:GetNWInt( "OwnerID" ) ) + if ( IsValid( owner ) && self:GetNWString( "Owner" ) != owner:Nick() ) then owner = NULL end + end + if ( !IsValid( owner ) ) then owner = self.OwnerTable end + SPropProtection.PlayerMakePropOwner( owner, ent ) + + ent:Fadein() + end + + if ( IsValid( self ) ) then + if ( IsValid( self.Player ) ) then self.Player.HasBuildingSite = false end + self:Remove() + end +end + +function ENT:OnUse( ply ) + if ( CurTime() - self.LastUsed < 0.5 ) then return end + self.LastUsed = CurTime() + + -- Prevent fools from trapping other players inside just-built structures/props + for id, ply in pairs( player.GetAll() ) do + local mindist = self:OBBMaxs() - self:OBBMins() + mindist = ( mindist.x + mindist.y + mindist.z ) / 3 + + if ( ply:GetPos():Distance( self:LocalToWorld( self:OBBCenter() ) ) < mindist ) then + ply:SendMessage( "Too close to other players!", 3, Color( 200, 10, 10, 255 ) ) + return + end + end + + if ( self.Costs ) then + for k, v in pairs( self.Costs ) do + if ( ply:GetResource( k ) >= 0 ) then + if ( ply:GetResource( k ) < v ) then + self:AddResource( k, ply:GetResource( k ) ) + ply:DecResource( k, ply:GetResource( k ) ) + else + self:AddResource( k, v ) + ply:DecResource( k, v ) + end + end + end + + if ( table.Count( self.Costs ) > 0 ) then + local str = "You need:" + for k, v in pairs( self.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + str = str .. " to finish." + ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) ) + else + self:Finish() + ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) ) + end + else + self:Finish() + ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_clock_big.lua b/ftp_gmstranded/entities/entities/gms_clock_big.lua new file mode 100644 index 0000000..4fe66e2 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_clock_big.lua @@ -0,0 +1,71 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "base_anim" + +ENT.PrintName = "Clock" +ENT.Category = "Robotboy655's Entities" + +ENT.Spawnable = true + +function ENT:Initialize() + if ( CLIENT ) then return end + self:SetModel( "models/props_trainstation/trainstation_clock001.mdl" ) + self:PhysicsInit( SOLID_VPHYSICS ) + self:SetMoveType( MOVETYPE_VPHYSICS ) + self:SetSolid( SOLID_VPHYSICS ) +end + +function ENT:SpawnFunction( ply, tr ) + if ( !tr.Hit ) then return end + + local ent = ents.Create( ClassName ) + ent:SetPos( tr.HitPos + tr.HitNormal * 2 ) + ent:Spawn() + ent:Activate() + + local phys = ent:GetPhysicsObject() + if ( IsValid( phys ) ) then phys:Wake() end + + return ent +end + +if ( SERVER ) then return end + +surface.CreateFont( "Default_Clock", { + font="Tahoma", + size = 70, + weight = 800 +} ) + +function ENT:Draw() + + self:DrawModel() + + local ang = self:GetAngles() + + ang:RotateAroundAxis( ang:Right(), -90 ) + ang:RotateAroundAxis( ang:Up(), 90 ) + + local pos = self:GetPos() + self:GetRight() * 15.5 + self:GetUp() * 15.5 + self:GetForward() * -0.9 + + local hours = os.date( "%M", Time ) + local mins = os.date( "%S", Time ) + + cam.Start3D2D( pos, ang, 0.0604 ) + + draw.RoundedBox( 4, 100, 350, 305, 105, Color( 0, 0, 0, 255 ) ) + draw.SimpleText( hours .. ":" .. mins, "Default_Clock", 250, 400, Color( 255, 255, 255, 255 ) , 1, 1 ) + + surface.SetDrawColor( Color( 0, 0, 0, 255 ) ) + + -- Trigonometry, bitch + mins = ( mins - 15 ) / 30 * math.pi + hours = ( hours - 3 ) / 6 * math.pi + surface.DrawLine( 256, 256, 256 + math.cos( mins ) * 350, 256 + math.sin( mins ) * 350 ) + surface.DrawLine( 256, 256, 256 + math.cos( hours ) * 250, 256 + math.sin( hours ) * 250 ) + + cam.End3D2D() + +end diff --git a/ftp_gmstranded/entities/entities/gms_copperfurnace.lua b/ftp_gmstranded/entities/entities/gms_copperfurnace.lua new file mode 100644 index 0000000..1aaa970 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_copperfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Copper Furnace" + +ENT.Model = "models/props/cs_militia/furnace01.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_copperfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_copperworkbench.lua b/ftp_gmstranded/entities/entities/gms_copperworkbench.lua new file mode 100644 index 0000000..ab6e8c4 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_copperworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Copper Workbench" + +ENT.Model = "models/props_combine/breendesk.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_copperworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_factory.lua b/ftp_gmstranded/entities/entities/gms_factory.lua new file mode 100644 index 0000000..7de9677 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_factory.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Factory" + +ENT.Model = "models/props_c17/factorymachine01.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_factory" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_food.lua b/ftp_gmstranded/entities/entities/gms_food.lua new file mode 100644 index 0000000..2ad1297 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_food.lua @@ -0,0 +1,99 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Food" +ENT.Purpose = "To eat." +ENT.Instructions = "Press use to eat." + +ENT.Model = "models/props_c17/metalpot002a.mdl" + +if ( CLIENT ) then + +local PendingFoodDrops = PendingFoodDrops or {} + +usermessage.Hook( "gms_SetFoodDropInfo", function( um ) + local index = um:ReadString() + local type = um:ReadString() + local ent = ents.GetByIndex( index ) + + if ( ent == NULL or !ent ) then + local tbl = {} + tbl.Type = type + tbl.Index = index + table.insert( PendingFoodDrops, tbl ) + + //error("This happened: PendingFoodDrops") + else + ent.Food = type + end +end ) + +hook.Add( "Think", "gms_CheckForPendingFoodDrops", function() + for k, tbl in pairs( PendingFoodDrops ) do + local ent = ents.GetByIndex( tbl.Index ) + if ( ent != NULL ) then + ent.Food = tbl.Type + table.remove( PendingFoodDrops, k ) + end + end +end ) + +if ( !GMS ) then return end + +local texLogo = surface.GetTextureID("vgui/modicon") +function ENT:OnInitialize() + self.AddAngle = Angle( 0, 0, 90 ) + self.FoodIcons = {} + for k, v in pairs( GMS.Combinations[ "Cooking" ] ) do + if ( v.Texture ) then self.FoodIcons[ k ] = surface.GetTextureID( v.Texture ) end + end +end + + +function ENT:Draw() + self:DrawModel() + + local food = self.Food or "Loading..." + local tex = self.FoodIcons[ string.gsub( food, " ", "_" ) ] or texLogo + + cam.Start3D2D( self:GetPos() + Vector( 0, 0, 20 ), self.AddAngle, 0.01 ) + surface.SetDrawColor( Color( 255, 255, 255, 255 ) ) + surface.SetTexture( tex ) + surface.DrawTexturedRect( -500, -500, 1000, 1000 ) + cam.End3D2D() + + cam.Start3D2D( self:GetPos() + Vector( 0, 0, 20 ), self.AddAngle + Angle( 0, 180, 0 ), 0.01 ) + surface.SetDrawColor( Color( 255, 255, 255, 255 ) ) + surface.SetTexture( tex ) + surface.DrawTexturedRect( -500, -500, 1000, 1000 ) + cam.End3D2D() + + cam.Start3D2D( self:GetPos() + Vector( 0, 0, 25 ), self.AddAngle, 0.2) + draw.SimpleText( food, "ScoreboardText", 0, 0, Color( 255, 255, 255, 255 ), 1, 1 ) + cam.End3D2D() + + cam.Start3D2D(self:GetPos() + Vector( 0, 0, 25 ), self.AddAngle + Angle( 0, 180, 0 ), 0.2 ) + draw.SimpleText( food, "ScoreboardText", 0, 0, Color( 255, 255, 255, 255 ), 1, 1 ) + cam.End3D2D() +end + +function ENT:Think() + self.AddAngle = self.AddAngle + Angle( 0, 2, 0 ) +end + +return end + +function ENT:OnInitialize() + self.Food = "Food" +end + +function ENT:StartTouch( ent ) + if ( ent:GetClass() == "gms_resourcedrop" ) then + big_gms_combineresourcepack( self, ent ) + end + if ( ent:GetClass() == "gms_buildsite" ) then + gms_addbuildsiteresourcePack( self, ent ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_fridge.lua b/ftp_gmstranded/entities/entities/gms_fridge.lua new file mode 100644 index 0000000..14bf3d1 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_fridge.lua @@ -0,0 +1,22 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Fridge" +ENT.Purpose = "To store food." +ENT.Instructions = "Press use to open food menu." + +ENT.Model = "models/props_c17/FurnitureFridge001a.mdl" + +function ENT:OnInitialize() + self.Resources = {} +end + +if ( CLIENT ) then return end + +function ENT:StartTouch( ent ) + if ( ent:GetClass() == "gms_food" ) then + big_gms_combinefood( self, ent ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_goldfurnace.lua b/ftp_gmstranded/entities/entities/gms_goldfurnace.lua new file mode 100644 index 0000000..1302d67 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_goldfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Gold Furnace" + +ENT.Model = "models/props_industrial/oil_storage.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_goldfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_goldworkbench.lua b/ftp_gmstranded/entities/entities/gms_goldworkbench.lua new file mode 100644 index 0000000..647bc69 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_goldworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Gold Workbench" + +ENT.Model = "models/props/cs_office/file_cabinet1.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_goldworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_gravestone.lua b/ftp_gmstranded/entities/entities/gms_gravestone.lua new file mode 100644 index 0000000..267d165 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_gravestone.lua @@ -0,0 +1,88 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "GraveStone" +ENT.Purpose = "Store items on death" +ENT.Instructions = "Press e to get back your items." + +ENT.Model = "models/props_c17/gravestone004a.mdl" + +ENT.deathResources = {} +ENT.deathWeapons = {} + +function ENT:SetupDataTables() + + self:NetworkVar( "String", 0, "plName" ) + +end + +function ENT:OnInitialize() + local phys = self:GetPhysicsObject() + if (phys:IsValid()) then phys:EnableMotion(false) end +end + + + +if ( CLIENT ) then + + surface.CreateFont( "GraveFont", { + font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name + size = 80, + weight = 500, + blursize = 0, + scanlines = 0, + antialias = true, + underline = false, + italic = false, + strikeout = false, + symbol = false, + rotary = false, + shadow = false, + additive = false, + outline = true, +} ) + + + + function ENT:Draw() + + self:DrawModel() + + local angles = self:GetAngles(); + local position = self:GetPos(); + local offset = angles:Up() * 8 + angles:Forward() * -5 + angles:Right() * - 8; + + angles:RotateAroundAxis(angles:Forward(), 180); + angles:RotateAroundAxis(angles:Right(), 90); + angles:RotateAroundAxis(angles:Up(), 90); + + local plName = self:GetplName() + + cam.Start3D2D(position + offset, angles, 0.1); + + draw.SimpleText(plName, "GraveFont", 80.5, 46, Color(255, 255, 255, 255), 1, 1); + + cam.End3D2D(); + end + +end + + +function ENT:Use( ply ) + table.sort(self.deathWeapons) + table.sort(self.deathResources) + ply:CancelProcess() + ply:DeathMenu(self.deathResources, self.deathWeapons) +end + +if ( SERVER ) then + +function ENT:Think() + if (table.Count(self.deathWeapons) == 0 and table.Count(self.deathResources) == 0) then + self:Remove() + end +end + +end diff --git a/ftp_gmstranded/entities/entities/gms_grindingstone.lua b/ftp_gmstranded/entities/entities/gms_grindingstone.lua new file mode 100644 index 0000000..0e394d6 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_grindingstone.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Grinding Stone" + +ENT.Model = "models/props_combine/combine_mine01.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_grindingstone" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_gunchunks.lua b/ftp_gmstranded/entities/entities/gms_gunchunks.lua new file mode 100644 index 0000000..3218bc0 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_gunchunks.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Gun Chunks" + +ENT.Model = "models/Gibs/airboat_broken_engine.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_gunchunks" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua b/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua new file mode 100644 index 0000000..bd5f8c2 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_hightechgunlab.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "High Tech Gun Lab" + +ENT.Model = "models/props_wasteland/laundry_washer003.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_hightechgunlab" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_ironfurnace.lua b/ftp_gmstranded/entities/entities/gms_ironfurnace.lua new file mode 100644 index 0000000..7769e83 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_ironfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Iron Furnace" + +ENT.Model = "models/props_c17/furniturefireplace001a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_ironfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_ironworkbench.lua b/ftp_gmstranded/entities/entities/gms_ironworkbench.lua new file mode 100644 index 0000000..5204f47 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_ironworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Iron Workbench" + +ENT.Model = "models/props_wasteland/controlroom_desk001b.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_ironworkbench" ) +end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/entities/gms_loot.lua b/ftp_gmstranded/entities/entities/gms_loot.lua new file mode 100644 index 0000000..7588d4c --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_loot.lua @@ -0,0 +1,24 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Loot" + +ENT.Model = "models/weapons/w_bugbait.mdl" +ENT.DoWake = true +ENT.Color = Color( 255, 0, 0, 255 ) + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:DoProcess( "Loot", 5, { + Entity = self, + Resources = self.Resources + } ) +end + +function ENT:Think() + local effectdata = EffectData() + effectdata:SetOrigin( self:GetPos() ) + util.Effect( "gms_loot_effect", effectdata ) +end diff --git a/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua b/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua new file mode 100644 index 0000000..8b3ce3a --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_mithrilfactory.lua @@ -0,0 +1,17 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Mithril Factory" + +ENT.Model = "models/props_wasteland/laundry_washer001a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_mithrilfactory" ) +end + + + + diff --git a/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua b/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua new file mode 100644 index 0000000..18b849f --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_mithrilworkbench.lua @@ -0,0 +1,17 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Mithril WorkBench" + +ENT.Model = "models/props_wasteland/kitchen_counter001c.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_mithrilworkbench" ) +end + + + + diff --git a/ftp_gmstranded/entities/entities/gms_obelisk.lua b/ftp_gmstranded/entities/entities/gms_obelisk.lua new file mode 100644 index 0000000..7a415ac --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_obelisk.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Obelisk" + +ENT.Model = "models/props_c17/gravestone_cross001b.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_obelisk" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua b/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua new file mode 100644 index 0000000..c55afa0 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_pistolgunlab.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Pistol Gun Lab" + +ENT.Model = "models/props/cs_militia/gun_cabinet.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_pistolgunlab" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua b/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua new file mode 100644 index 0000000..1b974c6 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_platinumfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Platinum Furnace" + +ENT.Model = "models/xeon133/slider/slider_stand_12x12x24.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_platinumfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua b/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua new file mode 100644 index 0000000..fd22f8c --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_platinumworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Platinum Workbench" + +ENT.Model = "models/xqm/boxfull.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_platinumworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_renbuyshop.lua b/ftp_gmstranded/entities/entities/gms_renbuyshop.lua new file mode 100644 index 0000000..f6f4f2b --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_renbuyshop.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Ren Buy Shop" + +ENT.Model = "models/props_lab/monitor02.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_renbuyshop" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_rensellshop.lua b/ftp_gmstranded/entities/entities/gms_rensellshop.lua new file mode 100644 index 0000000..75e43f4 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_rensellshop.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Ren Sell Shop" + +ENT.Model = "models/props_c17/consolebox01a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_rensellshop" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_resourcedrop.lua b/ftp_gmstranded/entities/entities/gms_resourcedrop.lua new file mode 100644 index 0000000..ea02813 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_resourcedrop.lua @@ -0,0 +1,63 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Resource Drop" +ENT.Purpose = "To store resources." +ENT.Instructions = "Press use to pick up." + +ENT.Model = "models/items/item_item_crate.mdl" + +if ( CLIENT ) then + +local PendingRDrops = PendingRDrops or {} + +usermessage.Hook( "gms_SetResourceDropInfo", function( um ) + local index = um:ReadString() + local type = um:ReadString() + local int = um:ReadShort() + local ent = ents.GetByIndex( index ) + + if ( int <= 0 ) then int = nil end + + if ( ent == NULL or !ent ) then + local tbl = {} + tbl.Type = type + tbl.Amount = int + tbl.Index = index + table.insert( PendingRDrops, tbl ) + + //error("This happened: PendingRDrops") + else + ent.Res = type + ent.Amount = int + end +end ) + +hook.Add( "Think", "gms_CheckForPendingRDrops", function() + for k, tbl in pairs( PendingRDrops ) do + local ent = ents.GetByIndex( tbl.Index ) + if ( ent != NULL ) then + ent.Res = tbl.Type + ent.Amount = tbl.Amount + table.remove( PendingRDrops, k ) + end + end +end ) + +return end + +function ENT:OnInitialize() + self.Type = "Resource" + self.Amount = 0 +end + +function ENT:StartTouch( ent ) + if ( ent:GetClass() == "gms_resourcedrop" && ent.Type == self.Type ) then + big_gms_combineresource( self, ent ) + end + if ( ent:GetClass() == "gms_buildsite" && ( ent.Costs[ self.Type ] != nil && ent.Costs[ self.Type ] > 0 ) ) then + gms_addbuildsiteresource( self, ent ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_resourcepack.lua b/ftp_gmstranded/entities/entities/gms_resourcepack.lua new file mode 100644 index 0000000..deae2e2 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_resourcepack.lua @@ -0,0 +1,70 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Resource Pack" +ENT.Purpose = "To store resources." +ENT.Instructions = "Press use to open menu." + +ENT.Model = "models/items/item_item_crate.mdl" + +function ENT:OnInitialize() + self.Resources = {} +end + +if ( CLIENT ) then + +local PendingRPDrops = PendingRPDrops or {} + +usermessage.Hook( "gms_SetResPackInfo", function( um ) + local index = um:ReadString() + local type = um:ReadString() + local int = um:ReadShort() + local ent = ents.GetByIndex( index ) + + if ( int <= 0 ) then int = nil end + + if ( ent == NULL or !ent ) then + local tbl = {} + tbl.Type = type + tbl.Amount = int + tbl.Index = index + table.insert( PendingRPDrops, tbl ) + + //error("This happened: PendingRPDrops") + else + if ( !ent.Resources ) then ent.Resources = {} end + ent.Resources[ type ] = int + + if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then + GAMEMODE.ResourcePackFrame:Update() + end + end +end ) + +hook.Add( "Think", "gms_CheckForPendingRPDrops", function() + for k, tbl in pairs( PendingRPDrops ) do + local ent = ents.GetByIndex( tbl.Index ) + if ( IsValid( ent ) ) then + if ( !ent.Resources ) then ent.Resources = {} end + ent.Resources[ tbl.Type ] = tbl.Amount + table.remove( PendingRPDrops, k ) + + if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then + GAMEMODE.ResourcePackFrame:Update() + end + end + end +end ) + +return end + +function ENT:StartTouch( ent ) + if ( ent:GetClass() == "gms_resourcedrop" ) then + big_gms_combineresourcepack( self, ent ) + end + if ( ent:GetClass() == "gms_buildsite" ) then + gms_addbuildsiteresourcePack( self, ent ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_runealtar.lua b/ftp_gmstranded/entities/entities/gms_runealtar.lua new file mode 100644 index 0000000..357ea06 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_runealtar.lua @@ -0,0 +1,17 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Rune Altar" + +ENT.Model = "models/xqm/rails/cap.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_runealtar" ) +end + + + + diff --git a/ftp_gmstranded/entities/entities/gms_runicinfuser.lua b/ftp_gmstranded/entities/entities/gms_runicinfuser.lua new file mode 100644 index 0000000..68a7e9a --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_runicinfuser.lua @@ -0,0 +1,17 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Runic Infuser" + +ENT.Model = "models/maxofs2d/hover_rings.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_runicinfuser" ) +end + + + + diff --git a/ftp_gmstranded/entities/entities/gms_seed.lua b/ftp_gmstranded/entities/entities/gms_seed.lua new file mode 100644 index 0000000..626669f --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_seed.lua @@ -0,0 +1,160 @@ + +AddCSLuaFile() + +ENT.Type = "anim" +ENT.Base = "gms_base_entity" +ENT.PrintName = "Seed" + +ENT.Model = "models/weapons/w_bugbait.mdl" +ENT.Color = Color( 0, 255, 0, 255 ) + +if ( CLIENT ) then return end + +function ENT:OnInitialize() + self:SetMoveType( MOVETYPE_NONE ) +end + +function ENT:Setup( plantType, time, ply ) + self.Type = plantType + if ( plantType != "tree" ) then ply:SetNWInt( "plants", ply:GetNWInt( "plants" ) + 1 ) end + self:SetOwner( ply ) + + timer.Create( "GMS_SeedTimers_" .. self:EntIndex(), time, 1, function() self:Grow() end ) +end + +function ENT:Grow() + local ply = self:GetOwner() + local pos = self:GetPos() + + local num = 1 + if ( IsValid( ply ) && ply:HasUnlock( "Adept_Farmer" ) ) then num = num + math.random( 0, 1 ) end + if ( IsValid( ply ) && ply:HasUnlock( "Expert_Farmer" ) ) then num = num + math.random( 0, 2 ) end + + if ( self.Type == "tree" ) then + GAMEMODE.MakeTree( pos ) + elseif ( self.Type == "melon" ) then + GAMEMODE.MakeMelon( pos, num, ply ) + elseif ( self.Type == "banana" ) then + GAMEMODE.MakeBanana( pos, num, ply ) + elseif ( self.Type == "orange" ) then + GAMEMODE.MakeOrange( pos, num, ply ) + elseif ( self.Type == "grain" ) then + GAMEMODE.MakeGrain( pos, ply ) + elseif ( self.Type == "berry" ) then + GAMEMODE.MakeBush( pos, ply ) + end + + self.Grown = true + self:Fadeout() +end + +function ENT:OnRemove() + if ( !self.Grown && self.Type != "tree" && IsValid( self:GetOwner() ) ) then + self:GetOwner():SetNWInt( "plants", self:GetOwner():GetNWInt( "plants" ) - 1 ) + end + timer.Destroy( "GMS_SeedTimers_" .. self:EntIndex() ) +end + +function GAMEMODE.MakeGenericPlant( ply, pos, mdl, isTree ) + local ent = ents.Create( "prop_dynamic" ) + ent:SetAngles( Angle( 0, math.random( 0, 360 ), 0 ) ) + ent:SetSolid( SOLID_VPHYSICS ) + ent:SetModel( mdl ) + ent:SetPos( pos ) + ent:Spawn() + ent.IsPlant = true + ent:SetName( "gms_plant" .. ent:EntIndex() ) + + ent:Fadein() + ent:RiseFromGround( 1, 50 ) + + if ( !isTree && IsValid( ply ) ) then + ent:SetNWEntity( "plantowner", ply ) + SPropProtection.PlayerMakePropOwner( ply, ent ) + else + ent:SetNWString( "Owner", "World" ) + end + + local phys = ent:GetPhysicsObject() + if ( IsValid( phys ) ) then phys:EnableMotion( false ) end + ent.PhysgunDisabled = true + + return ent +end + +function GAMEMODE.MakeGenericPlantChild( ply, pos, mdl, parent ) + local ent = ents.Create( "prop_physics" ) + ent:SetAngles( Angle( 0, math.random( 0, 360 ) , 0 ) ) + ent:SetModel( mdl ) + ent:SetPos( pos ) + ent:Spawn() + ent.IsPlantChild = true + + ent:SetHealth( 99999 ) + ent:Fadein() + + local phys = ent:GetPhysicsObject() + if ( phys ) then phys:EnableMotion( false ) end + + ent.PlantParent = parent + ent.PlantParentName = parent:GetName() + parent.Children = parent.Children + 1 + + if ( IsValid( ply ) ) then + SPropProtection.PlayerMakePropOwner( ply, ent ) + else + ent:SetNWString( "Owner", "World" ) + end + + ent.PhysgunDisabled = true + + return ent +end + +function GAMEMODE.MakeTree( pos ) + //GAMEMODE.MakeGenericPlant( ply, pos, GMS.TreeModels[ math.random( 1, #GMS.TreeModels ) ], true ) + local ent = ents.Create( "gms_tree" ) + ent:SetPos( pos ) + ent:Spawn() + ent.GMSAutoSpawned = true + ent:SetNetworkedString( "Owner", "World" ) +end + +function GAMEMODE.MakeGrain( pos, ply ) + GAMEMODE.MakeGenericPlant( ply, pos + Vector( math.random( -10, 10 ), math.random( -10, 10 ), 0 ), "models/props_foliage/cattails.mdl" ) +end + +function GAMEMODE.MakeBush( pos, ply ) + GAMEMODE.MakeGenericPlant( ply, pos + Vector( math.random( -10, 10 ), math.random( -10, 10 ), 16 ), "models/props/pi_shrub.mdl" ) +end + +function GAMEMODE.MakeBanana( pos, num, ply ) + local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, -3 ), "models/props/de_dust/du_palm_tree01_skybx.mdl" ) + plant.Children = 0 + + for i = 1, num do + GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -7, 7 ), math.random( -7, 7 ), math.random( 48, 55 ) ), "models/props/cs_italy/bananna_bunch.mdl", plant ) + end +end + +function GAMEMODE.MakeMelon( pos, num, ply ) + local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, 13 ), "models/props/CS_militia/fern01.mdl" ) + plant.Children = 0 + + for i = 1, num do + GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -25, 25 ), math.random( -25, 25 ), math.random( 5, 7 ) ), "models/props_junk/watermelon01.mdl", plant ) + end +end + +function GAMEMODE.MakeOrange( pos, num, ply ) + local plant = GAMEMODE.MakeGenericPlant( ply, pos + Vector( 0, 0, -12 ), "models/props/cs_office/plant01_p1.mdl" ) + plant.Children = 0 + + plant:SetCollisionGroup( 0 ) + plant:SetSolid( SOLID_NONE ) + plant.Children = 0 + + for i = 1, num do + GAMEMODE.MakeGenericPlantChild( ply, pos + Vector( math.random( -5, 5 ), math.random( -5, 5 ), math.random( 13, 30 ) ), "models/props/cs_italy/orange.mdl", plant ) + end +end diff --git a/ftp_gmstranded/entities/entities/gms_silverfurnace.lua b/ftp_gmstranded/entities/entities/gms_silverfurnace.lua new file mode 100644 index 0000000..bd29e69 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_silverfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Silver Furnace" + +ENT.Model = "models/props_wasteland/laundry_basket001.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_silverfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_silverworkbench.lua b/ftp_gmstranded/entities/entities/gms_silverworkbench.lua new file mode 100644 index 0000000..467e4b8 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_silverworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Tech Workbench" + +ENT.Model = "models/props/de_inferno/bench_concrete.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_silverworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_smggunlab.lua b/ftp_gmstranded/entities/entities/gms_smggunlab.lua new file mode 100644 index 0000000..c483e67 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_smggunlab.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "SMG Gun Lab" + +ENT.Model = "models/props_wasteland/controlroom_storagecloset001a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_smggunlab" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_steelfurnace.lua b/ftp_gmstranded/entities/entities/gms_steelfurnace.lua new file mode 100644 index 0000000..1621a67 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_steelfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Steel Furnace" + +ENT.Model = "models/props_industrial/winch_deck.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_steelfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_steelworkbench.lua b/ftp_gmstranded/entities/entities/gms_steelworkbench.lua new file mode 100644 index 0000000..848ea43 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_steelworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Steel Workbench" + +ENT.Model = "models/props/de_nuke/equipment1.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_steelworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_stonefurnace.lua b/ftp_gmstranded/entities/entities/gms_stonefurnace.lua new file mode 100644 index 0000000..742b1d4 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_stonefurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Stone Furnace" + +ENT.Model = "models/props/de_inferno/ClayOven.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_stonefurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua b/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua new file mode 100644 index 0000000..71f26e5 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_stoneworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Stone Workbench" + +ENT.Model = "models/props/de_piranesi/pi_merlon.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_stoneworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_stove.lua b/ftp_gmstranded/entities/entities/gms_stove.lua new file mode 100644 index 0000000..897ef73 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_stove.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Stove" + +ENT.Model = "models/props_c17/furniturestove001a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "Cooking" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_techfurnace.lua b/ftp_gmstranded/entities/entities/gms_techfurnace.lua new file mode 100644 index 0000000..694d467 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_techfurnace.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Tech Furnace" + +ENT.Model = "models/props/cs_militia/dryer.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_techfurnace" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_techworkbench.lua b/ftp_gmstranded/entities/entities/gms_techworkbench.lua new file mode 100644 index 0000000..96d8c58 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_techworkbench.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Tech Workbench" + +ENT.Model = "models/props_lab/reciever_cart.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_techworkbench" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_transmutator.lua b/ftp_gmstranded/entities/entities/gms_transmutator.lua new file mode 100644 index 0000000..582622e --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_transmutator.lua @@ -0,0 +1,13 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Transmutator" + +ENT.Model = "models/props_wasteland/kitchen_stove002a.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + ply:OpenCombiMenu( "gms_transmutator" ) +end diff --git a/ftp_gmstranded/entities/entities/gms_tree.lua b/ftp_gmstranded/entities/entities/gms_tree.lua new file mode 100644 index 0000000..cd73761 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_tree.lua @@ -0,0 +1,22 @@ +//models/props_foliage/tree_springers_01a.mdl + + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Tree" + +ENT.Model = "models/props_foliage/tree_springers_01a.mdl" + +ENT.DoWake = true + +ENT.Uses = 100 + +if ( CLIENT ) then return end + +function ENT:OnInitialize() + self:SetNetworkedString( "Owner", "World" ) + + self:SetMoveType( MOVETYPE_NONE ) + +end diff --git a/ftp_gmstranded/entities/entities/gms_waterfountain.lua b/ftp_gmstranded/entities/entities/gms_waterfountain.lua new file mode 100644 index 0000000..1cbf275 --- /dev/null +++ b/ftp_gmstranded/entities/entities/gms_waterfountain.lua @@ -0,0 +1,29 @@ + +AddCSLuaFile() + +ENT.Base = "gms_base_entity" +ENT.PrintName = "Water Fountain" + +ENT.Model = "models/props/de_inferno/fountain.mdl" + +if ( CLIENT ) then return end + +function ENT:OnUse( ply ) + if ( ply.Thirst >= 950 ) then + ply.Thirst = 1000 + ply:UpdateNeeds() + if ( ply.Hasdrunk == false or ply.Hasdrunk == nil ) then + ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) ) + ply.Hasdrunk = true + timer.Simple( 0.9, function() ply.Hasdrunk = false end ) + end + elseif ( ply.Thirst < 950 ) then + ply.Thirst = ply.Thirst + 50 + if ( ply.Hasdrunk == false or ply.Hasdrunk == nil ) then + ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) ) + ply.Hasdrunk = true + timer.Simple( 0.9, function() ply.Hasdrunk = false end ) + end + ply:UpdateNeeds() + end +end diff --git a/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua b/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua new file mode 100644 index 0000000..0ac5a6d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_blacklisted/shared.lua @@ -0,0 +1,74 @@ +-- 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 new file mode 100644 index 0000000..6e182de --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_gun_base/shared.lua @@ -0,0 +1,1359 @@ +-- //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 new file mode 100644 index 0000000..cb3dfa3 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_scoped_base/cl_init.lua @@ -0,0 +1,9 @@ +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 new file mode 100644 index 0000000..3f157ab --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_scoped_base/init.lua @@ -0,0 +1,17 @@ +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 new file mode 100644 index 0000000..762ca4c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_scoped_base/shared.lua @@ -0,0 +1,461 @@ +-- 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 new file mode 100644 index 0000000..cb3dfa3 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_shotty_base/cl_init.lua @@ -0,0 +1,9 @@ +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 new file mode 100644 index 0000000..3f157ab --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_shotty_base/init.lua @@ -0,0 +1,17 @@ +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 new file mode 100644 index 0000000..dcfb499 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/bobs_shotty_base/shared.lua @@ -0,0 +1,192 @@ +// 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 new file mode 100644 index 0000000..b7cac72 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gmod_tool/stools/gms_rope.lua @@ -0,0 +1,170 @@ + +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 new file mode 100644 index 0000000..56f6322 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_advancedfishingrod.lua @@ -0,0 +1,38 @@ + +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 new file mode 100644 index 0000000..ec4124a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_base_weapon.lua @@ -0,0 +1,275 @@ + +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 new file mode 100644 index 0000000..191ba09 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_bucket.lua @@ -0,0 +1,23 @@ + +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 new file mode 100644 index 0000000..0355b49 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_chisel.lua @@ -0,0 +1,34 @@ + +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 new file mode 100644 index 0000000..e0a7954 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_copperhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..634f6d9 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_copperpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..c23f65d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_essencedrainer.lua @@ -0,0 +1,38 @@ + +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 new file mode 100644 index 0000000..ad9b81c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_fists.lua @@ -0,0 +1,39 @@ + +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 new file mode 100644 index 0000000..7c9f530 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_fryingpan.lua @@ -0,0 +1,23 @@ + +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 new file mode 100644 index 0000000..8d350ae --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_goldhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..6a3a993 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_goldpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..3067424 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_hands.lua @@ -0,0 +1,17 @@ + +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 new file mode 100644 index 0000000..15aaa27 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_inventory.lua @@ -0,0 +1,277 @@ + +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 new file mode 100644 index 0000000..656878e --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_ironhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..79427e6 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_ironpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..2326d8e --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_mithrilpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..d1411b1 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_pickaxeofdjarex.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..2a8d14c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_platinumhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..33f89b5 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_platinumpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..18455bf --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_runeapickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..c0429f5 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_runeepickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..db208b2 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_runefpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..9571432 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_runewpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..8c64910 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_shovel.lua @@ -0,0 +1,69 @@ + +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 new file mode 100644 index 0000000..801f564 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_sickle.lua @@ -0,0 +1,23 @@ + +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 new file mode 100644 index 0000000..9889131 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_silverhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..ef75952 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_silverpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..02c570c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_steelhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..a60066f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_steelpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..980b44c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_stonehatchet.lua @@ -0,0 +1,40 @@ + +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 new file mode 100644 index 0000000..6cec759 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_stonepickaxe.lua @@ -0,0 +1,40 @@ + +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 new file mode 100644 index 0000000..03edd78 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_strainer.lua @@ -0,0 +1,30 @@ + +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 new file mode 100644 index 0000000..3b5cc4b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_techhatchet.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..0154a56 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_techpickaxe.lua @@ -0,0 +1,41 @@ + +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 new file mode 100644 index 0000000..29d2f6f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_woodenfishingrod.lua @@ -0,0 +1,38 @@ + +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 new file mode 100644 index 0000000..89d4b2c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_woodenspoon.lua @@ -0,0 +1,23 @@ + +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 new file mode 100644 index 0000000..d05ef61 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/gms_wrench.lua @@ -0,0 +1,23 @@ + +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 new file mode 100644 index 0000000..ac3754f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_1887winchester/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..6140f08 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_1897winchester/shared.lua @@ -0,0 +1,85 @@ +-- 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 new file mode 100644 index 0000000..317ce1d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_acr/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..f968369 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ak47/shared.lua @@ -0,0 +1,86 @@ +-- 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 new file mode 100644 index 0000000..4ba7b6f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ak74/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..a333318 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_amd65/shared.lua @@ -0,0 +1,82 @@ +-- 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 new file mode 100644 index 0000000..801f127 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_an94/shared.lua @@ -0,0 +1,167 @@ +-- 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 new file mode 100644 index 0000000..ebb0456 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ares_shrike/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..5458b3c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_auga3/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..513d6f1 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_aw50/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..286c8de --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_barret_m82/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..688baad --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_bizonp19/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..5652aec --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_browningauto5/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..321ee9c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_colt1911/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..325abf9 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_coltpython/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..570d348 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_contender/shared.lua @@ -0,0 +1,233 @@ +-- 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 new file mode 100644 index 0000000..2de2a9d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_dbarrel/shared.lua @@ -0,0 +1,316 @@ +-- 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 new file mode 100644 index 0000000..c671ebf --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_deagle/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..942e2ba --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_dragunov/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..9734a83 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_f2000/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..0a4af98 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_fal/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..6f20bde --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_famas/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..ae86d31 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_fg42/shared.lua @@ -0,0 +1,78 @@ +-- 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 new file mode 100644 index 0000000..c8ed03a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_g36/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..272f3eb --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_g3a3/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..6d2ab5c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_glock/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..2d7318b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_hk45/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..476c1c8 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_honeybadger/shared.lua @@ -0,0 +1,101 @@ +-- 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 new file mode 100644 index 0000000..8e4a17a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_intervention/shared.lua @@ -0,0 +1,88 @@ +-- 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 new file mode 100644 index 0000000..ea57e06 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ithacam37/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..b069e27 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_jackhammer/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..72e2383 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_kac_pdw/shared.lua @@ -0,0 +1,94 @@ +-- 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 new file mode 100644 index 0000000..1e30308 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_l85/shared.lua @@ -0,0 +1,91 @@ +-- 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 new file mode 100644 index 0000000..aebad26 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_luger/shared.lua @@ -0,0 +1,78 @@ +-- 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 new file mode 100644 index 0000000..d4bf65c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m14sp/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..952eb89 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m16a4_acog/shared.lua @@ -0,0 +1,88 @@ +-- 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 new file mode 100644 index 0000000..e227975 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m1918bar/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..6c7cf25 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m24/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..4d7f08a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m249lmg/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..03359aa --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m29satan/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..f49fb21 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m3/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..3849658 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m416/shared.lua @@ -0,0 +1,83 @@ +-- 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 new file mode 100644 index 0000000..ddad4da --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m4a1/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..85aca0a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m60/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..9a9e646 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m92beretta/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..882aefe --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_m98b/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..3246a4b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_magpulpdr/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..3d23239 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_minigun/shared.lua @@ -0,0 +1,125 @@ +-- 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 new file mode 100644 index 0000000..9007923 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_model3russian/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..5d1b2cf --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_model500/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..1cd7a4b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_model627/shared.lua @@ -0,0 +1,78 @@ +-- 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 new file mode 100644 index 0000000..f03b634 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mossberg590/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..bbc194d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mp40/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..1af1e02 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mp5/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..52a8ffe --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mp5sd/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..dc62838 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mp7/shared.lua @@ -0,0 +1,95 @@ +-- 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 new file mode 100644 index 0000000..ce01a55 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_mp9/shared.lua @@ -0,0 +1,87 @@ +-- 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 new file mode 100644 index 0000000..e1c223a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_pkm/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..50ff7d9 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_psg1/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..0bd6da7 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ragingbull/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..ff573c1 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_remington1858/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..611b9b5 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_remington7615p/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..3ce0bb7 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_remington870/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..1a20aa7 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_scar/shared.lua @@ -0,0 +1,84 @@ +-- 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 new file mode 100644 index 0000000..cedd3f2 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_scoped_taurus/shared.lua @@ -0,0 +1,85 @@ +-- 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 new file mode 100644 index 0000000..7164fc0 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_sig_p229r/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..873b03b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_sl8/shared.lua @@ -0,0 +1,90 @@ +-- 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 new file mode 100644 index 0000000..e2e8d71 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_smgp90/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..00542e3 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_spas12/shared.lua @@ -0,0 +1,80 @@ +-- 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 new file mode 100644 index 0000000..b8a8a30 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_sten/shared.lua @@ -0,0 +1,84 @@ +-- 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 new file mode 100644 index 0000000..31bfb5c --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_striker12/shared.lua @@ -0,0 +1,74 @@ +-- 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 new file mode 100644 index 0000000..06b3c9b --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_svt40/shared.lua @@ -0,0 +1,91 @@ +-- 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 new file mode 100644 index 0000000..fbdbadc --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_svu/shared.lua @@ -0,0 +1,89 @@ +-- 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 new file mode 100644 index 0000000..571f758 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_tar21/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..56130ae --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_tec9/shared.lua @@ -0,0 +1,87 @@ +-- 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 new file mode 100644 index 0000000..f3ec11a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_thompson/shared.lua @@ -0,0 +1,88 @@ +-- 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 new file mode 100644 index 0000000..10965bf --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_ump45/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..d62387d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_usas/shared.lua @@ -0,0 +1,149 @@ +-- Variables that are used on both client and server +SWEP.Gun = ("m9k_usas") -- must be the name of your swep but NO CAPITALS! +if (GetConVar(SWEP.Gun.."_allowed")) != nil then + if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end +end +SWEP.Category = "M9K Shotguns" +SWEP.Author = "" +SWEP.Contact = "" +SWEP.Purpose = "" +SWEP.Instructions = "" +SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models +SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models +SWEP.PrintName = "USAS" -- Weapon name (Shown on HUD) +SWEP.Slot = 3 -- Slot in the weapon selection menu +SWEP.SlotPos = 29 -- Position in the slot +SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter +SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box +SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? +SWEP.DrawCrosshair = true -- set false if you want no crosshair +SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better +SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up +SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon +SWEP.HoldType = "ar2" -- how others view you carrying the weapon +-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive +-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles + +SWEP.ViewModelFOV = 70 +SWEP.ViewModelFlip = true +SWEP.ViewModel = "models/weapons/v_usas12_shot.mdl" -- Weapon view model +SWEP.WorldModel = "models/weapons/w_usas_12.mdl" -- Weapon world model +SWEP.Base = "bobs_gun_base" +SWEP.Spawnable = true +SWEP.AdminSpawnable = true + +SWEP.Primary.Sound = Sound("Weapon_usas.Single") -- Script that calls the primary fire sound +SWEP.Primary.RPM = 260 -- This is in Rounds Per Minute +SWEP.Primary.ClipSize = 20 -- Size of a clip +SWEP.Primary.DefaultClip = 60 -- Bullets you start with +SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) +SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet) +SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock) +SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false +SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun +-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets + +SWEP.SelectiveFire = true + +SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more! + +SWEP.data = {} --The starting firemode +SWEP.data.ironsights = 1 + +SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull +SWEP.Primary.Damage = 7 -- Base damage per bullet +SWEP.Primary.Spread = .048 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) +SWEP.Primary.IronAccuracy = .048 -- Ironsight accuracy, should be the same for shotguns + +-- Enter iron sight info and bone mod info below +SWEP.IronSightsPos = Vector(4.519, -2.159, 1.039) +SWEP.IronSightsAng = Vector(0.072, 0.975, 0) +SWEP.SightsPos = Vector(4.519, -2.159, 1.039) +SWEP.SightsAng = Vector(0.072, 0.975, 0) +SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888) +SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10) + +SWEP.ReloadPos = Vector (-3.0328, 0, 1.888) +SWEP.ReloadsAng = Vector (-24.2146, -36.522, 10) + +SWEP.WElements = { + ["fix2"] = { type = "Model", model = "models/hunter/blocks/cube025x05x025.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.416, 2.073, -5.571), angle = Angle(0, 0, -90), size = Vector(0.899, 0.118, 0.1), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, + ["magfix"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.482, 1.389, 0.078), angle = Angle(-8.098, 0, 0), size = Vector(0.2, 0.589, 0.589), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } +} + +function SWEP:Reload() + + if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and (self.Owner:GetAmmoCount("buckshot") > 0 ) and not (self.Weapon:GetNWBool("Reloading")) then + self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) + self.Weapon:SetNWBool("Reloading", true) + if SERVER and !self.Owner:IsNPC() then + self.ResetSights = CurTime() + 1.65 + self.Owner:SetFOV( 0, 0.3 ) + self:SetIronsights(false) + end + timer.Simple(.65, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if IsValid(self.Owner) and self.Weapon:GetClass() == self.Gun then + self.Weapon:EmitSound(Sound("Weapon_usas.draw")) + end + end) + timer.Simple(.8, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if IsValid(self.Owner) and self.Weapon != nil then self:ReloadFinish() end end) + end + +end + +function SWEP:ReloadFinish() +if not IsValid(self) then return end + if IsValid(self.Owner) and self.Weapon != nil then + if self.Owner:Alive() and self.Weapon:GetClass() == self.Gun then + self.Weapon:DefaultReload(ACT_SHOTGUN_RELOAD_FINISH) + + if !self.Owner:IsNPC() then + self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() + end + if SERVER and self.Weapon != nil then + if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then + self.Owner:SetFOV( 0, 0.3 ) + self:SetIronsights(false) + end + + local waitdammit = (self.Owner:GetViewModel():SequenceDuration()) + timer.Simple(waitdammit + .1, + function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end + if self.Weapon == nil then return end + self.Weapon:SetNWBool("Reloading", false) + if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then + if CLIENT then return end + if self.Scoped == false then + self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 ) + self.IronSightsPos = self.SightsPos -- Bring it up + self.IronSightsAng = self.SightsAng -- Bring it up + self:SetIronsights(true, self.Owner) + self.DrawCrosshair = false + else return end + elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then + self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second + self.IronSightsPos = self.RunSightsPos -- Hold it down + self.IronSightsAng = self.RunSightsAng -- Hold it down + self:SetIronsights(true, self.Owner) -- Set the ironsight true + self.Owner:SetFOV( 0, 0.3 ) + else return end + end) + end + end + end +end + +if GetConVar("M9KDefaultClip") == nil then + print("M9KDefaultClip is missing! You may have hit the lua limit!") +else + if GetConVar("M9KDefaultClip"):GetInt() != -1 then + SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt() + end +end + +if GetConVar("M9KUniqueSlots") != nil then + if not (GetConVar("M9KUniqueSlots"):GetBool()) then + SWEP.SlotPos = 2 + end +end
\ No newline at end of file diff --git a/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua b/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua new file mode 100644 index 0000000..8136921 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_usc/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..2301724 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_usp/shared.lua @@ -0,0 +1,79 @@ +-- 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 new file mode 100644 index 0000000..02cb39f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_uzi/shared.lua @@ -0,0 +1,87 @@ +-- 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 new file mode 100644 index 0000000..b4e8b5a --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_val/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..8cc8ff1 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_vector/shared.lua @@ -0,0 +1,81 @@ +-- 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 new file mode 100644 index 0000000..2ba9b44 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_vikhr/shared.lua @@ -0,0 +1,77 @@ +-- 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 new file mode 100644 index 0000000..11e9b0f --- /dev/null +++ b/ftp_gmstranded/entities/weapons/m9k_winchester73/shared.lua @@ -0,0 +1,91 @@ +-- 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 new file mode 100644 index 0000000..c9dd11d --- /dev/null +++ b/ftp_gmstranded/entities/weapons/pill_pigeon/pigeon.lua @@ -0,0 +1,266 @@ + +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 new file mode 100644 index 0000000..445f1d2 --- /dev/null +++ b/ftp_gmstranded/entities/weapons/pill_pigeon/shared.lua @@ -0,0 +1,118 @@ + +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 diff --git a/ftp_gmstranded/gamemode/chatcommands.lua b/ftp_gmstranded/gamemode/chatcommands.lua new file mode 100644 index 0000000..54d4bba --- /dev/null +++ b/ftp_gmstranded/gamemode/chatcommands.lua @@ -0,0 +1,466 @@ + +function GM:PlayerSay( ply, text, teamonly ) + local args = string.Explode( " ", text ) + if ( args == nil ) then args = {} end + + if ( teamonly ) then + if ( GMS.RunChatCmd( ply, args ) != "" ) then + for k, v in pairs( player.GetAll() ) do + if ( IsValid( v ) && v:IsPlayer() && v:Team() == ply:Team() ) then + v:PrintMessage( 3, "[TRIBE] " .. ply:Nick() .. ": " .. text ) + end + end + end + return "" + else + return GMS.RunChatCmd( ply, args ) or text + end +end + +GMS.ChatCommands = {} +function GMS.RegisterChatCmd( tbl ) + GMS.ChatCommands[ tbl.Command ] = tbl +end + +function GMS.RunChatCmd( ply, arg ) + if ( #arg > 0 && ( string.Left( arg[ 1 ], 1 ) == "/" or string.Left( arg[1], 1 ) == "!" ) ) then + local cmd = string.sub( arg[ 1 ], 2, string.len( arg[ 1 ] ) ) + table.remove( arg, 1 ) + + if ( ply:GetNWBool( "AFK" ) && cmd != "afk" ) then + ply:SendMessage( "You can't do this while afk.", 3, Color( 200, 0, 0, 255 ) ) + elseif ( ply:GetNWBool( "Sleeping" ) && cmd != "wakeup" ) then + ply:SendMessage( "You can't do this while sleeping.", 3, Color( 200, 0, 0, 255 ) ) + end + + if ( GMS.ChatCommands[ cmd ] != nil ) then + GMS.ChatCommands[cmd]:Run( ply, arg ) + return "" + end + end +end + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "commands" +CHATCMD.Desc = "Prints all possible commands" + +function CHATCMD:Run( ply ) + ply:PrintMessage( HUD_PRINTCONSOLE, "\n\n\nGarry's Mod Stranded chat commands:\n\n" ) + for _, v in pairs( GMS.ChatCommands ) do + if ( v.Command != nil ) then + local desc = v.Desc or "No description given." + local syntax = v.Syntax or "" + if ( syntax != "" ) then syntax = syntax .. " " end + ply:PrintMessage( HUD_PRINTCONSOLE, v.Command .. " " .. syntax .. "- " .. v.Desc ) + end + end + ply:PrintMessage( HUD_PRINTCONSOLE, "\n<arg> - Required argument, [arg] - Optional argument\n" ) + ply:PrintMessage( HUD_PRINTCONSOLE, "All commands start with '!' or '/'." ) + ply:PrintMessage( HUD_PRINTCONSOLE, "For item names with spaces use '_', for example !drop Water_Bottles 5\n\n" ) + ply:PrintMessage( HUD_PRINTTALK, "All commands were printed into console (~)" ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "help" +CHATCMD.Desc = "Open help menu" +CHATCMD.CCName = "gms_help" + +function CHATCMD:Run( ply, args ) + ply:ConCommand( self.CCName ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "drop" +CHATCMD.Desc = "No amount will drop all" +CHATCMD.Syntax = "<Resource Type> [Amount]" +CHATCMD.CCName = "gms_dropresources" + +function CHATCMD:Run( ply, args ) + GAMEMODE.DropResource( ply, self.CCName, args ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "sleep" +CHATCMD.Desc = "Goto sleep" +CHATCMD.CCName = "gms_sleep" + +function CHATCMD:Run( ply ) + ply:Sleep() +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "stuck" +CHATCMD.Desc = "In case you are stuck" +CHATCMD.CCName = "gms_stuck" + +function CHATCMD:Run( ply ) + GAMEMODE.PlayerStuck( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "adrop" +CHATCMD.Desc = "Drops a specified of resources out of nowhere. Admin only." +CHATCMD.Syntax = "<Resource Type> <Amount>" +CHATCMD.CCName = "gms_adropresources" + +function CHATCMD:Run( ply, args ) + GAMEMODE.ADropResource( ply, self.CCName, args ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "wakeup" +CHATCMD.Desc = "Wakeup from sleep." +CHATCMD.CCName = "gms_wakeup" + +function CHATCMD:Run( ply ) + ply:Wakeup() +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} +CHATCMD.Command = "campfire" +CHATCMD.Desc = "Make a camp fire." +CHATCMD.CCName = "gms_makefire" + +function CHATCMD:Run( ply ) + GAMEMODE.MakeCampfire( ply ) +end +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "drink" +CHATCMD.Desc = "Drink a water bottle." +CHATCMD.CCName = "gms_drinkbottle" + +function CHATCMD:Run( ply ) + GAMEMODE.DrinkFromBottle( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "melon" +CHATCMD.Desc = "Plant a watermelon." +CHATCMD.CCName = "gms_plantmelon" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantMelon( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "banana" +CHATCMD.Desc = "Plant a banana." +CHATCMD.CCName = "gms_plantbanana" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantBanana( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "orange" +CHATCMD.Desc = "Plant an orange." +CHATCMD.CCName = "gms_plantorange" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantOrange( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "grain" +CHATCMD.Desc = "Plant grain." +CHATCMD.CCName = "gms_plantgrain" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantGrain( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "berrybush" +CHATCMD.Desc = "Plant berry bush." +CHATCMD.CCName = "gms_plantbush" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantBush( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "tree" +CHATCMD.Desc = "Plant a tree." +CHATCMD.CCName = "gms_planttree" + +function CHATCMD:Run( ply ) + GAMEMODE.PlantTree( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "dropweapon" +CHATCMD.Desc = "Drop your current weapon." +CHATCMD.CCName = "gms_dropweapon" + +function CHATCMD:Run( ply ) + GAMEMODE.DropWeapon( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "take" +CHATCMD.Desc = "Take resources out of Resource Pack/Box." +CHATCMD.Syntax = "[Resource Type] [Amount]" +CHATCMD.CCName = "gms_takeresources" +function CHATCMD:Run( ply, args ) + GAMEMODE.TakeResource( ply, self.CCName, args ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "medicine" +CHATCMD.Desc = "Take a Medicine." +CHATCMD.CCName = "gms_takemedicine" + +function CHATCMD:Run( ply ) + GAMEMODE.TakeAMedicine( ply ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "afk" +CHATCMD.Desc = "Go away from keyboard. ( Doesn't reduce your needs )" +CHATCMD.CCName = "gms_afk" + +function CHATCMD:Run( ply, args ) + GAMEMODE.AFK( ply, self.CCName, args ) + ply:ConCommand("-menu") +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "rn" +CHATCMD.Syntax = "[Player]" +CHATCMD.Desc = "Reset your / someone's needs. Admin Only." + +function CHATCMD:Run( ply, args ) + if ( !ply:IsAdmin() ) then return end + if ( args && #args > 0 ) then + pl = player.FindByName( args[ 1 ] ) + if ( !pl ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end + pl.Hunger = 1000 + pl.Thirst = 1000 + pl.Sleepiness = 1000 + pl:UpdateNeeds() + else + ply.Hunger = 1000 + ply.Thirst = 1000 + ply.Sleepiness = 1000 + ply:UpdateNeeds() + end +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "finish" +CHATCMD.Desc = "Finish the structure you are looking at." + +function CHATCMD:Run( ply, args ) + if ( !ply:IsAdmin() || ply:GetEyeTrace().Entity:GetClass() != "gms_buildsite" ) then return end + ply:GetEyeTrace().Entity:Finish() +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "r" +CHATCMD.Desc = "Give resources to yourself / someone" +CHATCMD.Syntax = "[player] <Resource> <Amount>" + +function CHATCMD:Run(ply, arg) + if ( !ply:IsAdmin() || !arg ) then return end + if ( #arg > 2 ) then + local pl = player.FindByName( arg[ 1 ] ) + if ( !pl ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end + pl:IncResource( arg[ 2 ], tonumber( arg[ 3 ] ) ) + elseif ( #arg == 2 ) then + ply:IncResource( arg[ 1 ], tonumber( arg[ 2 ] ) ) + end +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "steal" +CHATCMD.Desc = "Steal a prop." +CHATCMD.CCName = "gms_steal" + +function CHATCMD:Run( ply ) + ply.ConCommand( ply, "gms_steal" ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "createtribe" +CHATCMD.Desc = "Opens create tribe menu." +CHATCMD.CCName = "gms_tribemenu" + +function CHATCMD:Run( ply, args ) + ply:ConCommand( self.CCName ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "invite" +CHATCMD.Desc = "Invite someone to your tribe" +CHATCMD.Syntax = "<player>" + +function CHATCMD:Run( ply, args ) + local him = player.FindByName( args[ 1 ] ) + if ( !him ) then ply:SendMessage( "Player not found!", 3, Color( 200, 10, 10, 255 ) ) return end + if ( him == ply ) then ply:SendMessage( "Why invite yourself?", 3, Color( 200, 64, 10, 255 ) ) return end + if ( him.LastInvite && him.LastInvite > CurTime() ) then ply:SendMessage( "Too much invitations to " .. him:Name() .. "! Wait " .. ( CurTime() - him.LastInvite) .. " seconds.", 3, Color( 200, 10, 10, 255 ) ) return end + local mahTribe = GAMEMODE.FindTribeByID( ply:Team() ) + + him.LastInvite = CurTime() + 30 + + if ( !mahTribe ) then ply:SendMessage( "Something went wrong! Report this to admins: " .. ply:Team(), 3, Color( 200, 10, 10, 255 ) ) return end + + ply:SendMessage( "Invitation sent!", 3, Color( 200, 200, 200, 255 ) ) + + umsg.Start( "gms_invite", him ) + umsg.String( mahTribe.name ) + umsg.String( tostring( mahTribe.password ) ) + umsg.End() +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "join" +CHATCMD.Desc = "Opens join tribe menu." +CHATCMD.CCName = "gms_tribes" + +function CHATCMD:Run( ply, args ) + ply:ConCommand( self.CCName ) +end + +GMS.RegisterChatCmd( CHATCMD ) + +---------------------------------------------------------------------------------------------------- + +local CHATCMD = {} + +CHATCMD.Command = "leave" +CHATCMD.Desc = "Leave a tribe." +CHATCMD.CCName = "gms_leave" + +function CHATCMD:Run( ply, args ) + GAMEMODE.LeaveTribeCmd( ply, self.CCName, args ) +end + +GMS.RegisterChatCmd( CHATCMD ) diff --git a/ftp_gmstranded/gamemode/cl_deathmenu.lua b/ftp_gmstranded/gamemode/cl_deathmenu.lua new file mode 100644 index 0000000..472547a --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_deathmenu.lua @@ -0,0 +1,368 @@ + +surface.CreateFont( "Header", { + font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name + size = 16, + weight = 500, + blursize = 0, + scanlines = 0, + antialias = true, + underline = false, + italic = false, + strikeout = false, + symbol = false, + rotary = false, + shadow = false, + additive = false, + outline = false, +} ) + +surface.CreateFont( "Items", { + font = "Arial", -- Use the font-name which is shown to you by your operating system Font Viewer, not the file name + size = 14, + weight = 0, + blursize = 0, + scanlines = 0, + antialias = true, + underline = false, + italic = false, + strikeout = false, + symbol = false, + rotary = false, + shadow = false, + additive = false, + outline = false, +} ) + + + +active = 0 + +local res +local wep +local dmFrame + +local function receive_message(len) + +res = net.ReadTable() +wep = net.ReadTable() + +if (active == 0) then dmFrame = vgui.Create("dmFrame") active = 1 end + +end +net.Receive('deathmenu', receive_message) + + + +local PANEL = {} + +width = 100 +height = 100 + +function PANEL:Init() + + self:SetSize( 440, 400 ) + self:Center() + self:MakePopup() + self:SetTitle("") + + local pnl = vgui.Create( "DPanel", self ) + pnl:SetSize(self:GetWide()-10, self:GetTall()-25) + pnl:SetPos(5,25) + + local DScrollPanel = vgui.Create( "DScrollPanel", pnl ) + DScrollPanel:SetSize( pnl:GetWide(), pnl:GetTall() ) + DScrollPanel:SetPos( 0, 0 ) + + // Weapons + + local wepPnlHeader = vgui.Create("DPanel", DScrollPanel) + wepPnlHeader:SetSize( DScrollPanel:GetWide(), 25 ) + wepPnlHeader:SetPos(0,0) + wepPnlHeader.Paint = function() + + draw.RoundedBox( 0, 0, 0, wepPnlHeader:GetWide(), wepPnlHeader:GetTall(), Color( 48, 48, 48, 255 ) ) + draw.SimpleText( "Weapons", "Header", 30, 12, Color(255, 255, 255), 1, 1 ) + end + + column = 1 + row = 1 + XOffset = 12 + for k,v in pairs(wep) do + local wepPNL = vgui.Create( "DButton", DScrollPanel ) + wepPNL:SetSize( width, height ) + if (k/4 <= column) then + wepPNL:SetPos( (row-1)*(width+2) + XOffset,(column-1)*(height+2) + 25) + row=row+1 + else + column=column+1 + row=1 + wepPNL:SetPos( (row-1)*(width+2) + XOffset,(column-1)*(height+2) + 25) + row=row+1 + end + + wepPNL:SetDrawBackground( false ) + + wepPNL.Paint = function() + + draw.RoundedBox( 0, 0, 0, wepPNL:GetWide(), wepPNL:GetTall(), Color(69,69,69,125) ) + + surface.SetFont("Items") + surface.SetTextColor( 0,0,0 ) + surface.SetTextPos( (width/2)-(surface.GetTextSize(v)/2), height-20 ) + surface.DrawText(v) + end + + wepPNL.DoClick = function() + if (!LocalPlayer():HasWeapon(v)) then + + net.Start('givePlayerWeapon') + net.WriteString(v) + for i,o in pairs(wep) do + if (v == o) then + net.WriteInt(i, 32) + table.remove(wep,i) + end + end + wepPNL:Remove() + + net.SendToServer() + end + end + + local img = vgui.Create("DImage", wepPNL) + img:SetPos(0, 0) + img:SetSize(wepPNL:GetSize()) + img:SetImage("gms_icons/gms_weapon.png") + + + end + + // Resources + + local resPnlHeader = vgui.Create("DPanel", DScrollPanel) + resPnlHeader:SetSize( DScrollPanel:GetWide(), 25 ) + resPnlHeader:SetPos(0,column*height + 25) + resPnlHeader.Paint = function() + draw.RoundedBox( 0, 0, 0, resPnlHeader:GetWide(), resPnlHeader:GetTall(), Color( 48, 48, 48, 255 ) ) + draw.SimpleText( "Resources", "Header", 35, 12, Color(255, 255, 255), 1, 1 ) + end + + row2 = 1 + column2 = 1 + for k,v in pairs(res) do + local resPNL = vgui.Create( "DButton", DScrollPanel ) + resPNL:SetSize( width, height ) + if (k/4 <= column2) then + resPNL:SetPos( (row2-1)*(width+2) + XOffset,(column2-1)*(height+2) + (column*height + 50)) + row2=row2+1 + else + column2=column2+1 + row2=1 + resPNL:SetPos( (row2-1)*(width+2) + XOffset,(column2-1)*(height+2) + (column*height + 50)) + row2=row2+1 + end + + local tbl1 = string.Split(res[k], " ") + local tbl2 = string.Split(tbl1[2], "x") + local amount = tbl2[2] + + resPNL.DoClick = function() + local mb = DermaMenu() + + + mb:AddOption("Take x1", function() + + if (amount - 1 <= 0) then + amount = 0 + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 1, i) + table.remove(res,i) + end + end + resPNL:Remove() + else + amount = amount - 1 + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 1, i) + res[i] = tbl1[1] .. " x" .. amount + v = res[i] + end + end + + end + + end) + mb:AddOption("Take x5", function() + + if (amount - 5 <= 0) then + + if (amount - 5 == 0) then + amount = 0 + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 5, i) + table.remove(res, i) + end + end + resPNL:Remove() + else + + num1 = amount - 5 + num2 = 5 + num1 + amount = 0 + + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], num2, i) + print(i) + table.remove(res,i) + end + end + resPNL:Remove() + end + else + amount = amount - 5 + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 5, i) + res[i] = tbl1[1] .. " x" .. amount + v = res[i] + end + end + + end + + end) + mb:AddOption("Take x10", function() + + if (amount - 10 <= 0) then + + if (amount - 10 == 0) then + amount = 0 + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 10, i) + table.remove(res, i) + end + end + resPNL:Remove() + else + + num1 = amount - 10 + num2 = 10 + num1 + amount = 0 + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], num2, i) + table.remove(res,i) + end + end + + resPNL:Remove() + + end + else + amount = amount - 10 + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], 10, i) + res[i] = tbl1[1] .. " x" .. amount + v = res[i] + end + end + + end + + end) + mb:AddOption("Take All", function() + + + for i,o in pairs(res) do + spl1 = string.Split(v, " ") + spl2 = string.Split(o, " ") + if (spl1[1] == spl2[1]) then + giveRes(tbl1[1], amount, i) + amount = 0 + table.remove(res,i) + end + end + + resPNL:Remove() + end) + mb:Open() + end + + resPNL.Paint = function() + draw.RoundedBox( 0, 0, 0, resPNL:GetWide(), resPNL:GetTall(), Color( 69, 69, 69, 125 ) ) + + + surface.SetFont("Items") + surface.SetTextColor( 0,0,0 ) + surface.SetTextPos( (width/2)-(surface.GetTextSize(v)/2), height-20 ) + surface.DrawText(v) + + end + + local img = vgui.Create("DImage", resPNL) + img:SetPos(0, 0) + img:SetSize(resPNL:GetSize()) + img:SetImage("gms_icons/gms_resourcepack.png") + end + +end + +function PANEL:Close() + active = 0 + self:Remove() +end + +function giveRes(res, amount, slot) + + net.Start('givePlayerResource') + + net.WriteString(res) + net.WriteInt(amount, 32) + net.WriteInt(slot, 32) + + net.SendToServer() + +end + +function PANEL:Paint( w, h ) + draw.RoundedBox( 0, 0, 0, w, h, Color( 69, 69, 69, 125 ) ) +end + +vgui.Register( "dmFrame", PANEL, "DFrame" ) + + diff --git a/ftp_gmstranded/gamemode/cl_hud.lua b/ftp_gmstranded/gamemode/cl_hud.lua new file mode 100644 index 0000000..b217c2c --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_hud.lua @@ -0,0 +1,412 @@ +surface.CreateFont( "DefaultSmall", { + font = "Tahoma", + size = ScreenScale( 7 ), + weight = 500 +} ) + +surface.CreateFont( "DefaultHealth", { + font = "Tahoma", + size = ScreenScale( 30 ), + weight = 900 +} ) + +function GM:DrawStrandedHUD() + + local w = ScrW() / 6 + local h = 4 * 12 + 10 + + if ( self.SkillsHud ) then self.SkillsHud:SetPos( 0, h ) end + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( 0, 0, w, h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawLine( w - 1, 0, w - 1, h ) -- Nice line instead of messy outlined rect + surface.DrawLine( 0, h - 1, w, h - 1 ) + + local width = w - 10 + + //Health + local hp_w = math.floor( ( LocalPlayer():Health() / 200 ) * width ) + surface.SetDrawColor( 0, 0, 0, 255 ) + surface.DrawRect( 5, 5, width, 10 ) + + surface.SetDrawColor( 176, 0, 0, 255 ) + surface.DrawRect( 5, 5, math.min( hp_w, width ), 10 ) + + draw.SimpleTextOutlined( "Health", "DefaultSmall", w / 2, 9, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + + //Hunger + local hunger_w = math.floor( ( Hunger / 1000 ) * width ) + surface.SetDrawColor( 0, 0, 0, 255 ) + surface.DrawRect( 5, 17, width, 10 ) + + surface.SetDrawColor( 0, 176, 0, 255 ) + surface.DrawRect( 5, 17, hunger_w, 10 ) + + draw.SimpleTextOutlined( "Hunger","DefaultSmall", w / 2, 21, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + + //Thirst + local thrst_w = math.floor( ( Thirst / 1000 ) * width ) + surface.SetDrawColor( 0, 0, 0, 255 ) + surface.DrawRect( 5, 29, width, 10 ) + + surface.SetDrawColor( 0, 0, 176, 255 ) + surface.DrawRect( 5, 29, thrst_w, 10 ) + + draw.SimpleTextOutlined( "Thirst", "DefaultSmall", w / 2, 33, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + + //Fatigue + local sleep_w = math.floor( math.min( Sleepiness / 1000, 1000 ) * width ) + surface.SetDrawColor( 0, 0, 0, 255 ) + surface.DrawRect( 5, 41, width, 10 ) + + surface.SetDrawColor( 176, 0, 176, 255 ) + surface.DrawRect( 5, 41, sleep_w, 10 ) + + draw.SimpleTextOutlined( "Fatigue", "DefaultSmall", w / 2, 45, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) +end + +function GM:DrawStrandedHUD() + local w = ScrW() / 12 + local h = ScrW() / 22 + local x = 5 + local y = ScrH() - h - 5 + + local w_bar = ScrW() / 8 + local h_bar = ScrW() / 80 + local x_bar = x + w + 5 + local bar_spacing = ScrW() / 300 + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + local hpColor = StrandedTextColor + if ( LocalPlayer():Health() < 25 ) then hpColor = StrandedHealthColor end + draw.SimpleTextOutlined( tostring( LocalPlayer():Health() ), "DefaultHealth", x + w / 2, y + h / 2, hpColor, 1, 1, 0.5, StrandedBorderColor ) + + local bar_y = y + h / 2 - h_bar / 2 - h_bar - bar_spacing + local hunger_w = math.floor( ( Hunger / 1000 ) * w_bar ) + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x_bar, bar_y, w_bar, h_bar ) + + surface.SetDrawColor( StrandedHungerColor ) + surface.DrawRect( x_bar, bar_y, hunger_w, h_bar ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar ) + + draw.SimpleTextOutlined( "Hunger","DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + + local bar_y = y + h / 2 - h_bar / 2 + local thrst_w = math.floor( ( Thirst / 1000 ) * w_bar ) + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x_bar, bar_y, w_bar, h_bar ) + + surface.SetDrawColor( StrandedThirstColor ) + surface.DrawRect( x_bar, bar_y, thrst_w, h_bar ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar ) + + draw.SimpleTextOutlined( "Thirst", "DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + + local bar_y = y + h / 2 - h_bar / 2 + h_bar + bar_spacing + local sleep_w = math.floor( math.min( Sleepiness / 1000, 1000 ) * w_bar ) + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x_bar, bar_y, w_bar, h_bar ) + + surface.SetDrawColor( StrandedFatigueColor ) + surface.DrawRect( x_bar, bar_y, sleep_w, h_bar ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x_bar, bar_y, w_bar, h_bar ) + + draw.SimpleTextOutlined( "Fatigue", "DefaultSmall", x_bar + w_bar / 2, bar_y + h_bar / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) +end + +function GM:DrawWristWatch() + + if ( GetConVarNumber( "gms_daynight" ) <= 0 || !Resources[ "Wrist_Watch" ] || Resources[ "Wrist_Watch" ] < 1 ) then return end + + local w = ScrW() / 12 + local h = ScrH() / 25 + local x = 5//ScrW() - ScrH() / 16 - w + local y = ScrH() - ScrW() / 22 - 10 - h //ScrH() / 16 + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + local hours = os.date( "%M", Time ) + local mins = os.date( "%S", Time ) + draw.SimpleTextOutlined( hours .. ":" .. mins, "ScoreboardSub", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + +end + +function GM:DrawOxygenBar() + + if ( Oxygen >= 1000 ) then return end + + local w = ScrW() / 5 + local h = ScrH() / 48 + local x = ScrW() / 2 - w / 2 + local y = ScrH() / 6 + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedOxygenColor ) + surface.DrawRect( x, y, math.min( math.floor( math.min( Oxygen / 1000, 1000 ) * w ), w ), h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + draw.SimpleTextOutlined( "Oxygen", "DefaultSmall", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + +end + +function GM:DrawPowerBar() + + if ( !Resources[ "Flashlight" ] or Resources[ "Flashlight" ] < 1 ) then return end + + local maxPower = 50 + if ( Resources[ "Batteries" ] ) then maxPower = math.min( maxPower + Resources[ "Batteries" ] * 50, 500 ) end + + if ( Power >= maxPower ) then return end + + local w = ScrW() / 6 + local h = ScrH() / 48 + local x = ScrW() / 2 - w / 2 + local y = ScrH() - ScrH() / 16 - h * 2 + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedPowerColor ) + surface.DrawRect( x, y, math.min( math.floor( math.min( Power / maxPower, maxPower ) * w ), w ), h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + draw.SimpleTextOutlined( "Flashlight Power", "DefaultSmall", x + w / 2, y + h / 2.5, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + +end + +function GM:DrawProcessBar() + if ( !ProcessCompleteTime ) then return end + + local w = ScrW() / 3.2 + local h = ScrH() / 30 + local x = ScrW() / 2 - w / 2 + local y = ScrH() / 8 + + local width = math.min( ( CurTime() - ProcessStart ) / ProcessCompleteTime * w, w ) + if ( width > w ) then GAMEMODE.StopProgressBar() end + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedForegroundColor ) + surface.DrawRect( x, y, width, h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + local txt = CurrentProcess + if ( ProcessCancelAble ) then txt = txt .. " ( F4 to Cancel )" end + + draw.SimpleText( txt, "ScoreboardText", x + w / 2, y + h / 2, StrandedTextColor, 1, 1 ) + +end + +function GM:HUDDrawTargetID() + local tr = util.GetPlayerTrace( LocalPlayer() ) + local trace = util.TraceLine( tr ) + if (!trace.Hit) then return end + if (!trace.HitNonWorld) then return end + + local text = "ERROR" + local font = "TargetID" + + if (trace.Entity:IsPlayer()) then + text = trace.Entity:Nick() + else + return + end + + surface.SetFont( font ) + local w, h = surface.GetTextSize( text ) + + local MouseX, MouseY = gui.MousePos() + + if ( MouseX == 0 && MouseY == 0 ) then + MouseX = ScrW() / 2 + MouseY = ScrH() / 2 + end + + local x = MouseX + local y = MouseY + + x = x - w / 2 + y = y + 30 + + -- The fonts internal drop shadow looks lousy with AA on + draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) ) + draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) ) + draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) ) + + y = y + h + + local text = trace.Entity:Team() + local font = "TargetIDSmall" + + for id, tabl in pairs( Tribes ) do + if ( id == text ) then text = tabl.name end + end + + surface.SetFont( font ) + local w, h = surface.GetTextSize( text ) + local x = MouseX - w / 2 + + draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) ) + draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) ) + draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) ) + + y = y + h + 5 + + local text = trace.Entity:Health() .. "%" + local font = "TargetIDSmall" + + surface.SetFont( font ) + local w, h = surface.GetTextSize( text ) + local x = MouseX - w / 2 + + draw.SimpleText( text, font, x+1, y+1, Color(0,0,0,120) ) + draw.SimpleText( text, font, x+2, y+2, Color(0,0,0,50) ) + draw.SimpleText( text, font, x, y, self:GetTeamColor( trace.Entity ) ) +end + +function GM:DrawResourceDropsHUD() + local ply = LocalPlayer() + local str = nil + local draw_loc = nil + local w, h = nil, nil + local tr = nil + local cent = nil + local pos = ply:GetShootPos() + + for _, v in ipairs( ents.GetAll() ) do + if ( !IsValid( v ) ) then continue end + local class = v:GetClass() + + if ( class == "gms_resourcedrop" ) then + cent = v:LocalToWorld( v:OBBCenter() ) + + tr = { + start = pos, + endpos = cent, + filter = ply + } + + if ( ( cent - pos ):Length() <= 200 && util.TraceLine( tr ).Entity == v ) then + str = ( v.Res or "Loading" ) .. ": " .. tostring( v.Amount or 0 ) + draw_loc = cent:ToScreen() + surface.SetFont( "ChatFont" ) + w, h = surface.GetTextSize( str ) + draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) ) + surface.SetTextColor( 255, 255, 255, 200 ) + surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y -( h / 2 ) ) + surface.DrawText( str ) + end + continue + end + + if ( class == "gms_resourcepack" or class == "gms_fridge" ) then + cent = v:LocalToWorld( v:OBBCenter() ) + + tr = { + start = pos, + endpos = cent, + filter = ply + } + + if ( ( cent - pos ):Length() <= 200 and util.TraceLine( tr ).Entity == v ) then + draw_loc = cent:ToScreen() + surface.SetFont( "ChatFont" ) + str = "Resource pack" + if ( class == "gms_fridge" ) then str = "Fridge" end + for res, num in pairs( v.Resources or {} ) do + str = str .. "\n" .. res .. ": " .. num + end + w, h = surface.GetTextSize( str ) + draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) ) + surface.SetTextColor( 255, 255, 255, 200 ) + for id, st in pairs( string.Explode( "\n", str ) ) do + id = id - 1 + w2, h2 = surface.GetTextSize( st ) + surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y - ( h / 2 ) + ( id * h2 ) ) + surface.DrawText( st ) + end + end + continue + end + + if ( table.HasValue( GMS.StructureEntities, class ) ) then + cent = v:LocalToWorld( v:OBBCenter() ) + local minimum = v:LocalToWorld( v:OBBMins() ) + local maximum = v:LocalToWorld( v:OBBMaxs() ) + local distance = ( maximum - minimum ):Length() + if ( distance < 200 ) then distance = 200 end + + + + tr2 = {} + tr2.start = pos + tr2.endpos = Vector( cent.x, cent.y, pos.z ) + tr2.filter = ply + + if ( ( cent - pos ):Length() <= distance and ( util.TraceLine( tr2 ).Entity == v or !util.TraceLine( tr2 ).Hit ) ) then + str = language.GetPhrase( class ) -- ( v:GetNWString( "Name" ) or "Loading" ) + if ( class == "gms_buildsite" ) then + str = v:GetNWString( "Name" ) .. v:GetNWString( "Resources" ) + end + + draw_loc = cent:ToScreen() + surface.SetFont( "ChatFont" ) + w, h = surface.GetTextSize( str ) + draw.RoundedBox( 4, draw_loc.x - ( w / 2 ) - 3, draw_loc.y - ( h / 2 ) - 3, w + 6, h + 6, Color( 50, 50, 50, 200 ) ) + surface.SetTextColor( Color( 255, 255, 255, 200 ) ) + + local strs = string.Explode( "\n", str ) + for id, str in pairs( strs ) do + surface.SetTextPos( draw_loc.x - ( w / 2 ), draw_loc.y - ( h / 2 ) + ( id - 1 ) * 15 ) + surface.DrawText( str ) + end + end + end + end +end + + +function GM:HUDPaint() + self.BaseClass:HUDPaint() + self:DrawResourceDropsHUD() + + self:DrawStrandedHUD() + self:DrawWristWatch() + self:DrawProcessBar() + self:DrawOxygenBar() + self:DrawPowerBar() +end + +function GM:HUDShouldDraw( name ) + if ( name != "CHudHealth" && name != "CHudBattery" ) then + return true + end +end
\ No newline at end of file diff --git a/ftp_gmstranded/gamemode/cl_init.lua b/ftp_gmstranded/gamemode/cl_init.lua new file mode 100644 index 0000000..bbf57a5 --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_init.lua @@ -0,0 +1,605 @@ + +include( "shared.lua" ) + +include( "cl_qmenu.lua" ) +include( "cl_scoreboard.lua" ) +include( "cl_panels.lua" ) +include( "cl_hud.lua" ) +include( "cl_deathmenu.lua" ) + +-- HUD Theme +StrandedColorTheme = Color( 0, 0, 0, 240 ) +StrandedBorderTheme = Color( 0, 0, 0, 180 ) + +StrandedBackgroundColor = Color( 0, 0, 0, 180 ) +StrandedForegroundColor = Color( 0, 128, 176, 220 ) +StrandedBorderColor = Color( 0, 0, 0, 150 ) +StrandedTextColor = color_white +StrandedTextShadowColor = Color( 100, 100, 100, 140 ) + +StrandedHealthColor = Color( 176, 0, 0, 240 ) +StrandedHungerColor = Color( 0, 176, 0, 240 ) +StrandedThirstColor = Color( 0, 0, 176, 240 ) +StrandedFatigueColor = Color( 176, 0, 176, 240 ) +StrandedOxygenColor = Color( 0, 200, 200, 220 ) +StrandedPowerColor = Color( 200, 200, 0, 220 ) + +-- Clientside player variables +Tribes = Tribes or {} +Skills = Skills or {} +Resources = Resources or {} +Experience = Experience or {} +FeatureUnlocks = FeatureUnlocks or {} +MaxResources = MaxResources or 25 +CampFires = CampFires or {} + +Sleepiness = Sleepiness or 1000 +Hunger = Hunger or 1000 +Thirst = Thirst or 1000 +Oxygen = Oxygen or 1000 +Power = Power or 50 + +/* Language */ +language.Add( "gms_stonefurnace", "Stone Furnace" ) +language.Add( "gms_stoneworkbench", "Stone Workbench" ) +language.Add( "gms_copperfurnace", "Copper Furnace" ) +language.Add( "gms_copperworkbench", "Copper Workbench" ) +language.Add( "gms_ironfurnace", "Iron Furnace" ) +language.Add( "gms_ironworkbench", "Iron Workbench" ) +language.Add( "gms_techfurnace", "Tech Furnace" ) +language.Add( "gms_techworkbench", "Tech Workbench" ) +language.Add( "gms_silverfurnace", "Silver Furnace" ) +language.Add( "gms_silverworkbench", "Silver Workbench" ) +language.Add( "gms_goldfurnace", "Gold Furnace" ) +language.Add( "gms_goldworkbench", "Gold Workbench" ) +language.Add( "gms_steelfurnace", "Steel Furnace" ) +language.Add( "gms_steelworkbench", "Steel Workbench" ) +language.Add( "gms_platinumfurnace", "Platinum Furnace" ) +language.Add( "gms_platinumworkbench", "Platinum Workbench" ) +language.Add( "gms_factory", "Factory" ) +language.Add( "gms_fridge", "Fridge" ) +language.Add( "gms_pistolgunlab", "Pistol Gun Lab" ) +language.Add( "gms_smggunlab", "SMG Gun Lab" ) +language.Add( "gms_hightechgunlab", "High Tech Gun Lab" ) +language.Add( "gms_transmutator", "Transmutator" ) +language.Add( "gms_advancedtransmutator", "Advanced Transmutator" ) +language.Add( "gms_gunchunks", "Gun Chunks" ) +language.Add( "gms_resourcepack", "Resource Pack" ) +language.Add( "gms_grindingstone", "Grinding Stone" ) +language.Add( "gms_waterfountain", "Water Fountain" ) +language.Add( "gms_stove", "Stove" ) +language.Add( "gms_renbuyshop", "Ren Buy Shop" ) +language.Add( "gms_rensellshop", "Ren Sell Shop" ) +language.Add( "gms_obelisk", "Obelisk") +language.Add( "gms_mithrilfactory", "Mithril Factory") +language.Add( "gms_mithrilworkbench", "Mithril WorkBench" ) +language.Add( "gms_runealtar", "Rune Altar" ) +language.Add( "gms_runicinfuser", "Runic Infuser") + +/* The chat hints */ +HintsRus = { + "Держите Ваши реÑурÑÑ‹ в реÑÑƒÑ€Ñ Ð¿Ð°ÐºÐµ, чтобы их не украли ночью.", + "Рзнаете ли Ð’Ñ‹, что реÑурÑÑ‹ в меню реÑурÑов ( F2 ) нажимаемы мышью?", + "Храните Вашу еду в холодильнике, чтобы она не портилаÑÑŒ.", + "Чтобы Ð¿Ð»ÐµÐ¼Ñ Ð¼Ð¾Ð³Ð»Ð¾ иÑпользовать вещи друг друга, Ñто Ð¿Ð»ÐµÐ¼Ñ Ð´Ð¾Ð»Ð¶Ð½Ð¾ иметь пароль.", + "Чтобы иÑпользовать фонарь, Вам нужно его Ñделать.", + "Чем больше у Ð’Ð°Ñ Ð±Ð°Ñ‚Ð°Ñ€ÐµÐµÐº, тем больше у Ð’Ð°Ñ Ñнергии Ð´Ð»Ñ Ñ„Ð¾Ð½Ð°Ñ€Ñ.", + "Ð¨Ð°Ð½Ñ Ð¿Ð¾Ð¹Ð¼Ð°Ñ‚ÑŒ что-то без наживки ( Baits ) в 4 раза ниже, чем Ñ Ð½Ð°Ð¶Ð¸Ð²ÐºÐ¾Ð¹.", + "Чтобы добыть железо ( Iron ) или медь ( Copper ) вам нужна кирка.", + "Проблемы? Прочтите !help Ð´Ð»Ñ Ð¿Ð¾Ð»ÑƒÑ‡ÐµÐ½Ð¸Ñ Ð±Ð°Ð·Ð¾Ð²Ð¾Ð¹ информации об Ñтом игровом режиме.", + "Чтобы приглаÑить игрока в племÑ, напишите !invite <Ð¸Ð¼Ñ Ð¸Ð³Ñ€Ð¾ÐºÐ°>" +} + +HintsEng = { + "Store your resources in resource pack, so they wont get stolen at night.", + "Did you know that resources in Resources menu ( F2 ) are clickable?", + "Keep your food in fridge, so it does not spoil.", + "In order to share items within a tribe, the tribe must have a password.", + "In order to use flashlight, you need to craft it.", + "The more batteries you have, the more flashlight power you have.", + "Chance to catch something without Baits is 4 times lower, then with Baits.", + "In order to get Iron or Copper you need a pickaxe.", + "Having trouble? Read !help to learn the basics of this gamemode.", + "In order to invite a player into a tribe, type !invite <player name>" +} + +timer.Create( "Client.HINTS", 360, 0, function() + if ( GetConVarString( "gmod_language" ) == "ru" ) then + chat.AddText( Color( 50, 255, 50 ), "[HINT] ", Color( 255, 255, 255 ), HintsRus[ math.random( 1, #HintsRus ) ] ) + else + chat.AddText( Color( 50, 255, 50 ), "[HINT] ", Color( 255, 255, 255 ), HintsEng[ math.random( 1, #HintsEng ) ] ) + end +end ) + +function GM.FindTribeByID( Tid ) + for id, tabl in pairs( Tribes ) do + if ( tabl.id == Tid ) then return tabl end + end + return false +end + +concommand.Add( "gms_resetcharacter_verify", function( ply, cmd, args ) + Derma_StringRequest( "Character Reset", "WARNING! This will reset all your skills and resources back to where you started.\nIf you are sure you want to do this, type 'I agree' into box below:", "", function( text ) + RunConsoleCommand( "gms_resetcharacter", text ) + end ) +end ) + +/* Resource pack GUI */ + +GM.ResourcePackFrame = nil + +concommand.Add( "gms_openrespackmenu", function( ply, cmd, args ) + local resPack = ply:GetEyeTrace().Entity + + if ( !IsValid( resPack ) ) then return end + + local frame = vgui.Create( "DFrame" ) + frame:SetSize( ScrW() / 1.5, ScrH() / 2 ) + frame:MakePopup() + frame:Center() + function frame:Update() + // Left side + for id, item in pairs( self.Resources:GetItems() ) do item:Remove() end + for res, num in SortedPairs( self.ResourcePack.Resources or {} ) do + local reso = vgui.Create( "gms_resourceLine" ) + if ( self.ResourcePack:GetClass() == "gms_fridge" ) then + reso:SetRes( res, num, false ) + else + reso:SetRes( res, num, true ) + end + self.Resources:AddItem( reso ) + end + + // Right side + if ( self.ResourcePack:GetClass() == "gms_fridge" || !IsValid( self.Inventory ) ) then return end + timer.Simple( 0, function() + if ( !IsValid( self.Inventory ) ) then return end + for id, item in pairs( self.Inventory:GetItems() ) do item:Remove() end + for res, num in SortedPairs( Resources or {} ) do + if ( num <= 0 ) then continue end + local reso = vgui.Create( "gms_resourceLineStore" ) + reso:SetRes( res, num ) + self.Inventory:AddItem( reso ) + end + end ) + end + + local panelList = vgui.Create( "DPanelList", frame ) + panelList:SetPos( 5, 30 ) + panelList:SetSpacing( 5 ) + panelList:SetPadding( 5 ) + panelList:EnableHorizontal( false ) + panelList:EnableVerticalScrollbar( true ) + function panelList:Paint( w, h ) + draw.RoundedBox( 2, 0, 0, w, h, Color( 80, 80, 80 ) ) + end + + if ( resPack:GetClass() == "gms_fridge" ) then + frame:SetSize( ScrW() / 2, ScrH() / 2 ) + frame:SetTitle( "Fridge" ) + frame:Center() + panelList:SetSize( frame:GetWide() - 10, frame:GetTall() - 35 ) + else + frame:SetTitle( "Resource pack" ) + panelList:SetSize( frame:GetWide() - 15 - ScrW() / 4, frame:GetTall() - 35 ) + end + + frame.Resources = panelList + frame.ResourcePack = resPack + + if ( resPack:GetClass() != "gms_fridge" ) then + local panelListInv = vgui.Create( "DPanelList", frame ) + panelListInv:SetPos( frame:GetWide() - 10 - ScrW() / 4 + 5, 30 ) + panelListInv:SetSize( ScrW() / 4, frame:GetTall() - 35 ) + panelListInv:SetSpacing( 5 ) + panelListInv:SetPadding( 5 ) + panelListInv:EnableHorizontal( false ) + panelListInv:EnableVerticalScrollbar( true ) + function panelListInv:Paint( w, h ) + draw.RoundedBox( 2, 0, 0, w, h, Color( 80, 128, 80 ) ) + end + frame.Inventory = panelListInv + end + + GAMEMODE.ResourcePackFrame = frame + frame:Update() +end ) + +hook.Add( "Think", "CampFireLight", function() + for id, e in pairs( ents.FindByClass("prop_p*") ) do + if ( !e:IsOnFire() ) then continue end + local campfire = DynamicLight( e:EntIndex() ) + if ( campfire ) then + campfire.Pos = e:GetPos() + campfire.r = math.random( 224, 255 ) + campfire.g = math.random( 128, 150 ) + campfire.b = 0 + campfire.Brightness = 2.4 + + if ( !e.campfireSize ) then + local min, max = e:OBBMins(), e:OBBMaxs() + local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z ) + e.campfireSize = vol / 5 + end + + campfire.Size = e.campfireSize + campfire.Decay = 0 + campfire.DieTime = CurTime() + 0.25 + end + end +end ) + +/* ---------------------------------------------------------------------------------------------------- + Hooks +---------------------------------------------------------------------------------------------------- */ + +function GM:Initialize() + if ( !IsValid( self.SkillsHud ) ) then self.SkillsHud = vgui.Create( "gms_SkillsHud" ) end + if ( !IsValid( self.ResourcesHud ) ) then self.ResourcesHud = vgui.Create( "gms_ResourcesHud" ) end + if ( !IsValid( self.CommandsHud ) ) then self.CommandsHud = vgui.Create( "gms_CommandsHud" ) end + if ( !IsValid( self.LoadingBar ) ) then self.LoadingBar = vgui.Create( "gms_LoadingBar" ) self.LoadingBar:SetVisible( false ) end + if ( !IsValid( self.SavingBar ) ) then self.SavingBar = vgui.Create( "gms_SavingBar" ) self.SavingBar:SetVisible( false ) end +end + +/* ---------------------------------------------------------------------------------------------------- + Skills, Resources & Experience +---------------------------------------------------------------------------------------------------- */ + +usermessage.Hook( "gms_MakeProcessBar", function( um ) + CurrentProcess = um:ReadString() + ProcessStart = CurTime() + ProcessCompleteTime = um:ReadShort() + ProcessCancelAble = um:ReadBool() +end ) + +usermessage.Hook( "gms_ResetPlayer", function() + Tribes = {} + Skills = {} + Skills[ "Survival" ] = 0 + Resources = {} + Experience = {} + Experience[ "Survival" ] = 0 + FeatureUnlocks = {} + MaxResources = 25 + + GAMEMODE.ResourcesHud:RefreshResources() + GAMEMODE.SkillsHud:RefreshSkills() +end ) + +usermessage.Hook( "gms_StopProcessBar", function() + ProcessCompleteTime = false +end ) + +usermessage.Hook( "gms_MakeLoadingBar", function( um ) + GAMEMODE.LoadingBar:Show( um:ReadString() ) +end ) + +usermessage.Hook( "gms_StopLoadingBar", function( um ) + GAMEMODE.LoadingBar:Hide() +end ) + +usermessage.Hook( "gms_MakeSavingBar", function( um ) + GAMEMODE.SavingBar:Show( um:ReadString() ) +end ) + +usermessage.Hook( "gms_StopSavingBar", function( um ) + GAMEMODE.SavingBar:Hide() +end ) + +usermessage.Hook( "gms_SetSkill", function( um ) + Skills[ um:ReadString() ] = um:ReadShort() + MaxResources = 25 + ( GetSkill( "Survival" ) * 5 ) + GAMEMODE.SkillsHud:RefreshSkills() +end ) + +usermessage.Hook( "gms_SetXP", function( um ) + Experience[ um:ReadString() ] = um:ReadShort() +end ) + +usermessage.Hook( "gms_SetResource", function( um ) + local res = um:ReadString() + local amount = um:ReadShort() + + Resources[res] = amount + GAMEMODE.ResourcesHud:RefreshResources() +end ) + +usermessage.Hook( "gms_SetMaxResources", function( um ) + MaxResources = um:ReadShort() + GAMEMODE.ResourcesHud:RefreshResources() +end ) + +usermessage.Hook( "gms_OpenCombiMenu", function( um ) + if ( GAMEMODE.CombiMenu ) then GAMEMODE.CombiMenu:Remove() end + GAMEMODE.CombiMenu = vgui.Create( "GMS_CombinationWindow" ) + GAMEMODE.CombiMenu:SetTable( um:ReadString() ) +end ) + +function GM:PlayerBindPress( ply, bind, pressed ) + if ( string.find( bind, "gm_showhelp" ) ) then GAMEMODE.SkillsHud:ToggleExtend() end + if ( string.find( bind, "gm_showteam" ) ) then GAMEMODE.ResourcesHud:ToggleExtend() end +end + +/* ---------------------------------------------------------------------------------------------------- + Functions +---------------------------------------------------------------------------------------------------- */ + +function GetSkill( skill ) + return Skills[ skill ] or 0 +end + +function GetXP( skill ) + return Experience[ skill ] or 0 +end + +function GetResource( res ) + return Resources[ res ] or 0 +end + +function TraceFromEyes( dist ) + local trace = {} + trace.start = self:GetShootPos() + trace.endpos = trace.start + ( self:GetAimVector() * dist ) + trace.filter = self + + return util.TraceLine( trace ) +end + +/* ---------------------------------------------------------------------------------------------------- + Messages +---------------------------------------------------------------------------------------------------- */ + +GM.InfoMessages = {} +GM.InfoMessageLine = 0 + +usermessage.Hook( "gms_sendmessage", function( um ) + local text = um:ReadString() + local dur = um:ReadShort() + local col = um:ReadString() + local str = string.Explode( ",", col ) + local col = Color( tonumber( str[1] ), tonumber( str[2] ), tonumber( str[3] ), tonumber( str[4] ) ) + + for k,v in pairs( GAMEMODE.InfoMessages ) do + v.drawline = v.drawline + 1 + end + + local message = {} + message.Text = text + message.Col = col + message.Tab = 5 + message.drawline = 1 + + GAMEMODE.InfoMessages[#GAMEMODE.InfoMessages + 1] = message + GAMEMODE.InfoMessageLine = GAMEMODE.InfoMessageLine + 1 + + timer.Simple( dur, function() GAMEMODE.DropMessage( message ) end ) +end ) + +hook.Add( "HUDPaint", "gms_drawmessages", function() + for k,msg in pairs( GAMEMODE.InfoMessages ) do + local txt = msg.Text + local line = ScrH() / 2 + ( msg.drawline * 20 ) + local tab = msg.Tab + local col = msg.Col + draw.SimpleTextOutlined( txt, "ScoreboardText", tab, line, col, 0, 0, 0.5, Color( 100, 100, 100, 150 ) ) + + if ( msg.Fading ) then + msg.Tab = msg.Tab - ( msg.InitTab - msg.Tab - 0.05 ) + + if ( msg.Tab > ScrW() + 10 ) then + GAMEMODE.RemoveMessage( msg ) + end + end + end +end ) + +function GM.DropMessage( msg ) + msg.InitTab = msg.Tab + msg.Fading = true +end + +function GM.RemoveMessage( msg ) + for k, v in pairs( GAMEMODE.InfoMessages ) do + if ( v == msg ) then + GAMEMODE.InfoMessages[k] = nil + GAMEMODE.InfoMessageLine = GAMEMODE.InfoMessageLine - 1 + table.remove( GAMEMODE.InfoMessages, k ) + end + end +end + +/* ---------------------------------------------------------------------------------------------------- + Prop Fading +---------------------------------------------------------------------------------------------------- */ + +GM.FadingProps = {} + +usermessage.Hook( "gms_CreateFadingProp", function( um ) + local mdl = um:ReadString() + local pos = um:ReadVector() + local dir = um:ReadVector() + local col = um:ReadVector() + local speed = um:ReadShort() + + if ( !mdl or !pos or !dir or !speed ) then return end + + local ent = ents.CreateClientProp( mdl ) + ent:SetPos( pos ) + ent:SetColor( Color( col.x, col.y, col.z) ) + ent:SetAngles( Angle( dir.x, dir.y, dir.z ) ) + ent:Spawn() + + ent.Alpha = 255 + ent.Speed = speed + + table.insert( GAMEMODE.FadingProps, ent ) +end ) + +hook.Add( "Think", "gms_FadeFadingPropsHook", function() + for k, v in pairs( GAMEMODE.FadingProps ) do + if ( v.Alpha ) then + if ( v.Alpha <= 0 ) then + v:Remove() + table.remove( GAMEMODE.FadingProps, k ) + else + v.Alpha = v.Alpha - v.Speed + + v:SetRenderMode( RENDERMODE_TRANSALPHA ) + local oldColor = v:GetColor() + v:SetColor( Color( oldColor.r, oldColor.g, oldColor.b, math.min( math.max( v.Alpha, 0 ), 255 ) ) ) + end + end + end +end ) + +/* ---------------------------------------------------------------------------------------------------- + Achievement Messages +---------------------------------------------------------------------------------------------------- */ + +GM.AchievementMessages = {} + +usermessage.Hook( "gms_sendachievement", function( um ) + local tbl = {} + tbl.Text = um:ReadString() + tbl.Alpha = 255 + + table.insert( GAMEMODE.AchievementMessages, tbl ) +end ) + +hook.Add( "HUDPaint", "gms_drawachievementmessages", function() + for k, msg in pairs( GAMEMODE.AchievementMessages ) do + msg.Alpha = msg.Alpha - 1 + draw.SimpleTextOutlined( msg.Text, "ScoreboardHead", ScrW() / 2, ScrH() / 2, Color( 255, 255, 255, msg.Alpha ), 1, 1, 0.5, Color( 100, 100, 100, msg.Alpha ) ) + + if ( msg.Alpha <= 0 ) then + table.remove( GAMEMODE.AchievementMessages, k ) + end + end +end ) + +/* ---------------------------------------------------------------------------------------------------- + Needs +---------------------------------------------------------------------------------------------------- */ + +usermessage.Hook( "gms_setneeds", function( um ) + Sleepiness = um:ReadShort() + Hunger = um:ReadShort() + Thirst = um:ReadShort() + Oxygen = um:ReadShort() + Power = um:ReadShort() + Time = um:ReadShort() +end ) + +/* ---------------------------------------------------------------------------------------------------- + Help menu +---------------------------------------------------------------------------------------------------- */ + +concommand.Add( "gms_help", function() + if ( !LocalPlayer():GetNWBool( "AFK" ) ) then RunConsoleCommand( "gms_afk" ) end + + local HelpMenu = vgui.Create( "DFrame" ) + HelpMenu:MakePopup() + HelpMenu:SetSize( ScrW() - 100, ScrH() - 100 ) + HelpMenu:Center() + HelpMenu:SetTitle( "Garry's Mod Stranded Help" ) + function HelpMenu:OnClose() + if ( LocalPlayer():GetNWBool( "AFK" ) ) then RunConsoleCommand( "gms_afk" ) end + end + + HelpMenu.HTML = vgui.Create( "HTML", HelpMenu ) + HelpMenu.HTML:SetSize( HelpMenu:GetWide() - 10, HelpMenu:GetTall() - 30 ) + HelpMenu.HTML:SetPos( 5, 25 ) + HelpMenu.HTML:OpenURL( "http://steamcommunity.com/sharedfiles/filedetails/?id=135129872" ) + //HelpMenu.HTML:SetHTML( file.Read( "help/helpnew.htm", "GAME" ) ) +end ) + +/* ---------------------------------------------------------------------------------------------------- + Sleep +---------------------------------------------------------------------------------------------------- */ + +local SleepFade = 0 +hook.Add( "HUDPaint", "gms_sleepoverlay", function() + if ( LocalPlayer():GetNWBool( "Sleeping" ) ) then + SleepFade = math.min( SleepFade + 3, 254 ) + else + SleepFade = math.max( SleepFade - 6, 0 ) + end + + if ( SleepFade == 0 ) then return end + + surface.SetDrawColor( 0, 0, 0, SleepFade ) + surface.DrawRect( 0, 0, ScrW(), ScrH() ) + + draw.SimpleText( "Use the command \"!wakeup\" or press F4 to wake up.", "ScoreboardSub", ScrW() / 2, ScrH() / 1.5, Color( 255, 255, 255, SleepFade ), 1, 1 ) +end ) + +/* ---------------------------------------------------------------------------------------------------- + AFK +---------------------------------------------------------------------------------------------------- */ + +local AFKFade = 0 +hook.Add( "HUDPaint", "gms_afkoverlay", function() + if ( LocalPlayer():GetNWBool( "AFK" ) ) then + AFKFade = math.min( AFKFade + 3, 254 ) + else + AFKFade = math.max( AFKFade - 6, 0 ) + end + + if ( AFKFade == 0 ) then return end + + surface.SetDrawColor( 0, 0, 0, AFKFade ) + surface.DrawRect( 0, 0, ScrW(), ScrH() ) + + draw.SimpleText( "Use the command \"!afk\" or press F4 to stop being afk.", "ScoreboardSub", ScrW() / 2, ScrH() / 1.5, Color( 255, 255, 255, AFKFade ), 1, 1 ) +end ) + +/* ---------------------------------------------------------------------------------------------------- + Unlocks +---------------------------------------------------------------------------------------------------- */ + +usermessage.Hook( "gms_AddUnlock", function( um ) + local UnlockWindow = vgui.Create( "GMS_UnlockWindow" ) + UnlockWindow:SetMouseInputEnabled( true ) + UnlockWindow:SetUnlock( um:ReadString() ) +end ) + +/* ---------------------------------------------------------------------------------------------------- + Tribes +---------------------------------------------------------------------------------------------------- */ + +concommand.Add( "gms_tribemenu", function() + if ( !GAMEMODE.TribeMenu ) then + GAMEMODE.TribeMenu = vgui.Create( "GMS_TribeMenu" ) + GAMEMODE.TribeMenu:SetDeleteOnClose( false ) + GAMEMODE.TribeMenu:SetVisible( false ) + end + + GAMEMODE.TribeMenu:SetVisible( !GAMEMODE.TribeMenu:IsVisible() ) +end ) + +concommand.Add( "gms_tribes", function() + if ( #Tribes <= 0 ) then chat.AddText( Color( 255, 255, 255 ), "No tribes created so far. Why not create one?" ) return end + local TribesMenu = vgui.Create( "GMS_TribesList" ) +end ) + +usermessage.Hook( "gms_invite", function( data ) + local tn = data:ReadString() + local p = data:ReadString() + Derma_Query( "You are being invited to " .. tn .. ".\nChoose action below.", "Invitation", + "Join", function() RunConsoleCommand( "gms_join", tn, p ) end, + "Decline", function() RunConsoleCommand( "say", "I don't want to join " .. tn .. "." ) end + ) +end ) + +usermessage.Hook( "sendTribe", function( data ) + + local id = data:ReadShort() + local name = data:ReadString() + local color = data:ReadVector() + local hazpass = data:ReadBool() + + team.SetUp( id, name, Color( color.r, color.g, color.b ) ) + + table.insert( Tribes, { name = name, pass = hazpass, id = id, color = Color( color.r, color.g, color.b ) } ) + +end ) diff --git a/ftp_gmstranded/gamemode/cl_panels.lua b/ftp_gmstranded/gamemode/cl_panels.lua new file mode 100644 index 0000000..da01d3c --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_panels.lua @@ -0,0 +1,1158 @@ + +surface.CreateFont( "DefaultBold", { + font = "Tahoma", + size = 16, + weight = 1000, + antialias = true, + additive = false +} ) + +surface.CreateFont( "GMSUnlockDescription", { + font = "Tahoma", + size = 14, + weight = 500, + antialias = true, + additive = false +} ) + +/*--------------------------------------------------------- + Unlock window +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetTitle( "You have unlocked a new ability!" ) + self:MakePopup() + + self.Name = "Name" + self.Description = "" + + self:SetSize( ScrW() / 3, 250 ) + self:Center() + + self.DescWindow = vgui.Create( "DLabel", self ) + self.DescWindow:SetPos( 5, 100 ) + self.DescWindow:SetSize( self:GetWide() - 10, self:GetTall() - 140 ) + self.DescWindow:SetFont( "GMSUnlockDescription" ) + self.DescWindow:SetWrap( true ) + self.DescWindow:SetText( "" ) + + self.Okay = vgui.Create( "DButton", self ) + self.Okay:SetSize( self:GetWide() - 10, 30 ) + self.Okay:SetPos( 5, self:GetTall() - 35 ) + self.Okay:SetText( "Okay" ) + self.Okay.DoClick = function() self:Close() end +end + +function PANEL:PaintOver( w, h ) + draw.SimpleTextOutlined( self.Name, "ScoreboardHead", self:GetWide() / 2, 60, Color( 10, 200, 10 ), 1, 1, 0.5, Color( 100, 100, 100, 160 ) ) + //draw.SimpleText( self.Description, "GMSUnlockDescription", self:GetWide() / 2, 140, Color( 200, 200, 200 ), 1, 1 ) +end + +function PANEL:SetUnlock( text ) + local unlock = GMS.FeatureUnlocks[ text ] + if ( !unlock ) then return end + + self.Name = unlock.Name + self.Description = unlock.Description + self.DescWindow:SetText( unlock.Description ) +end + +vgui.Register( "GMS_UnlockWindow", PANEL, "DFrame" ) + +/*--------------------------------------------------------- + Tribe Menu +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetTitle( "Create-A-Tribe" ) + self:SetSize( 275, 305 ) + self:MakePopup() + self:Center() + + local tnamelabel = vgui.Create( "DLabel", self ) + tnamelabel:SetPos( 5, 21 ) + tnamelabel:SetText( "Tribe name" ) + + local tname = vgui.Create( "DTextEntry", self ) + tname:SetSize( self:GetWide() - 10, 20 ) + tname:SetPos( 5, 40 ) + + local tpwlabel = vgui.Create( "DLabel", self ) + tpwlabel:SetPos( 5, 65 ) + tpwlabel:SetText( "Tribe password ( Optional )" ) + tpwlabel:SizeToContents() + + local tpw = vgui.Create( "DTextEntry", self ) + tpw:SetSize( self:GetWide() - 10, 20 ) + tpw:SetPos( 5, 80 ) + + local tcollabel = vgui.Create( "DLabel", self ) + tcollabel:SetPos( 5, 105 ) + tcollabel:SetText( "Tribe color" ) + + local tcolor = vgui.Create( "DColorMixer", self ) + tcolor:SetSize( self:GetWide() - 15, 150 ) + tcolor:SetPos( 5, 125 ) + + local button = vgui.Create( "DButton", self ) + button:SetSize( self:GetWide() - 10, 20 ) + button:SetPos( 5, 280 ) + button:SetText( "Create Tribe!" ) + button.DoClick = function() + RunConsoleCommand( "gms_createtribe", tname:GetValue(), tcolor:GetColor().r, tcolor:GetColor().g, tcolor:GetColor().b, tpw:GetValue() ) + self:SetVisible( false ) + end +end +vgui.Register( "GMS_TribeMenu", PANEL, "DFrame" ) + +/*--------------------------------------------------------- + Tribes List +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetTitle( "Join-A-Tribe" ) + self:MakePopup() + + local width = ScrW() / 4 + + for id, tabl in pairs( Tribes ) do + surface.SetFont( "DefaultBold" ) + local w = surface.GetTextSize( tabl.name ) + width = math.max( width, w + 16 + 10 + 20 ) + end + + for id, tabl in pairs( Tribes ) do + + local button = vgui.Create( "GMS_TribeButton", self ) + button:SetSize( width - 16, 16 ) + button:SetPos( 8, 10 + id * 21 ) + button:SetInfo( tabl ) + + end + + self:SetSize( width, #Tribes * 21 + 35 ) + self:Center() +end + +vgui.Register( "GMS_TribesList", PANEL, "DFrame" ) + +---------------------------------------------------------------------------------------------------- + +local PANEL = {} + +function PANEL:Init() + self:SetText( "" ) + self.Tribe = {} +end + +function PANEL:Paint() + + surface.SetDrawColor( self.Tribe.color ) + surface.DrawRect( 0, 0, self:GetTall(), self:GetTall() ) + + surface.SetDrawColor( 0, 0, 0, 200 ) + if ( self.Hovered ) then surface.SetDrawColor( 255, 255, 255, 64 ) end + surface.DrawRect( self:GetTall(), 0, self:GetWide() - self:GetTall(), self:GetTall() ) + + surface.SetFont( "DefaultBold" ) + local w = surface.GetTextSize( self.Tribe.name ) + draw.SimpleText( self.Tribe.name, "DefaultBold", ( self:GetWide() - 16 ) / 2 + 16, 0, color_white , 1 ) + +end + +function PANEL:DoClick() + if ( self.Tribe.pass ) then + local name = self.Tribe.name + Derma_StringRequest( "Please enter password", "Please enter password for the tribe.", "", function( text ) RunConsoleCommand( "gms_join", name, text ) end ) + else + RunConsoleCommand( "gms_join", self.Tribe.name ) + end + self:GetParent():Close() +end + +function PANEL:SetInfo( tbl ) + self.Tribe = tbl +end + +vgui.Register( "GMS_TribeButton", PANEL, "DButton" ) + +/*--------------------------------------------------------- + Skills panel +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetPos( 1, 0 ) + self:SetSize( ScrW() / 6, 34 ) + + self:SetVisible( true ) + + self.Extended = false + self.SkillLabels = {} + + self:RefreshSkills() +end + +function PANEL:Paint() + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() ) -- Nice line instead of messy outlined rect + surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 ) + surface.DrawLine( 0, 0, 0, self:GetTall() ) + if ( self.Extended ) then + surface.DrawLine( 0, 33, self:GetWide(), 33 ) + end + + draw.SimpleText( "Skills ( F1 )", "ScoreboardSub", self:GetWide() / 2, 17, Color( 255, 255, 255, 255 ), 1, 1 ) + return true + +end + +function PANEL:RefreshSkills() + for k, v in pairs( self.SkillLabels ) do v:Remove() end + + self.SkillLabels = {} + self.Line = 39 + + for k, v in SortedPairs( Skills ) do + local lbl = vgui.Create( "gms_SkillPanel", self ) + lbl:SetPos( 0, self.Line ) + lbl:SetSize( self:GetWide(), 16 ) + local val = string.gsub( k, "_", " " ) + lbl:SetSkill( val ) + + self.Line = self.Line + lbl:GetTall() + 5 + table.insert( self.SkillLabels, lbl ) + if ( !self.Extended ) then lbl:SetVisible( false ) end + end + + if ( self.Extended ) then + self:SetSize( ScrW() / 6, 40 + ( table.Count( self.SkillLabels ) * 21 ) ) + end +end + +function PANEL:ToggleExtend() + if ( !self.Extended ) then + self:SetSize( ScrW() / 6, 40 + ( table.Count( self.SkillLabels ) * 21 ) ) + self.Extended = true + + for k, v in pairs( self.SkillLabels ) do v:SetVisible( true ) end + else + self:SetSize( ScrW() / 6, 34 ) + self.Extended = false + + for k, v in pairs( self.SkillLabels ) do v:SetVisible( false ) end + end +end + +function PANEL:OnMousePressed( mc ) + if ( mc == 107 ) then + self:ToggleExtend() + end +end + +vgui.Register( "gms_SkillsHud", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Skill Sub-Panel +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() +end + +function PANEL:Paint() + surface.SetDrawColor( 0, 0, 0, 178 ) -- XP bar background + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + + local XP = math.floor( Experience[ self.Skill ] / 100 * ( self:GetWide() - 10 ) ) + surface.SetDrawColor( 0, 128, 0, 220 ) -- XP bar + if ( self.TxtSkill == "Survival" ) then + surface.SetDrawColor( 0, 128, 176, 220 ) -- XP bar + end + surface.DrawRect( 5, 0, XP, self:GetTall() ) + + draw.SimpleText( self.TxtSkill .. ": " .. Skills[ self.Skill ] .. " ( " .. Experience[ self.Skill ] .. " / 100 )", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + return true +end + +function PANEL:SetSkill( str ) + self.TxtSkill = str + self.Skill = string.gsub( str, " ", "_" ) +end + +vgui.Register( "gms_SkillPanel", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Resource panel +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + + self:SetPos( ScrW() / 6 + 2, 0 ) + self:SetSize( ScrW() / 6, 34 ) + self:SetVisible( true ) + self.Extended = false + self.ResourceLabels = {} + + self:RefreshResources() + +end + +function PANEL:Paint() + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawLine( 0, 0, 0, self:GetTall() ) + surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() ) + surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 ) + if ( self.Extended ) then + surface.DrawLine( 0, 33, self:GetWide(), 33 ) + end + + draw.SimpleText( "Resources ( F2 )", "ScoreboardSub", self:GetWide() / 2, 17, StrandedTextColor, 1, 1 ) + return true + +end + +function PANEL:RefreshResources() + if ( IsValid( GAMEMODE.ResourcePackFrame ) ) then GAMEMODE.ResourcePackFrame:Update() end + for k, v in pairs( self.ResourceLabels ) do v:Remove() end + + self.ResourceLabels = {} + self.Line = 39 + self.Resourcez = 0 + + for k, v in SortedPairs( Resources ) do + if ( v > 0 ) then + local lbl = vgui.Create( "gms_ResourcePanel", self ) + lbl:SetPos( 0, self.Line ) + lbl:SetSize( self:GetWide(), 16 ) + lbl:SetResource( k ) + self.Resourcez = self.Resourcez + v + + self.Line = self.Line + lbl:GetTall() + 5 + table.insert( self.ResourceLabels, lbl ) + if ( !self.Extended ) then lbl:SetVisible( false ) end + end + end + + self.Line = self.Line + 21 + + local lblT = vgui.Create( "gms_ResourcePanelTotal", self ) + lblT:SetPos( 0, self.Line ) + lblT:SetSize( self:GetWide(), 16 ) + lblT:SetResources( self.Resourcez ) + + table.insert( self.ResourceLabels, lblT ) + if ( !self.Extended ) then lblT:SetVisible( false ) end + + if ( self.Extended ) then + self:SetSize( ScrW() / 6, 40 + ( ( table.Count( self.ResourceLabels ) + 1 ) * 21 ) ) + end + + if ( GAMEMODE.CommandsHud ) then GAMEMODE.CommandsHud:SetPos( ScrW() / 6 + 2, self:GetTall() ) end +end + +function PANEL:ToggleExtend() + self:SetExtended( !self.Extended ) +end + +function PANEL:SetExtended( bool ) + if ( bool ) then + self:SetSize( ScrW() / 6, 40 + ( ( table.Count( self.ResourceLabels ) + 1 ) * 21 ) ) + self.Extended = true + for k,v in pairs( self.ResourceLabels ) do + v:SetVisible( true ) + end + else + self:SetSize( ScrW() / 6, 34 ) + self.Extended = false + for k, v in pairs( self.ResourceLabels ) do + v:SetVisible( false ) + end + end + if ( GAMEMODE.CommandsHud ) then GAMEMODE.CommandsHud:SetPos( ScrW() / 6 + 2, self:GetTall() ) end +end + +function PANEL:OnMousePressed( mc ) + if ( mc == 107 ) then self:ToggleExtend() end +end +vgui.Register( "gms_ResourcesHud", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Resource Sub-Panel +---------------------------------------------------------*/ + +local PANEL = {} + +PANEL.GroundActions = {} +PANEL.GroundActions[ "Sprouts" ] = { cmd = "gms_planttree", name = "Plant" } +PANEL.GroundActions[ "Banana_Seeds" ] = { cmd = "gms_plantbanana", name = "Plant" } +PANEL.GroundActions[ "Orange_Seeds" ] = { cmd = "gms_plantorange", name = "Plant" } +PANEL.GroundActions[ "Grain_Seeds" ] = { cmd = "gms_plantgrain", name = "Plant" } +PANEL.GroundActions[ "Melon_Seeds" ] = { cmd = "gms_plantmelon", name = "Plant" } +PANEL.GroundActions[ "Berries" ] = { cmd = "gms_plantbush", name = "Plant" } + +PANEL.NormalActions = {} +PANEL.NormalActions[ "Berries" ] = { cmd = "gms_EatBerry", name = "Eat" } +PANEL.NormalActions[ "Medicine" ] = { cmd = "gms_TakeMedicine", name = "Take" } +PANEL.NormalActions[ "Water_Bottles" ] = { cmd = "gms_DrinkBottle", name = "Drink" } + +function PANEL:Init() + self:SetText( "" ) +end + +function PANEL:Paint() + surface.SetDrawColor( 0, 0, 0, 178 ) -- Resource bar background + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + + local XP = math.floor( Resources[ self.Resource ] / MaxResources * ( self:GetWide() - 10 ) ) + surface.SetDrawColor( 0, 128, 0, 200 ) -- Resource bar + surface.DrawRect( 5, 0, XP, self:GetTall() ) + + if ( self.Hovered ) then + surface.SetDrawColor( 255, 255, 255, 64 ) -- Resource bar background + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + end + + draw.SimpleText( self.TxtResource .. ": " .. Resources[ self.Resource ], "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + return true +end + +function PANEL:DoRightClick() + local menu = DermaMenu() + + if ( self.GroundActions[ self.Resource ] ) then + menu:AddOption( self.GroundActions[ self.Resource ].name, function() + if ( self.GroundActions ) then + RunConsoleCommand( self.GroundActions[ self.Resource ].cmd ) + end + end ) + end + + if ( self.NormalActions[ self.Resource ] ) then + menu:AddOption( self.NormalActions[ self.Resource ].name, function() + if ( self.NormalActions ) then + RunConsoleCommand( self.NormalActions[ self.Resource ].cmd ) + end + end ) + end + + menu:AddSpacer() + + menu:AddOption( "Drop x1", function() RunConsoleCommand( "gms_DropResources", self.Resource, " 1" ) end ) + menu:AddOption( "Drop x10", function() RunConsoleCommand( "gms_DropResources", self.Resource, " 10" ) end ) + menu:AddOption( "Drop All", function() RunConsoleCommand( "gms_DropResources", self.Resource ) end ) + menu:AddOption( "Cancel", function() end ) + menu:Open() +end + +function PANEL:DoClick() + local tr = util.TraceLine( { + start = LocalPlayer():GetShootPos(), + endpos = LocalPlayer():GetShootPos() + LocalPlayer():GetAimVector() * 150, + filter = LocalPlayer() + } ) + + if ( self.GroundActions && self.GroundActions[ self.Resource ] && tr.HitWorld ) then + RunConsoleCommand( self.GroundActions[ self.Resource ].cmd ) + elseif ( self.NormalActions && self.NormalActions[ self.Resource ] ) then + RunConsoleCommand( self.NormalActions[ self.Resource ].cmd ) + end +end + +function PANEL:SetResource( str ) + self.TxtResource = string.gsub( str, "_", " " ) + self.Resource = str +end + +vgui.Register( "gms_ResourcePanel", PANEL, "DButton" ) + +/*--------------------------------------------------------- + Resource Total Sub-Panel +---------------------------------------------------------*/ +local PANEL = {} + +function PANEL:Init() + self.Res = 0 +end + +function PANEL:Paint() + surface.SetDrawColor( 0, 0, 0, 178 ) -- Resource bar background + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + + local XP = math.floor( self.Res / MaxResources * ( self:GetWide() - 10 ) ) + surface.SetDrawColor( 0, 128, 176, 220 ) -- Resource bar + surface.DrawRect( 5, 0, XP, self:GetTall() ) + + draw.SimpleText( "Total: " .. self.Res .. " / " .. MaxResources, "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + return true +end + +function PANEL:SetResources( num ) + self.Res = num +end + +vgui.Register( "gms_ResourcePanelTotal", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Command panel +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + + self:SetPos( ScrW() / 6 + 2, 33 ) + self:SetSize( ScrW() / 6, 34 ) + self:SetVisible( false ) + self.Extended = true + self.CommandLabels = {} + + self:RefreshCommands() + +end + +function PANEL:Paint() + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() ) + + surface.SetDrawColor( StrandedBorderColor ) + + surface.DrawLine( self:GetWide() - 1, 0, self:GetWide() - 1, self:GetTall() ) + surface.DrawLine( 0, 0, 0, self:GetTall() ) + surface.DrawLine( 0, self:GetTall() - 1, self:GetWide(), self:GetTall() - 1 ) + if ( self.Extended ) then surface.DrawLine( 0, 33, self:GetWide(), 33 ) end + + draw.SimpleText( "Commands", "ScoreboardSub", self:GetWide() / 2, 17, Color( 255, 255, 255, 255 ), 1, 1 ) + return true + +end + +function PANEL:CreateButton( x, y, w, h, cmd, txt, clr ) + local line = vgui.Create( "gms_CommandPanel", self ) + line:SetPos( x, y ) + line:SetSize( w, h ) + line:SetCommand( cmd, txt, clr ) + + if ( !self.Extended ) then line:SetVisible( false ) end + table.insert( self.CommandLabels, line ) + + return line +end + +function PANEL:RefreshCommands() + for k, v in pairs( self.CommandLabels ) do v:Remove() end + + self.CommandLabels = {} + self.Line = 39 + self.Lines = 7 + + local halfsize = self:GetWide() / 2 + local threesize = self:GetWide() / 4 + + local line1 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_sleep", "Sleep", Color( 0, 128, 255, 176 ) ) + local line1b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_wakeup", "Wake up", Color( 0, 128, 255, 176 ) ) + + self.Line = self.Line + line1:GetTall() + 5 + + local line2 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_combinations", "Combinations", Color( 200, 200, 0, 176 ) ) + local line2b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_structures", "Structures", Color( 200, 200, 0, 176 ) ) + + self.Line = self.Line + line2:GetTall() + 5 + + local line3 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_dropweapon", "Drop: Weapon", Color( 255, 0, 0, 176 ) ) + local line3b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_dropall", "All resources", Color( 255, 0, 0, 176 ) ) + + self.Line = self.Line + line3:GetTall() + 5 + + local line4 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_salvage", "Prop: Salvage", Color( 200, 0, 0, 176 ) ) + local line4b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_steal", "Steal", Color( 200, 0, 0, 176 ) ) + + self.Line = self.Line + line4:GetTall() + 5 + + local line5 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_savecharacter", "Save", Color( 0, 200, 0, 176 ) ) + local line5b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_afk", "Toggle AFK", Color( 0, 200, 0, 176 ) ) + + self.Line = self.Line + line5:GetTall() + 5 + + local line6 = self:CreateButton( 0, self.Line, halfsize, 16, "gms_makefire", "Make Campfire", Color( 255, 128, 0, 176 ) ) + local line6b = self:CreateButton( halfsize, self.Line, halfsize, 16, "gms_help", "Help", Color( 255, 128, 0, 176 ) ) + + self.Line = self.Line + line6:GetTall() + 5 + + local line7a = self:CreateButton( 0, self.Line, halfsize, 16, "gms_tribemenu", "Tribe: Create", Color( 200, 0, 200, 176 ) ) + local line7b = self:CreateButton( halfsize, self.Line, threesize, 16, "gms_tribes", "Join", Color( 200, 0, 200, 176 ) ) + local line7c = self:CreateButton( halfsize + threesize, self.Line, threesize, 16, "gms_leave", "Leave", Color( 200, 0, 200, 176 ) ) + + if ( self.Extended ) then + self:SetSize( ScrW() / 6, 40 + ( self.Lines * 21 ) ) + end +end + +function PANEL:ToggleExtend( b ) + //self:SetExtended( !self.Extended, b ) +end + +function PANEL:SetExtended( bool ,b ) + if ( bool ) then + self:SetSize( ScrW() / 6, 40 + ( self.Lines * 21 ) ) + self.Extended = true + self:SetVisible( true ) + for k,v in pairs( self.CommandLabels ) do v:SetVisible( true ) end + else + self:SetSize( ScrW() / 6, 34 ) + self.Extended = false + self:SetVisible( false ) + for k, v in pairs( self.CommandLabels ) do v:SetVisible( false ) end + end +end + +vgui.Register( "gms_CommandsHud", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Command Sub-Panel +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetText( "" ) + self.Cmd = "" + self.Text = "" + self.Clr = Color( 0, 128, 0, 178 ) +end + +function PANEL:Paint() + surface.SetDrawColor( self.Clr.r, self.Clr.g, self.Clr.b, self.Clr.a ) -- Resource bar background + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + + local colr = Color( 255, 255, 255, 255 ) + if ( self.Clr.r >= 200 and self.Clr.g >= 200 and self.Clr.b >= 200 ) then colr = Color( 0, 0, 0, 255 ) end + + draw.SimpleText( self.Text, "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, colr, 1, 1 ) + + if ( self.Hovered ) then + surface.SetDrawColor( 255, 255, 255, 64 ) + surface.DrawRect( 5, 0, self:GetWide() - 10, self:GetTall() ) + end + + return true +end + +function PANEL:DoClick() + RunConsoleCommand( self.Cmd ) +end + +function PANEL:SetCommand( str, text, clr ) + self.Cmd = str + self.Text = text + self.Clr = clr +end + +vgui.Register( "gms_CommandPanel", PANEL, "DButton" ) + +/*--------------------------------------------------------- + Loading bar +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetSize( ScrW() / 2.7, ScrH() / 10 ) + self:SetPos( ScrW() / 2 - ( self:GetWide() / 2 ), ScrH() / 2 - ( self:GetTall() / 2 ) ) + + self.Dots = "." + self.Message = "" +end + +function PANEL:Paint() + draw.RoundedBox( 8, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 150 ) ) //Background + + //Text + draw.SimpleText( "Loading" .. self.Dots, "ScoreboardHead", self:GetWide() / 2, self:GetTall() / 2, Color( 255, 255, 255, 255 ), 1, 1 ) + draw.SimpleText( self.Text, "ScoreboardText", self:GetWide() / 2, self:GetTall() / 1.2, Color( 255, 255, 255, 255 ), 1, 1 ) + return true +end + +function PANEL:Show( msg ) + self.IsStopped = false + + self.Text = msg + timer.Simple( 0.5, function() self:UpdateDots() end ) + self:SetVisible( true ) +end + +function PANEL:Hide() + self.IsStopped = true + self:SetVisible( false ) +end + +function PANEL:UpdateDots() + if ( self.IsStopped ) then return end + + if self.Dots == "...." then + self.Dots = "." + else + self.Dots = self.Dots .. "." + end + + timer.Simple( 0.5, function() self:UpdateDots() end ) +end + +vgui.Register( "gms_LoadingBar", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Saving bar +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetSize( ScrW() / 2.7, ScrH() / 10 ) + self:SetPos( ScrW() / 2 - ( self:GetWide() / 2 ), ScrH() / 2 - ( self:GetTall() / 2 ) ) + + self.Dots = "." + self.Message = "" +end + +function PANEL:Paint() + //Background + draw.RoundedBox( 8, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 150 ) ) + + //Text + draw.SimpleText( "Saving" .. self.Dots, "ScoreboardHead", self:GetWide() / 2, self:GetTall() / 2, Color( 255, 255, 255, 255 ), 1, 1 ) + draw.SimpleText( self.Text, "ScoreboardText", self:GetWide() / 2, self:GetTall() / 1.2, Color( 255, 255, 255, 255 ), 1, 1 ) + return true +end + +function PANEL:Show( msg ) + self.IsStopped = false + + self.Text = msg + timer.Simple( 0.5, function() self:UpdateDots() end ) + self:SetVisible( true ) +end + +function PANEL:Hide() + self.IsStopped = true + self:SetVisible( false ) +end + +function PANEL:UpdateDots() + if ( self.IsStopped ) then return end + + if ( self.Dots == "...." ) then + self.Dots = "." + else + self.Dots = self.Dots .. "." + end + + timer.Simple( 0.5, function() self:UpdateDots() end ) +end + +vgui.Register( "gms_SavingBar", PANEL, "Panel" ) + +/*--------------------------------------------------------- + Command button +---------------------------------------------------------*/ +local PANEL = {} + +function PANEL:Init() +end + +function PANEL:DoClick() + LocalPlayer():ConCommand( self.Command .. "\n" ) + surface.PlaySound( Sound( "ui/buttonclickrelease.wav" ) ) +end + +function PANEL:SetConCommand( cmd ) + self.Command = cmd +end + +function PANEL:OnCursorEntered() + surface.PlaySound( Sound( "ui/buttonrollover.wav" ) ) +end + +vgui.Register( "gms_CommandButton", PANEL, "DButton" ) + +/*--------------------------------------------------------- + Combination Window +---------------------------------------------------------*/ + +local PANEL = {} + +function PANEL:Init() + self:SetSize( ScrW() / 1.3, ScrH() / 1.4 ) + self:SetDeleteOnClose( false ) + self:MakePopup() + self:Center() + + self.CombiList = vgui.Create( "DPanelList", self ) + self.CombiList:SetPos( 5, 25 ) + self.CombiList:SetSize( self:GetWide() - 10, self:GetTall() * 0.55 ) + self.CombiList:SetSpacing( 5 ) + self.CombiList:SetPadding( 5 ) + self.CombiList:EnableHorizontal( true ) + self.CombiList:EnableVerticalScrollbar( true ) + + self.Info = vgui.Create( "DPanel", self ) + self.Info:SetPos( 5, self.CombiList:GetTall() + 30 ) + self.Info:SetSize( self:GetWide() - 10, self:GetTall() - self.CombiList:GetTall() - 70 ) + + self.Info.NameLabel = vgui.Create( "DLabel", self.Info ) + self.Info.NameLabel:SetPos( 5, 5 ) + self.Info.NameLabel:SetSize( self.Info:GetWide(), 20 ) + self.Info.NameLabel:SetFont( "ScoreboardSub" ) + self.Info.NameLabel:SetDark( true ) + self.Info.NameLabel:SetText( "Select a recipe" ) + + self.Info.DescLabel = vgui.Create( "DLabel", self.Info ) + self.Info.DescLabel:SetPos( 5, 25 ) + self.Info.DescLabel:SetSize( self.Info:GetWide(), self.Info:GetTall() - 30 ) + self.Info.DescLabel:SetDark( true ) + self.Info.DescLabel:SetText( "" ) + + self.button = vgui.Create( "gms_CommandButton", self ) + self.button:SetPos( 5, self:GetTall() - 35 ) + self.button:SetSize( self:GetWide() - 10, 30 ) + self.button:SetText( "Make" ) + self.button:SetDisabled( true ) + function self.button:DoClick() + local p = self:GetParent() + local combi = p.CombiGroupName or "" + local active = p.ActiveCombi or "" + p:Close() + LocalPlayer():ConCommand( "gms_MakeCombination " .. combi .. " " .. active .. "\n" ) + end + + self.IconSize = 86 + self.CombiPanels = {} +end + +function PANEL:SetTable( str ) + self:SetTitle( "#" .. str ) + self.CombiGroupName = str + self.CombiGroup = GMS.Combinations[ str ] + self:Clear() + for name, tbl in SortedPairs( self.CombiGroup or {} ) do + local icon = vgui.Create( "GMS_CombiIcon", self.CombiList ) + icon:SetSize( self.IconSize, self.IconSize ) + icon:SetInfo( name, tbl ) + self.CombiList:AddItem( icon ) + table.insert( self.CombiPanels, icon ) + end + self:ClearActive() +end + +function PANEL:SetActive( combi, tbl ) + self.ActiveCombi = combi + self.ActiveTable = tbl + self.Info.NameLabel:SetText( tbl.Name ) + + local desc = tbl.Description + + if ( tbl.Req or tbl.SkillReq ) then + desc = desc .. "\n\nYou need:" + end + + if ( tbl.Req and table.Count( tbl.Req ) > 0 ) then + for res, num in pairs( tbl.Req ) do + if ( tbl.AllSmelt ) then + desc = desc .. "\n" .. string.Replace( res, "_", " " ) .. " ( " .. tbl.Max .. " max )" + else + desc = desc .. "\n" .. string.Replace( res, "_", " " ) .. ": " .. num + end + end + end + + if ( tbl.SkillReq and table.Count( tbl.SkillReq ) > 0 ) then + for skill, num in pairs( tbl.SkillReq ) do + desc = desc .. "\n" .. string.Replace( skill, "_", " " ) .. " level " .. num + end + end + + if ( tbl.FoodValue ) then + desc = desc .. "\n\nFood initial quality: " .. math.floor( tbl.FoodValue / 10 ) .. "%" + end + + self.Info.DescLabel:SetText( desc ) +end + +function PANEL:ClearActive() + self.ActiveCombi = nil + self.ActiveTable = nil + self.Info.NameLabel:SetText( "Select a recipe" ) + self.Info.DescLabel:SetText( "" ) +end + +function PANEL:Clear() + for k, v in pairs( self.CombiPanels ) do + v:Remove() + end + self.CombiPanels = {} +end +vgui.Register( "GMS_CombinationWindow", PANEL, "DFrame" ) + +/*--------------------------------------------------------- + Combi Icon +---------------------------------------------------------*/ + +local PANEL = {} +PANEL.TexID = Material( "gms_icons/gms_none.png" ) +PANEL.BGTexID = Material( "gms_icons/gms_none_bg.png" ) + +function PANEL:Paint( w, h ) + + surface.SetDrawColor( 200, 200, 200, 255 ) + //surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() )*/ + + surface.SetMaterial( self.BGTexID ) + surface.DrawTexturedRect( -( 128 - w ) / 2, -( 128 - h ) / 2, 128, 128 ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( 0, 0, self:GetWide(), self:GetTall() ) + + local hasskill = true + if ( self.CombiTable.SkillReq ) then + for k, v in pairs( self.CombiTable.SkillReq ) do + if ( GetSkill( k ) < v ) then hasskill = false end + end + end + + local hasres = true + if ( self.CombiTable.Req ) then + for k, v in pairs( self.CombiTable.Req ) do + if ( GetResource( k ) < v ) then hasres = false end + end + end + + if ( !hasskill ) then + surface.SetDrawColor( 200, 200, 0, 150 ) + surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() ) + elseif ( !hasres ) then + surface.SetDrawColor( 200, 0, 0, 100 ) + surface.DrawRect( 0, 0, self:GetWide(), self:GetTall() ) + end + + surface.SetDrawColor( 255, 255, 255, 255 ) + + surface.SetMaterial( self.TexID ) + surface.DrawTexturedRect( -( 128 - w ) / 2, -( 128 - h ) / 2, 128, 128 ) + + local y = self:GetTall() / 2 + self:GetTall() / 4 + draw.SimpleTextOutlined( self.CombiTable.Name, "DefaultSmall", self:GetWide() / 2, y, Color( 255, 255, 255, 255 ), 1, 1, 0.5, Color( 100, 100, 100, 140 ) ) + return true + +end + +function PANEL:SetInfo( name, tbl ) + if ( tbl.Texture && Material( tbl.Texture ) ) then self.TexID = Material( tbl.Texture ) end + self.Combi = name + self.CombiTable = tbl +end + +function PANEL:OnMousePressed( mc ) + if ( mc != 107 ) then return end + surface.PlaySound( Sound( "ui/buttonclickrelease.wav" ) ) + self:GetParent():GetParent():GetParent():SetActive( self.Combi, self.CombiTable ) + self:GetParent():GetParent():GetParent().button:SetDisabled( false ) +end + +function PANEL:OnCursorEntered() + surface.PlaySound( Sound( "ui/buttonrollover.wav" ) ) +end + +vgui.Register( "GMS_CombiIcon", PANEL, "DPanel" ) + +/* Resource Pack GUI */ + +local PANEL = {} + +function PANEL:Init() + self.Text = "" + self.Num = 0 + + self.TakeX = vgui.Create( "gms_takeButton", self ) + self.TakeAll = vgui.Create( "gms_takeButton", self ) +end + +function PANEL:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 176, 176, 176, 255 ) ) + draw.SimpleText( self.Text .. ": " .. self.Num, "DefaultBold", 5, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 0, 1 ) +end + +function PANEL:SetRes( str, num, isResPack ) + self.Text = str + self.Num = num + + if ( isResPack ) then + self.TakeX:SetRes( str, nil, false ) + self.TakeAll:SetRes( str, num, true, false ) + else + self.TakeX:Remove() + self.TakeX = nil + self.TakeAll:SetRes( str, 1, true, true ) + end +end + +function PANEL:PerformLayout() + self.TakeAll:SetSize( 64, self:GetTall() - 4 ) + self.TakeAll:SetPos( self:GetWide() - 66, 2 ) + + if ( self.TakeX and self.TakeX != NULL ) then + self.TakeX:SetSize( 64, self:GetTall() - 4 ) + self.TakeX:SetPos( self:GetWide() - 132, 2 ) + end +end + +vgui.Register( "gms_resourceLine", PANEL, "Panel" ) + +// Take button +local PANEL = {} + +function PANEL:Init() + self.Text = "" + self.Num = 0 + self.IsAll = false + self.IsFridge = false + self:SetText( "" ) +end + +function PANEL:Paint() + if ( self:GetDisabled() ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 50, 255 ) ) + elseif ( self.Depressed /*|| self:GetSelected()*/ ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 176, 255 ) ) + elseif ( self.Hovered ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 255, 255 ) ) + else + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 255 ) ) + end + + if ( self.IsFridge ) then + draw.SimpleText( "Take", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + elseif ( self.IsAll ) then + draw.SimpleText( "Take All", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + else + draw.SimpleText( "Take X", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + end +end + +function PANEL:DoClick() + if ( self.IsAll ) then + RunConsoleCommand( "gms_TakeResources", string.gsub( self.Text, " ", "_" ), self.Num ) + if ( self.IsFridge ) then self:GetParent():GetParent():GetParent():GetParent():Close() return end + else + local res = self.Text + Derma_StringRequest( "Please enter amount", "Please enter amount of " .. res .. " to take.", "", function( text ) + RunConsoleCommand( "gms_TakeResources", string.gsub( res, " ", "_" ), text ) + end ) + end +end + +function PANEL:SetRes( str, num, isAll, isFridge ) + self.Text = str + self.Num = num + self.IsAll = isAll + self.IsFridge = isFridge +end + +vgui.Register( "gms_takeButton", PANEL, "DButton" ) + +// Store Line +local PANEL = {} + +function PANEL:Init() + self.Text = "" + self.Num = 0 + + self.StoreX = vgui.Create( "gms_StoreButton", self ) + self.StoreAll = vgui.Create( "gms_StoreButton", self ) +end + +function PANEL:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 176, 176, 176, 255 ) ) + draw.SimpleText( string.Replace( self.Text, "_", " " ) .. ": " .. self.Num, "DefaultBold", 5, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 0, 1 ) +end + +function PANEL:SetRes( str, num ) + self.Text = str + self.Num = num + + self.StoreX:SetRes( str, nil ) + self.StoreAll:SetRes( str, num, true ) +end + +function PANEL:PerformLayout() + self.StoreAll:SetSize( 64, self:GetTall() - 4 ) + self.StoreAll:SetPos( self:GetWide() - 66, 2 ) + + self.StoreX:SetSize( 64, self:GetTall() - 4 ) + self.StoreX:SetPos( self:GetWide() - 132, 2 ) +end + +vgui.Register( "gms_resourceLineStore", PANEL, "Panel" ) + +// Store button +local PANEL = {} + +function PANEL:Init() + self.Text = "" + self.Num = 0 + self.IsAll = false + self:SetText( "" ) +end + +function PANEL:Paint() + if ( self:GetDisabled() ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 50, 255 ) ) + elseif ( self.Depressed /*|| self:GetSelected()*/ ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 50, 50, 176, 255 ) ) + elseif ( self.Hovered ) then + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 255, 255 ) ) + else + draw.RoundedBox( 0, 0, 0, self:GetWide(), self:GetTall(), Color( 100, 100, 100, 255 ) ) + end + + if ( self.IsAll ) then + draw.SimpleText( "Store All", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + else + draw.SimpleText( "Store X", "DefaultBold", self:GetWide() / 2, self:GetTall() / 2 - 1, Color( 255, 255, 255, 255 ), 1, 1 ) + end +end + +function PANEL:DoClick() + if ( self.IsAll ) then + RunConsoleCommand( "gms_DropResources", string.gsub( self.Text, " ", "_" ), self.Num ) + else + local res = self.Text + Derma_StringRequest( "Please enter amount", "Please enter amount of " .. res .. " to store.", "", function( text ) + RunConsoleCommand( "gms_DropResources", string.gsub( res, " ", "_" ), text ) + end ) + end +end +function PANEL:SetRes( str, num, isAll ) + self.Text = str + self.Num = num + self.IsAll = isAll +end + +vgui.Register( "gms_StoreButton", PANEL, "DButton" )
\ No newline at end of file diff --git a/ftp_gmstranded/gamemode/cl_qmenu.lua b/ftp_gmstranded/gamemode/cl_qmenu.lua new file mode 100644 index 0000000..2a6d248 --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_qmenu.lua @@ -0,0 +1,989 @@ + +/* ToolMenuButton */ +local PANEL = {} + +AccessorFunc( PANEL, "m_bAlt", "Alt" ) +AccessorFunc( PANEL, "m_bSelected", "Selected" ) + +function PANEL:Init() + self:SetContentAlignment( 4 ) + self:SetTextInset( 5, 0 ) + self:SetTall( 15 ) +end + +function PANEL:Paint() + if ( !self.m_bSelected ) then + if ( !self.m_bAlt ) then + surface.SetDrawColor( Color( 255, 255, 255, 200 ) ) + else + surface.SetDrawColor( Color( 255, 255, 255, 150 ) ) + end + else + surface.SetDrawColor( Color( 50, 150, 255, 250 ) ) + end + + self:DrawFilledRect() +end + +function PANEL:OnMousePressed( mcode ) + if ( mcode == MOUSE_LEFT ) then + self:OnSelect() + end +end + +function PANEL:OnCursorMoved( x, y ) + if ( input.IsMouseDown( MOUSE_LEFT ) ) then + self:OnSelect() + end +end + +function PANEL:OnSelect() +end + +function PANEL:PerformLayout() + if ( self.Checkbox ) then + self.Checkbox:AlignRight( 4 ) + self.Checkbox:CenterVertical() + end +end + +function PANEL:AddCheckBox( strConVar ) + if ( !self.Checkbox ) then + self.Checkbox = vgui.Create( "DCheckBox", self ) + end + + self.Checkbox:SetConVar( strConVar ) + self:InvalidateLayout() +end + +vgui.Register( "ToolMenuButton", PANEL, "DButton" ) + +/* DPropSpawnMenu */ +local PANEL = {} + +function PANEL:Init() + self:SetSpacing( 5 ) + self:SetPadding( 5 ) + self:EnableHorizontal( false ) + self:EnableVerticalScrollbar( true ) + function self:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + for k, v in SortedPairs( GMS_SpawnLists ) do + local cat = vgui.Create( "DCollapsibleCategory", self ) + cat:SetExpanded( 0 ) + cat:SetLabel( k ) + + local IconList = vgui.Create( "DPanelList", cat ) + IconList:EnableVerticalScrollbar( true ) + IconList:EnableHorizontal( true ) + IconList:SetAutoSize( true ) + IconList:SetSpacing( 5 ) + IconList:SetPadding( 5 ) + + cat:SetContents( IconList ) + self:AddItem( cat ) + + for key, value in pairs( v ) do + local Icon = vgui.Create( "SpawnIcon", IconList ) + Icon:SetModel( value ) + Icon.DoClick = function( Icon ) RunConsoleCommand( "gm_spawn", value, 0 ) end + --Icon:SetIconSize( 64 ) + Icon:InvalidateLayout( true ) + Icon:SetToolTip( Format( "%s", value ) ) + IconList:AddItem( Icon ) + end + end +end + +vgui.Register( "stranded_propspawn", PANEL, "DPanelList" ) + +/* DToolMenu */ +local PANEL = {} + +function PANEL:Init() + self.Tools = vgui.Create( "DPanelList", self ) + self.Tools:EnableVerticalScrollbar( true ) + self.Tools:SetAutoSize( false ) + self.Tools:SetSpacing( 5 ) + self.Tools:SetPadding( 5 ) + function self.Tools:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.ContextPanel = vgui.Create( "DPanelList", self ) + self.ContextPanel:EnableVerticalScrollbar( false ) + self.ContextPanel:SetSpacing( 0 ) + self.ContextPanel:SetPadding( 5 ) + function self.ContextPanel:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 255, 255, 255, 150 ) ) + end + + if ( ToolsLoad == false || ToolsLoad == nil || ToolsLoad == NULL || ToolsLoad == "" ) then + AllTools = spawnmenu.GetTools() + local ToolsLoad = true + end + + local ToolTables = AllTools + + if ( !ToolTables ) then LocalPlayer():ChatPrint( "ERROR: Tools List could not be loaded." ) return end + + for k, v in pairs( ToolTables[1].Items ) do + if ( type( v ) == "table" ) then + local Name = v.ItemName + local Label = v.Text + v.ItemName = nil + v.Text = nil + self:AddCategory( Name, Label, v ) + end + end +end + +function PANEL:AddCategory( Name, Label, ToolItems ) + self.Category = vgui.Create( "DCollapsibleCategory" ) + self.Tools:AddItem( self.Category ) + self.Category:SetLabel( Label ) + self.Category:SetCookieName( "ToolMenu." .. tostring( Name ) ) + + self.CategoryContent = vgui.Create( "DPanelList" ) + self.CategoryContent:SetAutoSize( true ) + self.CategoryContent:SetDrawBackground( false ) + self.CategoryContent:SetSpacing( 0 ) + self.CategoryContent:SetPadding( 0 ) + self.Category:SetContents( self.CategoryContent ) + + local bAlt = true + local NumTools = 0 + + for k, v in pairs( ToolItems ) do + if ( table.HasValue( GMS.ProhibitedStools, v.ItemName ) && !LocalPlayer():IsAdmin() ) then continue end + NumTools = NumTools + 1 + + local Item = vgui.Create( "ToolMenuButton", self ) + Item:SetText( v.Text ) + Item.OnSelect = function( button ) self:EnableControlPanel( button ) end + concommand.Add( Format( "tool_%s", v.ItemName ), function() Item:OnSelect() end ) + + if ( v.SwitchConVar ) then + Item:AddCheckBox( v.SwitchConVar ) + end + + Item.ControlPanelBuildFunction = v.CPanelFunction + Item.Command = v.Command + Item.Name = v.ItemName + Item.Controls = v.Controls + Item.Text = v.Text + + Item:SetAlt( bAlt ) + bAlt = !bAlt + + self.CategoryContent:AddItem( Item ) + end + + if ( NumTools <= 0 ) then + self.Category:Remove() + self.CategoryContent:Remove() + end +end + +function PANEL:EnableControlPanel( button ) + if ( self.LastSelected ) then + self.LastSelected:SetSelected( false ) + end + + button:SetSelected( true ) + self.LastSelected = button + + local cp = controlpanel.Get( button.Name ) + if ( !cp:GetInitialized() ) then + cp:FillViaTable( button ) + end + + self.ContextPanel:Clear() + self.ContextPanel:AddItem( cp ) + self.ContextPanel:Rebuild() + + g_ActiveControlPanel = cp + + if ( button.Command ) then + LocalPlayer():ConCommand( button.Command ) + end +end + +function PANEL:Paint() +end + +function PANEL:PerformLayout() + self:StretchToParent( 0, 21, 0, 5 ) + self.Tools:SetPos( 5, 5 ) + self.Tools:SetSize( self:GetWide() * 0.35, self:GetTall() - 5 ) + self.ContextPanel:SetPos( self:GetWide() * 0.35 + 10, 5 ) + self.ContextPanel:SetSize( self:GetWide() - ( self:GetWide() * 0.35 ) - 14, self:GetTall() - 5 ) +end + +vgui.Register( "stranded_toolmenu", PANEL, "DPanel" ) + +/* DCommandsMenu */ +local PANEL = {} + +PANEL.SmallButs = {} +PANEL.SmallButs["Sleep"] = "gms_sleep" +PANEL.SmallButs["Wake up"] = "gms_wakeup" +PANEL.SmallButs["Drop weapon"] = "gms_dropweapon" +PANEL.SmallButs["Steal"] = "gms_steal" +PANEL.SmallButs["Make campfire"] = "gms_makefire" +PANEL.SmallButs["Drink bottle of water"] = "gms_drinkbottle" +PANEL.SmallButs["Take medicine"] = "gms_takemedicine" +PANEL.SmallButs["Combinations"] = "gms_combinations" +PANEL.SmallButs["Structures"] = "gms_structures" +PANEL.SmallButs["Help"] = "gms_help" +PANEL.SmallButs["Drop all resources"] = "gms_dropall" +PANEL.SmallButs["Salvage prop"] = "gms_salvage" +PANEL.SmallButs["Eat some berries"] = "gms_eatberry" +PANEL.SmallButs["RESET CHARACTER"] = "gms_resetcharacter" + +PANEL.BigButs = {} +PANEL.BigButs["Tribe: Create"] = "gms_tribemenu" +PANEL.BigButs["Tribe: Join"] = "gms_tribes" +PANEL.BigButs["Tribe: Leave"] = "gms_leave" +PANEL.BigButs["Save character"] = "gms_savecharacter" + +PANEL.Plantables = {} +PANEL.Plantables["Plant Melon"] = "gms_plantmelon" +PANEL.Plantables["Plant Banana"] = "gms_plantbanana" +PANEL.Plantables["Plant Orange"] = "gms_plantorange" +PANEL.Plantables["Plant Tree"] = "gms_planttree" +PANEL.Plantables["Plant Grain"] = "gms_plantgrain" +PANEL.Plantables["Plant BerryBush"] = "gms_plantbush" + +function PANEL:Init() + + self.SmallButtons = vgui.Create( "DPanelList", self ) + self.SmallButtons:EnableVerticalScrollbar( true ) + self.SmallButtons:SetSpacing( 5 ) + self.SmallButtons:SetPadding( 5 ) + function self.SmallButtons:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + for txt, cmd in SortedPairs( self.SmallButs ) do + local button = vgui.Create( "gms_CommandButton" ) + button:SetConCommand( cmd ) + button:SetText( txt ) + button:SetTall( 26 ) + self.SmallButtons:AddItem( button ) + end + + self.BigButtons = vgui.Create( "DPanelList", self ) + self.BigButtons:EnableVerticalScrollbar( false ) + self.BigButtons:SetAutoSize( false ) + self.BigButtons:SetSpacing( 5 ) + self.BigButtons:SetPadding( 5 ) + function self.BigButtons:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + for txt, cmd in SortedPairs( self.BigButs ) do + local button = vgui.Create( "gms_CommandButton" ) + button:SetConCommand( cmd ) + button:SetText( txt ) + button:SetTall( 64 ) + self.BigButtons:AddItem( button ) + end + + self.Planting = vgui.Create( "DPanelList", self ) + self.Planting:EnableVerticalScrollbar( false ) + self.Planting:SetSpacing( 5 ) + self.Planting:SetPadding( 5 ) + function self.Planting:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + for txt, cmd in SortedPairs( self.Plantables ) do + local button = vgui.Create( "gms_CommandButton" ) + button:SetConCommand( cmd ) + button:SetText( txt ) + button:SetTall( 26 ) + self.Planting:AddItem( button ) + end +end + +function PANEL:Paint() +end + +function PANEL:PerformLayout() + self:StretchToParent( 0, 21, 0, 5 ) + self.SmallButtons:SetPos( 5, 5 ) + self.SmallButtons:SetSize( self:GetWide() * 0.45, self:GetTall() - 5 ) + + self.BigButtons:SetPos( self:GetWide() * 0.45 + 10, 5 ) + self.BigButtons:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) + + self.Planting:SetPos( self:GetWide() * 0.45 + 10, self:GetTall() / 2 + 5 ) + self.Planting:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) +end + +vgui.Register( "stranded_commands", PANEL, "DPanel" ) + +/* DSPP Menu */ +local PANEL = {} + +PANEL.LastThink = CurTime() +PANEL.Settings = { + { text = "Enable Prop Protection", elem = "DCheckBoxLabel", cmd = "spp_enabled" }, + { text = "Enable use key protection", elem = "DCheckBoxLabel", cmd = "spp_use" }, + { text = "Enable entity damage protection", elem = "DCheckBoxLabel", cmd = "spp_entdmg" }, + { text = "", elem = "DLabel" }, + { text = "Admins can touch other player props", elem = "DCheckBoxLabel", cmd = "spp_admin" }, + { text = "Admins can touch world props", elem = "DCheckBoxLabel", cmd = "spp_admin_wp" }, + { text = "", elem = "DLabel" }, + { text = "Delete disconnected admins entities", elem = "DCheckBoxLabel", cmd = "spp_del_adminprops" }, + { text = "Delete disconnected players entities", elem = "DCheckBoxLabel", cmd = "spp_del_disconnected" }, + { text = "Deletion delay in seconds", elem = "DNumSlider", cmd = "spp_del_delay", min = 10, max = 600 }, +} + +function PANEL:Init() + if ( !LocalPlayer():IsAdmin() ) then + self.Settings = { + { text = "You are not an admin.", elem = "DLabel" } + } + end + + self.Buddies = vgui.Create( "DPanelList", self ) + self.Buddies:EnableVerticalScrollbar( true ) + self.Buddies:SetSpacing( 5 ) + self.Buddies:SetPadding( 5 ) + function self.Buddies:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.AdminSettings = vgui.Create( "DPanelList", self ) + self.AdminSettings:EnableVerticalScrollbar( true ) + self.AdminSettings:SetSpacing( 5 ) + self.AdminSettings:SetPadding( 5 ) + function self.AdminSettings:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.AdminCleanUp = vgui.Create( "DPanelList", self ) + self.AdminCleanUp:EnableVerticalScrollbar( true ) + self.AdminCleanUp:SetSpacing( 5 ) + self.AdminCleanUp:SetPadding( 5 ) + function self.AdminCleanUp:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + /* Admin settings */ + for txt, t in pairs( self.Settings ) do + local item = vgui.Create( t.elem ) + item:SetText( t.text ) + + if ( t.elem != "DLabel" ) then + item:SetConVar( t.cmd ) + end + + if ( t.elem == "DNumSlider" ) then + item:SetMin( t.min ) + item:SetMax( t.max ) + item:SetDecimals( 0 ) + item.TextArea:SetTextColor( Color( 200, 200, 200 ) ) + end + + self.AdminSettings:AddItem( item ) + end + + /* Admin cleanup */ + for i, p in pairs( player.GetAll() ) do + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_cleanup_props", p:GetNWString( "SPPSteamID" ) ) + item:SetText( p:Name() ) + item:SetTall( 26 ) + self.AdminCleanUp:AddItem( item ) + end + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_cleanup_props_left" ) + item:SetText( "Cleanup disconnected players props" ) + item:SetTall( 26 ) + self.AdminCleanUp:AddItem( item ) + + /* Client */ + for i, p in pairs( player.GetAll() ) do + if ( p != LocalPlayer() ) then + local item = vgui.Create( "DCheckBoxLabel" ) + + local BCommand = "spp_buddy_" .. p:GetNWString( "SPPSteamID" ) + if ( !LocalPlayer():GetInfo( BCommand ) ) then CreateClientConVar( BCommand, 0, false, true ) end + item:SetConVar( BCommand ) + item:SetText( p:Name() ) + item:SetTextColor( Color( 255, 255, 255, 255 ) ) + self.Buddies:AddItem( item ) + end + end + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_apply_buddies" ) + item:SetText( "Apply settings" ) + item:SetTall( 26 ) + self.Buddies:AddItem( item ) + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_clear_buddies" ) + item:SetText( "Clear all buddies" ) + item:SetTall( 26 ) + self.Buddies:AddItem( item ) +end + +function PANEL:Paint() +end + +function PANEL:Think() + if ( CurTime() >= self.LastThink + 3 )then + self.LastThink = CurTime() + self.AdminCleanUp:Clear( true ) + self.Buddies:Clear( true ) + + /* Admin cleanup */ + if ( LocalPlayer():IsAdmin() ) then + for i, p in pairs( player.GetAll() ) do + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_cleanup_props", p:GetNWString( "SPPSteamID" ) ) + item:SetTall( 26 ) + item:SetText( p:Name() ) + self.AdminCleanUp:AddItem( item ) + end + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_cleanup_props_left" ) + item:SetTall( 26 ) + item:SetText( "Cleanup disconnected players props" ) + self.AdminCleanUp:AddItem( item ) + + self.AdminSettings:SetVisible( true ) + self.AdminCleanUp:SetVisible( true ) + else + local item = vgui.Create( "DLabel" ) + item:SetText( "You are not an admin." ) + self.AdminCleanUp:AddItem( item ) + + self.AdminSettings:SetVisible( false ) + self.AdminCleanUp:SetVisible( false ) + end + + /* Client */ + for i, p in pairs( player.GetAll() ) do + if ( p != LocalPlayer() ) then + local item = vgui.Create( "DCheckBoxLabel" ) + + local BCommand = "spp_buddy_" .. p:GetNWString( "SPPSteamID" ) + if ( !LocalPlayer():GetInfo( BCommand ) ) then CreateClientConVar( BCommand, 0, false, true ) end + item:SetConVar( BCommand ) + item:SetText( p:Name() ) + self.Buddies:AddItem( item ) + end + end + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_apply_buddies" ) + item:SetText( "Apply settings" ) + item:SetTall( 26 ) + self.Buddies:AddItem( item ) + + local item = vgui.Create( "DButton" ) + item:SetConsoleCommand( "spp_clear_buddies" ) + item:SetText( "Clear all buddies" ) + item:SetTall( 26 ) + self.Buddies:AddItem( item ) + end +end + +function PANEL:PerformLayout() + self:StretchToParent( 0, 21, 0, 5 ) + + self.Buddies:SetPos( 5, 5 ) + self.Buddies:SetSize( self:GetWide() * 0.45, self:GetTall() - 5 ) + + self.AdminSettings:SetPos( self:GetWide() * 0.45 + 10, 5 ) + self.AdminSettings:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) + + self.AdminCleanUp:SetPos( self:GetWide() * 0.45 + 10, self:GetTall() / 2 + 5 ) + self.AdminCleanUp:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) +end + +vgui.Register( "stranded_sppmenu", PANEL, "DPanel" ) + +/* Admin Menu */ +local PANEL = {} + +PANEL.SpawningCmds = { + { text = "Spawn tree", cmd = "gms_admin_maketree" }, + { text = "Spawn rock", cmd = "gms_admin_makerock" }, + { text = "Spawn food", cmd = "gms_admin_makefood" }, + { text = "Save all characters", cmd = "gms_admin_saveallcharacters" }, + { text = "Plant random plant", cmd = "gms_admin_makeplant" }, + { text = "Plant melons", cmd = "gms_admin_makeplant 1" }, + { text = "Plant banana tree", cmd = "gms_admin_makeplant 2" }, + { text = "Plant oranges", cmd = "gms_admin_makeplant 3" }, + { text = "Plant berry bush", cmd = "gms_admin_makeplant 4" }, + { text = "Plant grain", cmd = "gms_admin_makeplant 5" } +} + +PANEL.Settings = { + { text = "Force players to use Tribe color", elem = "DCheckBoxLabel", cmd = "gms_TeamColors" }, + { text = "Allow players to damage each other with tools", elem = "DCheckBoxLabel", cmd = "gms_PVPDamage" }, + { text = "Enable free build for everyone", elem = "DCheckBoxLabel", cmd = "gms_FreeBuild" }, + { text = "Enable free build for super admins", elem = "DCheckBoxLabel", cmd = "gms_FreeBuildSa" }, + { text = "Give all players all tools", elem = "DCheckBoxLabel", cmd = "gms_AllTools" }, + //{ text = "Enable low needs alerts ( coughing, etc )", elem = "DCheckBoxLabel", cmd = "gms_alerts" }, + { text = "Spread fire", elem = "DCheckBoxLabel", cmd = "gms_SpreadFire" }, + { text = "Fadeout rocks, just like trees", elem = "DCheckBoxLabel", cmd = "gms_FadeRocks" }, + { text = "Enable campfires", elem = "DCheckBoxLabel", cmd = "gms_campfire" }, + { text = "Spawn zombies at night", elem = "DCheckBoxLabel", cmd = "gms_zombies" }, + { text = "Enable day/night cycle", elem = "DCheckBoxLabel", cmd = "gms_daynight" }, + //{ text = "Costs scale", elem = "DNumSlider", decimals = 1, cmd = "gms_CostsScale", min = 1, max = 4 }, + { text = "Plant limit per player", elem = "DNumSlider", cmd = "gms_PlantLimit", min = 10, max = 35 }, + { text = "", elem = "DLabel" }, + { text = "Reproduce trees", elem = "DCheckBoxLabel", cmd = "gms_ReproduceTrees" }, + { text = "Max reproduced trees", elem = "DNumSlider", cmd = "gms_MaxReproducedTrees", min = 1, max = 60 }, + { text = "", elem = "DLabel" }, + { text = "Autosave user profiles", elem = "DCheckBoxLabel", cmd = "gms_AutoSave" }, + { text = "Autosave delay ( minutes )", elem = "DNumSlider", cmd = "gms_AutoSaveTime", min = 1, max = 30 }, +} + +function PANEL:Init() + + self.MapSaving = vgui.Create( "DPanelList", self ) + self.MapSaving:EnableVerticalScrollbar( true ) + self.MapSaving:SetSpacing( 5 ) + self.MapSaving:SetPadding( 5 ) + function self.MapSaving:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.Populating = vgui.Create( "DPanelList", self ) + self.Populating:EnableVerticalScrollbar( true ) + self.Populating:SetSpacing( 5 ) + self.Populating:SetPadding( 5 ) + function self.Populating:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.AdminSettings = vgui.Create( "DPanelList", self ) + self.AdminSettings:EnableVerticalScrollbar( true ) + self.AdminSettings:SetSpacing( 5 ) + self.AdminSettings:SetPadding( 5 ) + function self.AdminSettings:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + self.Spawning = vgui.Create( "DPanelList", self ) + self.Spawning:EnableVerticalScrollbar( true ) + self.Spawning:SetSpacing( 5 ) + self.Spawning:SetPadding( 5 ) + function self.Spawning:Paint() + draw.RoundedBox( 4, 0, 0, self:GetWide(), self:GetTall(), Color( 75, 75, 75 ) ) + end + + for txt, t in pairs( self.Settings ) do + local item = vgui.Create( t.elem ) + item:SetText( t.text ) + + if ( t.elem == "DNumSlider" ) then + item:SetMin( t.min ) + item:SetMax( t.max ) + item:SetDecimals( t.decimals or 0 ) + item.TextArea:SetTextColor( Color( 200, 200, 200 ) ) + end + + if ( t.elem != "DLabel" ) then item:SetConVar( t.cmd ) end + + self.AdminSettings:AddItem( item ) + end + + for txt, t in pairs( self.SpawningCmds ) do + local item = vgui.Create( "DButton" ) + item:SetText( t.text ) + item:SetTall( 26 ) + item:SetConsoleCommand( t.cmd ) + self.Spawning:AddItem( item ) + end + + // POPULATE AREA + local populatearea = vgui.Create( "DPanel", self ) + populatearea:SetTall( 100 ) + + local label = vgui.Create( "DLabel", populatearea ) + label:SetPos( 10, 5 ) + label:SetDark( true ) + label:SetText( "Amount" ) + label:SizeToContents() + + self.PopulateAmount = vgui.Create( "DTextEntry", populatearea ) + self.PopulateAmount:SetPos( 10, 20 ) + self.PopulateAmount:SetTall( 24 ) + self.PopulateAmount:SetValue( "10" ) + populatearea.PopulateAmount = self.PopulateAmount + + local label = vgui.Create( "DLabel", populatearea ) + label:SetDark( true ) + label:SetText( "Max radius" ) + label:SizeToContents() + + self.PopulateRadius = vgui.Create( "DTextEntry", populatearea ) + self.PopulateRadius:SetValue( "1000" ) + self.PopulateRadius:SetTall( 24 ) + self.PopulateRadius.Label = label + populatearea.PopulateRadius = self.PopulateRadius + + local label = vgui.Create( "DLabel", populatearea ) + label:SetPos( 10, 49 ) + label:SetDark( true ) + label:SetText( "Type" ) + label:SizeToContents() + + local typ = "Trees" + self.PopulateType = vgui.Create( "DComboBox", populatearea ) + self.PopulateType:SetTall( 24 ) + self.PopulateType:SetPos( 10, 64 ) + self.PopulateType:AddChoice( "Trees", "Trees" ) + self.PopulateType:AddChoice( "Rocks", "Rocks" ) + self.PopulateType:AddChoice( "Random plants", "Random_Plant" ) + self.PopulateType:ChooseOptionID( 1 ) + function self.PopulateType:OnSelect( index, value, data ) typ = data end + + self.PopulateArea = vgui.Create( "gms_CommandButton", populatearea ) + self.PopulateArea:SetTall( 24 ) + self.PopulateArea:SetText( "Populate Area" ) + function self.PopulateArea:DoClick() + local p = self:GetParent() + RunConsoleCommand( "gms_admin_PopulateArea", typ, string.Trim( p.PopulateAmount:GetValue() ), string.Trim( p.PopulateRadius:GetValue() ) ) + end + + self.Populating:AddItem( populatearea ) + + // POPULATE AREA: Antlions + local populatearea = vgui.Create( "DPanel", self ) + populatearea:SetTall( 54 ) + + local label = vgui.Create( "DLabel", populatearea ) + label:SetPos( 10, 5 ) + label:SetDark( true ) + label:SetText( "Amount" ) + label:SizeToContents() + + self.PopulateAmountAnt = vgui.Create( "DTextEntry", populatearea ) + self.PopulateAmountAnt:SetPos( 10, 20 ) + self.PopulateAmountAnt:SetTall( 24 ) + self.PopulateAmountAnt:SetValue( "5" ) + populatearea.PopulateAmountAnt = self.PopulateAmountAnt + + self.PopulateAreaAnt = vgui.Create( "gms_CommandButton", populatearea ) + self.PopulateAreaAnt:SetTall( 24 ) + self.PopulateAreaAnt:SetText( "Make Antlion Barrow" ) + function self.PopulateAreaAnt:DoClick() + RunConsoleCommand( "gms_admin_MakeAntlionBarrow", string.Trim( self:GetParent().PopulateAmountAnt:GetValue() ) ) + end + + self.Populating:AddItem( populatearea ) + + // Save map + local populatearea = vgui.Create( "DPanel", self ) + populatearea:SetTall( 64 ) + + self.MapName = vgui.Create( "DTextEntry", populatearea ) + self.MapName:SetPos( 5, 5 ) + self.MapName:SetTall( 24 ) + self.MapName:SetValue( "savename" ) + populatearea.MapName = self.MapName + + self.SaveMap = vgui.Create( "gms_CommandButton", populatearea ) + self.SaveMap:SetPos( 5, 34 ) + self.SaveMap:SetTall( 24 ) + self.SaveMap:SetText( "Save" ) + function self.SaveMap:DoClick() + RunConsoleCommand( "gms_admin_savemap", string.Trim( self:GetParent().MapName:GetValue() ) ) + end + + self.MapSaving:AddItem( populatearea ) + + // Load/delete map + local populatearea = vgui.Create( "DPanel", self ) + populatearea:SetTall( 64 ) + + local map = "" + self.MapNameL = vgui.Create( "DComboBox", populatearea ) + self.MapNameL:SetTall( 24 ) + self.MapNameL:SetPos( 5, 5 ) + function self.MapNameL:OnSelect( index, value, data ) map = data end + populatearea.MapNameL = self.MapNameL + + self.LoadMap = vgui.Create( "gms_CommandButton", populatearea ) + self.LoadMap:SetPos( 5, 34 ) + self.LoadMap:SetTall( 24 ) + self.LoadMap:SetText( "Load" ) + function self.LoadMap:DoClick() + RunConsoleCommand( "gms_admin_loadmap", string.Trim( map ) ) + end + + self.DeleteMap = vgui.Create( "gms_CommandButton", populatearea ) + self.DeleteMap:SetTall( 24 ) + self.DeleteMap:SetText( "Delete" ) + function self.DeleteMap:DoClick() + RunConsoleCommand( "gms_admin_deletemap", map ) + end + + self.MapSaving:AddItem( populatearea ) + +end + +function PANEL:Paint() +end + +function PANEL:PerformLayout() + self:StretchToParent( 0, 21, 0, 5 ) + + self.MapSaving:SetPos( 5, 5 ) + self.MapSaving:SetSize( self:GetWide() * 0.45, self:GetTall() / 2 - 5 ) + + self.Populating:SetPos( 5, self:GetTall() / 2 + 5 ) + self.Populating:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) + + self.AdminSettings:SetPos( self:GetWide() * 0.45 + 10, 5 ) + self.AdminSettings:SetSize( self:GetWide() - ( self:GetWide() * 0.45 ) - 14, self:GetTall() / 2 - 5 ) + + self.Spawning:SetPos( self:GetWide() - ( self:GetWide() * 0.45 ) - 4, self:GetTall() / 2 + 5 ) + self.Spawning:SetSize( self:GetWide() * 0.45, self:GetTall() / 2 - 5 ) + + /* POPULATION */ + self.PopulateAmount:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateRadius:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateRadius.Label:SetPos( self.Populating:GetWide() / 2, 5 ) + self.PopulateRadius:SetPos( self.Populating:GetWide() / 2, 20 ) + + self.PopulateType:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateArea:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateArea:SetPos( self.Populating:GetWide() / 2, 64 ) + + /* ANTLIONS */ + self.PopulateAmountAnt:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateAreaAnt:SetWide( self.Populating:GetWide() / 2 - 20 ) + self.PopulateAreaAnt:SetPos( self.Populating:GetWide() / 2, 20 ) + + // Save map + self.MapName:SetWide( self.MapSaving:GetWide() - 20 ) + self.SaveMap:SetWide( self.MapSaving:GetWide() - 20 ) + + // Load/delete map + self.MapNameL:SetSize( self.MapSaving:GetWide() - 20, 24 ) + self.LoadMap:SetWide( self.MapSaving:GetWide() / 2 - 20 ) + self.DeleteMap:SetWide( self.MapSaving:GetWide() / 2 - 20 ) + self.DeleteMap:SetPos( self.MapSaving:GetWide() / 2 + 5, 34 ) +end + +vgui.Register( "stranded_adminmenu", PANEL, "DPanel" ) + +/* Spawnpanel */ +local PANEL = {} + +function PANEL:Init() + self:SetTitle( "" ) + self:ShowCloseButton( false ) + + self.m_bHangOpen = false + + self.ContentPanel = vgui.Create( "DPropertySheet", self ) + self.ContentPanel:AddSheet( "Props", vgui.Create( "stranded_propspawn", self.ContentPanel ), "icon16/brick.png", false, false ) + self.ContentPanel:AddSheet( "Tools", vgui.Create( "stranded_toolmenu", self.ContentPanel ), "icon16/wrench.png", true, true ) + self.ContentPanel:AddSheet( "Commands", vgui.Create( "stranded_commands", self.ContentPanel ), "icon16/application.png", true, true ) + self.ContentPanel:AddSheet( "Prop Protection", vgui.Create( "stranded_sppmenu", self.ContentPanel ), "icon16/shield.png", true, true ) + + self.AdminMenu = vgui.Create( "stranded_adminmenu", self.ContentPanel ) + local tab = self.ContentPanel:AddSheet( "Admin menu", self.AdminMenu, "icon16/shield_add.png", true, true ) + self.AdminTab = tab.Tab +end + +function PANEL:Paint() +end + +function PANEL:Think() + if ( !LocalPlayer():IsAdmin() ) then + /*self.AdminMenu.MapSaving:SetVisible( false ) + self.AdminMenu.Populating:SetVisible( false ) + self.AdminMenu.AdminSettings:SetVisible( false ) + self.AdminMenu.Spawning:SetVisible( false )*/ + self.AdminTab:SetVisible( false ) + else + /*self.AdminMenu.MapSaving:SetVisible( true ) + self.AdminMenu.Populating:SetVisible( true ) + self.AdminMenu.AdminSettings:SetVisible( true ) + self.AdminMenu.Spawning:SetVisible( true )*/ + self.AdminTab:SetVisible( true ) + end +end + +function PANEL:StartKeyFocus( pPanel ) + + self.m_pKeyFocus = pPanel + self:SetKeyboardInputEnabled( true ) + self.m_bHangOpen = true + + g_ContextMenu:StartKeyFocus( pPanel ) + +end + +function PANEL:EndKeyFocus( pPanel ) + + if ( self.m_pKeyFocus != pPanel ) then return end + self:SetKeyboardInputEnabled( false ) + + g_ContextMenu:EndKeyFocus( pPanel ) + +end + +function PANEL:PerformLayout() + self:SetSize( ScrW() / 2.2 - 10, ScrH() - 10 ) + self:SetPos( ScrW() - ( ScrW() / 2.2 + 5 ), 5 ) + self.ContentPanel:StretchToParent( 0, 0, 0, 0 ) + + DFrame.PerformLayout( self ) +end + +vgui.Register( "gms_menu", PANEL, "DFrame" ) + +/* Spawn menu override */ + +local ToAdd = {} +local function UpdateSavegames() + gSpawnMenu.AdminMenu.MapNameL:Clear() + for id, st in pairs( ToAdd ) do + gSpawnMenu.AdminMenu.MapNameL:AddChoice( st, st, true ) + end +end + +usermessage.Hook( "gms_AddLoadGameToList", function( um ) + local str = um:ReadString() + if ( table.HasValue( ToAdd, str ) ) then return end + table.insert( ToAdd, str ) + + if ( !IsValid( gSpawnMenu ) ) then return end + UpdateSavegames() +end ) + +usermessage.Hook( "gms_RemoveLoadGameFromList", function( um ) + local str = um:ReadString() + for id, st in pairs( ToAdd ) do if ( st == str ) then table.remove( ToAdd, id ) break end end + + if ( !IsValid( gSpawnMenu ) ) then return end + UpdateSavegames() +end ) + +function GM:OnSpawnMenuOpen() + if ( LocalPlayer():GetNWBool( "AFK" ) ) then return end + + if ( !IsValid( gSpawnMenu ) ) then + gSpawnMenu = vgui.Create( "gms_menu" ) + gSpawnMenu:SetVisible( false ) + + UpdateSavegames() + end + + gSpawnMenu.m_bHangOpen = false + + gSpawnMenu:MakePopup() + gSpawnMenu:SetVisible( true ) + gSpawnMenu:SetKeyboardInputEnabled( false ) + gSpawnMenu:SetMouseInputEnabled( true ) + gSpawnMenu:SetAlpha( 255 ) + + GAMEMODE.SkillsHud:MakePopup() + GAMEMODE.ResourcesHud:MakePopup() + GAMEMODE.CommandsHud:MakePopup() + + GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false ) + GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false ) + GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false ) + + GAMEMODE.CommandsHud:SetVisible( true ) + + gui.EnableScreenClicker( true ) + RestoreCursorPosition() +end + +function GM:OnSpawnMenuClose() + if ( gSpawnMenu.m_bHangOpen ) then + gSpawnMenu.m_bHangOpen = false + return + end + + if ( IsValid( gSpawnMenu ) and gSpawnMenu:IsVisible() ) then + gSpawnMenu:SetVisible( false ) + end + + GAMEMODE.SkillsHud:SetMouseInputEnabled( false ) + GAMEMODE.ResourcesHud:SetMouseInputEnabled( false ) + GAMEMODE.CommandsHud:SetMouseInputEnabled( false ) + + GAMEMODE.CommandsHud:SetVisible( false ) + + RememberCursorPosition() + gui.EnableScreenClicker( false ) +end + +hook.Add( "OnTextEntryGetFocus", "GMSSpawnMenuKeyboardFocusOn", function( pnl ) + + if ( !IsValid( gSpawnMenu ) || !IsValid( g_ContextMenu ) ) then return end + if ( IsValid( pnl ) && pnl.HasParent && !pnl:HasParent( gSpawnMenu ) && !pnl:HasParent( g_ContextMenu ) ) then return end + + gSpawnMenu:StartKeyFocus( pnl ) + +end ) + +hook.Add( "GUIMousePressed", "GMS_KindaFixWorldClicking", function() + GAMEMODE.SkillsHud:MakePopup() + GAMEMODE.ResourcesHud:MakePopup() + GAMEMODE.CommandsHud:MakePopup() + + GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false ) + GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false ) + GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false ) +end ) + +hook.Add( "OnTextEntryLoseFocus", "GMSSpawnMenuKeyboardFocusOff", function( pnl ) + + if ( !IsValid( gSpawnMenu ) || !IsValid( g_ContextMenu ) ) then return end + if ( IsValid( pnl ) && pnl.HasParent && !pnl:HasParent( gSpawnMenu ) && !pnl:HasParent( g_ContextMenu ) ) then return end + + gSpawnMenu:EndKeyFocus( pnl ) + +end ) + +function GM:SpawnMenuEnabled() + return false +end + +function GM:OnContextMenuOpen() + self.BaseClass.OnContextMenuOpen( self ) + menubar.Control:SetVisible( false ) + + GAMEMODE.SkillsHud:MakePopup() + GAMEMODE.ResourcesHud:MakePopup() + GAMEMODE.CommandsHud:MakePopup() + + GAMEMODE.SkillsHud:SetKeyboardInputEnabled( false ) + GAMEMODE.ResourcesHud:SetKeyboardInputEnabled( false ) + GAMEMODE.CommandsHud:SetKeyboardInputEnabled( false ) + + GAMEMODE.CommandsHud:SetVisible( true ) +end + +function GM:OnContextMenuClose() + self.BaseClass.OnContextMenuClose( self ) + menubar.Control:SetVisible( false ) + + GAMEMODE.SkillsHud:SetMouseInputEnabled( false ) + GAMEMODE.ResourcesHud:SetMouseInputEnabled( false ) + GAMEMODE.CommandsHud:SetMouseInputEnabled( false ) + + GAMEMODE.CommandsHud:SetVisible( false ) +end diff --git a/ftp_gmstranded/gamemode/cl_scoreboard.lua b/ftp_gmstranded/gamemode/cl_scoreboard.lua new file mode 100644 index 0000000..e832a4a --- /dev/null +++ b/ftp_gmstranded/gamemode/cl_scoreboard.lua @@ -0,0 +1,231 @@ + +surface.CreateFont( "ScoreboardText", { + font = "Tahoma", + size = 16, + weight = 1000, + antialias = true, + additive = false, +} ) + +surface.CreateFont( "ScoreboardSub", { + font = "coolvetica", + size = 24, + weight = 500, + antialias = true, + additive = false, +} ) + +surface.CreateFont( "ScoreboardHead", { + font = "coolvetica", + size = 48, + weight = 500, + antialias = true, + additive = false, +} ) + +function GM:ScoreboardShow() + GAMEMODE.ShowScoreboard = true +end + +function GM:ScoreboardHide() + GAMEMODE.ShowScoreboard = false +end + +function GM:GetTeamScoreInfo() + local TeamInfo = {} + + for id, pl in pairs(player.GetAll()) do + local _team = pl:Team() + local _frags = pl:Frags() + local _deaths = pl:Deaths() + local _ping = pl:Ping() + + if (!TeamInfo[_team]) then + TeamInfo[_team] = {} + TeamInfo[_team].TeamName = team.GetName(_team) + TeamInfo[_team].Color = team.GetColor(_team) + TeamInfo[_team].Players = {} + end + + local PlayerInfo = {} + PlayerInfo.Frags = _frags + PlayerInfo.Deaths = pl:GetNWInt("Survival") + PlayerInfo.Score = _frags + PlayerInfo.Ping = _ping + PlayerInfo.Name = pl:Nick() + PlayerInfo.PlayerObj = pl + + if ( pl:IsAdmin() ) then PlayerInfo.Name = "[ADMIN] " .. PlayerInfo.Name end + if ( pl:IsDeveloper() ) then PlayerInfo.Name = "[DEVELOPER] " .. pl:Nick() end + if ( pl:GetNWBool( "AFK" ) ) then PlayerInfo.Name = PlayerInfo.Name .. " [AFK]" end + + local insertPos = #TeamInfo[_team].Players + 1 + for idx, info in pairs(TeamInfo[_team].Players) do + if (PlayerInfo.Frags > info.Frags) then + insertPos = idx + break + elseif (PlayerInfo.Frags == info.Frags) then + if (PlayerInfo.Deaths < info.Deaths) then + insertPos = idx + break + elseif (PlayerInfo.Deaths == info.Deaths) then + if (PlayerInfo.Name < info.Name) then + insertPos = idx + break + end + end + end + end + + table.insert( TeamInfo[ _team ].Players, insertPos, PlayerInfo ) + end + + return TeamInfo +end + +function GM:HUDDrawScoreBoard() + if ( !GAMEMODE.ShowScoreboard ) then return end + + if ( !GAMEMODE.ScoreDesign ) then + GAMEMODE.ScoreDesign = {} + GAMEMODE.ScoreDesign.HeaderY = 0 + GAMEMODE.ScoreDesign.Height = ScrH() / 2 + end + + local alpha = 255 + local ScoreboardInfo = self:GetTeamScoreInfo() + local xOffset = ScrW() / 8 + local yOffset = 32 + local scrWidth = ScrW() + local scrHeight = ScrH() - 64 + local boardWidth = scrWidth - ( 2 * xOffset ) + local boardHeight = scrHeight + local colWidth = 75 + + boardWidth = math.Clamp( boardWidth, 400, 600 ) + boardHeight = GAMEMODE.ScoreDesign.Height + + xOffset = (ScrW() - boardWidth) / 2.0 + yOffset = (ScrH() - boardHeight) / 2.0 + yOffset = yOffset - ScrH() / 4.0 + yOffset = math.Clamp( yOffset, 32, ScrH() ) + + surface.SetDrawColor( 0, 0, 0, 200 ) + surface.DrawRect( xOffset, yOffset, boardWidth, boardHeight ) + + surface.SetDrawColor( 0, 0, 0, 150 ) + surface.DrawOutlinedRect( xOffset, yOffset, boardWidth, boardHeight ) + + surface.SetDrawColor( 0, 0, 0, 50 ) + //surface.DrawOutlinedRect( xOffset - 1, yOffset - 1, boardWidth + 2, boardHeight + 2 ) + + local hostname = GetGlobalString( "ServerName" ) + local gamemodeName = GAMEMODE.Name .. " - " .. GAMEMODE.Author + + if ( string.len( hostname ) > 32 ) then + surface.SetFont("ScoreboardSub") + else + surface.SetFont("ScoreboardHead") + end + + surface.SetTextColor(255, 255, 255, 255) + local txWidth, txHeight = surface.GetTextSize( hostname ) + local y = yOffset + 5 + surface.SetTextPos(xOffset + (boardWidth / 2) - (txWidth / 2), y) + surface.DrawText(hostname) + + /*y = y + txHeight + 2 + + surface.SetTextColor(255, 255, 255, 255) + surface.SetFont("ScoreboardSub") + local txWidth, txHeight = surface.GetTextSize(gamemodeName) + surface.SetTextPos(xOffset + (boardWidth / 2) - (txWidth / 2), y) + surface.DrawText(gamemodeName)*/ + + y = y + txHeight + 4 + GAMEMODE.ScoreDesign.HeaderY = y - yOffset + + surface.SetDrawColor(0, 0, 0, 100) + surface.DrawRect(xOffset, y - 1, boardWidth, 1) + + surface.SetDrawColor(255, 255, 255, 20) + surface.DrawRect(xOffset + boardWidth - (colWidth * 1), y, colWidth, boardHeight - y + yOffset) + + surface.SetDrawColor(255, 255, 255, 20) + surface.DrawRect(xOffset + boardWidth - (colWidth * 3), y, colWidth, boardHeight - y + yOffset) + + surface.SetFont("ScoreboardText") + local txWidth, txHeight = surface.GetTextSize("W") + + surface.SetDrawColor(0, 0, 0, 100) + surface.DrawRect(xOffset, y, boardWidth, txHeight + 6) + + y = y + 2 + + surface.SetTextPos(xOffset + 16, y) + surface.DrawText("#Name") + surface.SetTextPos(xOffset + boardWidth - (colWidth * 3) + 8, y) + surface.DrawText("#Score") + surface.SetTextPos(xOffset + boardWidth - (colWidth * 2) + 8, y) + surface.DrawText("Level") + surface.SetTextPos(xOffset + boardWidth - (colWidth * 1) + 8, y) + surface.DrawText("#Ping") + + y = y + txHeight + 4 + + local yPosition = y + for team, info in pairs(ScoreboardInfo) do + local teamText = info.TeamName .. " (" .. #info.Players .. " Players)" + + surface.SetFont("ScoreboardText") + if (info.Color.r < 50 and info.Color.g < 50 and info.Color.b < 50) then surface.SetTextColor(255, 255, 255, 255) else surface.SetTextColor(0, 0, 0, 255) end + + txWidth, txHeight = surface.GetTextSize(teamText) + surface.SetDrawColor(info.Color.r, info.Color.g, info.Color.b, 255) + surface.DrawRect(xOffset + 1, yPosition, boardWidth - 2, txHeight + 4) + yPosition = yPosition + 2 + surface.SetTextPos(xOffset + boardWidth / 2 - txWidth / 2, yPosition) + + surface.DrawText(teamText) + yPosition = yPosition + txHeight + 4 + + for index, plinfo in pairs(info.Players) do + surface.SetFont("ScoreboardText") + surface.SetTextColor(info.Color.r, info.Color.g, info.Color.b, 200) + surface.SetTextPos(xOffset + 16, yPosition) + txWidth, txHeight = surface.GetTextSize(plinfo.Name) + + if (plinfo.PlayerObj == LocalPlayer()) then + surface.SetDrawColor(info.Color.r, info.Color.g, info.Color.b, 64) + surface.DrawRect(xOffset + 1, yPosition, boardWidth - 2, txHeight + 2) + surface.SetTextColor(info.Color.r, info.Color.g, info.Color.b, 255) + end + + local px, py = xOffset + 16, yPosition + local textcolor = Color(info.Color.r, info.Color.g, info.Color.b, alpha) + local shadowcolor = Color(0, 0, 0, alpha * 0.8) + + draw.SimpleText(plinfo.Name, "ScoreboardText", px + 1, py + 1, shadowcolor) + draw.SimpleText(plinfo.Name, "ScoreboardText", px, py, textcolor) + + px = xOffset + boardWidth - (colWidth * 3) + 8 + draw.SimpleText(plinfo.Frags, "ScoreboardText", px + 1, py + 1, shadowcolor) + draw.SimpleText(plinfo.Frags, "ScoreboardText", px, py, textcolor) + + px = xOffset + boardWidth - (colWidth * 2) + 8 + draw.SimpleText(plinfo.Deaths, "ScoreboardText", px + 1, py + 1, shadowcolor) + draw.SimpleText(plinfo.Deaths, "ScoreboardText", px, py, textcolor) + + px = xOffset + boardWidth - (colWidth * 1) + 8 + draw.SimpleText(plinfo.Ping, "ScoreboardText", px + 1, py + 1, shadowcolor) + draw.SimpleText(plinfo.Ping, "ScoreboardText", px, py, textcolor) + + yPosition = yPosition + txHeight + 3 + end + end + + yPosition = yPosition + 1 + + GAMEMODE.ScoreDesign.Height = (GAMEMODE.ScoreDesign.Height * 2) + (yPosition - yOffset) + GAMEMODE.ScoreDesign.Height = GAMEMODE.ScoreDesign.Height / 3 +end diff --git a/ftp_gmstranded/gamemode/combinations.lua b/ftp_gmstranded/gamemode/combinations.lua new file mode 100644 index 0000000..9409f3c --- /dev/null +++ b/ftp_gmstranded/gamemode/combinations.lua @@ -0,0 +1,3358 @@ + + + +GMS.Combinations = {} +function GMS.RegisterCombi( tbl, group ) + if ( !GMS.Combinations[ group ] ) then GMS.Combinations[ group ] = {} end + GMS.Combinations[ group ][ string.Replace( tbl.Name, " ", "_" ) ] = tbl +end + +/* ------------------------ Combinations ------------------------*/ + +/* Flour */ +local COMBI = {} + +COMBI.Name = "Flour" +COMBI.Description = "Flour can be used for making dough." + +COMBI.Req = {} +COMBI.Req["Stone"] = 1 +COMBI.Req["Grain_Seeds"] = 2 + +COMBI.Results = {} +COMBI.Results["Flour"] = 1 +COMBI.Results["Stone"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Spice */ +local COMBI = {} + +COMBI.Name = "Spices" +COMBI.Description = "Spice can be used for various meals." + +COMBI.Req = {} +COMBI.Req["Stone"] = 1 +COMBI.Req["Herbs"] = 2 + +COMBI.Results = {} +COMBI.Results["Spices"] = 1 +COMBI.Results["Stone"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Dough */ +local COMBI = {} + +COMBI.Name = "Dough" +COMBI.Description = "Dough is used for baking." + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 1 +COMBI.Req["Flour"] = 2 + +COMBI.Results = {} +COMBI.Results["Dough"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Dough x10 */ +local COMBI = {} + +COMBI.Name = "Dough 10x" +COMBI.Description = "Dough is used for baking." + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 7 +COMBI.Req["Flour"] = 15 + +COMBI.Results = {} +COMBI.Results["Dough"] = 10 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Rope */ +local COMBI = {} + +COMBI.Name = "Rope" +COMBI.Description = "Allows you to use Rope tool ( Using Rope Tool will consume the Rope ) and used in fishing rod crafting." + +COMBI.Req = {} +COMBI.Req["Herbs"] = 5 +COMBI.Req["Wood"] = 2 +COMBI.Req["Water_Bottles"] = 1 + +COMBI.Results = {} +COMBI.Results["Rope"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Welder */ +local COMBI = {} + +COMBI.Name = "Welder" +COMBI.Description = "Allows you to use Weld Tool. You still need the Tool Gun though." + +COMBI.Req = {} +COMBI.Req[ "Wood" ] = 10 +COMBI.Req[ "Stone" ] = 10 +COMBI.Req[ "Water_Bottles" ] = 1 + +COMBI.Results = {} +COMBI.Results[ "Welder" ] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Concrete */ +local COMBI = {} + +COMBI.Name = "Concrete" +COMBI.Description = "Concrete can be used for spawning concrete props." + +COMBI.Req = {} +COMBI.Req["Sand"] = 5 +COMBI.Req["Water_Bottles"] = 2 + +COMBI.Results = {} +COMBI.Results["Concrete"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Urine */ +local COMBI = {} + +COMBI.Name = "Urine" +COMBI.Description = "Drink some water and wait, used in gunpowder production." + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 2 + +COMBI.Results = {} +COMBI.Results["Urine_Bottles"] = 1 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Urine 10x */ +local COMBI = {} + +COMBI.Name = "Urine 10x" +COMBI.Description = "Drink loads of water and wait, messy, but used in gunpowder production." + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 20 + +COMBI.Results = {} +COMBI.Results["Urine_Bottles"] = 10 + +GMS.RegisterCombi( COMBI, "Combinations" ) + +/* Medicine */ +local COMBI = {} + +COMBI.Name = "Medicine" +COMBI.Description = "To restore your health." + +COMBI.Req = {} +COMBI.Req["Herbs"] = 7 +COMBI.Req["Urine_Bottles"] = 2 + +COMBI.Results = {} +COMBI.Results["Medicine"] = 5 + +GMS.RegisterCombi( COMBI, "Combinations" ) + + +/* ------------------------ Structures ------------------------*/ + +/* Resource Pack */ +local COMBI = {} + +COMBI.Name = "Resource Pack" +COMBI.Description = "You can use the resource pack to store multiple resources in it. Highly recommended." + +COMBI.Req = {} +COMBI.Req["Wood"] = 20 +COMBI.Req["Stone"] = 10 + +COMBI.Results = "gms_resourcepack" +COMBI.Texture = "gms_icons/gms_resourcepack.png" +COMBI.BuildSiteModel = "models/items/item_item_crate.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Clock" +COMBI.Description = "Shows you world time." + +COMBI.Req = {} +COMBI.Req["Iron"] = 10 +COMBI.Req["Glass"] = 10 + +COMBI.Results = "gms_clock_big" +COMBI.Texture = "gms_icons/gms_clock_big.png" +COMBI.BuildSiteModel = "models/props_trainstation/trainstation_clock001.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Fridge */ +local COMBI = {} + +COMBI.Name = "Fridge" +COMBI.Description = "You can use the fridge to store food in it. It will not spoil inside. Highly recommended." + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 + +COMBI.Results = "gms_fridge" +COMBI.Texture = "gms_icons/gms_fridge.png" +COMBI.BuildSiteModel = "models/props_c17/FurnitureFridge001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Stone Workbench */ +local COMBI = {} + +COMBI.Name = "Stone Workbench" +COMBI.Description = "This stone table has various fine specialized equipment used in crafting basic items." + +COMBI.Req = {} +COMBI.Req["Wood"] = 15 +COMBI.Req["Stone"] = 25 + +COMBI.Results = "gms_stoneworkbench" +COMBI.Texture = "gms_icons/gms_stoneworkbench.png" +COMBI.BuildSiteModel = "models/props/de_piranesi/pi_merlon.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Copper Workbench */ +local COMBI = {} + +COMBI.Name = "Copper Workbench" +COMBI.Description = "This Copper table has various fine specialized equipment used in crafting quality items." + +COMBI.Req = {} +COMBI.Req["Copper"] = 30 +COMBI.Req["Stone"] = 10 +COMBI.Req["Wood"] = 20 + +COMBI.Results = "gms_copperworkbench" +COMBI.Texture = "gms_icons/gms_copperworkbench.png" +COMBI.BuildSiteModel = "models/props_combine/breendesk.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Iron Workbench */ +local COMBI = {} + +COMBI.Name = "Iron Workbench" +COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items." + +COMBI.Req = {} +COMBI.Req["Iron"] = 30 +COMBI.Req["Stone"] = 20 +COMBI.Req["Wood"] = 10 + +COMBI.Results = "gms_ironworkbench" +COMBI.Texture = "gms_icons/gms_ironworkbench.png" +COMBI.BuildSiteModel = "models/props_wasteland/controlroom_desk001b.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Tech Workbench */ +local COMBI = {} + +COMBI.Name = "Tech Workbench" +COMBI.Description = "This tech workbench will help you with all your electronic needs." + +COMBI.Req = {} +COMBI.Req["Tech"] = 30 +COMBI.Req["Stone"] = 20 + +COMBI.Results = "gms_techworkbench" +COMBI.Texture = "gms_icons/gms_techworkbench.png" +COMBI.BuildSiteModel = "models/props_lab/reciever_cart.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Silver Workbench */ +local COMBI = {} + +COMBI.Name = "Silver Workbench" +COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items." + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Stone"] = 20 + +COMBI.Results = "gms_silverworkbench" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props/de_inferno/bench_concrete.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Gold Workbench */ +local COMBI = {} + +COMBI.Name = "Gold Workbench" +COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items." + +COMBI.Req = {} +COMBI.Req["Gold"] = 30 +COMBI.Req["Stone"] = 20 + +COMBI.Results = "gms_goldworkbench" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props/cs_office/file_cabinet1.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Steel Workbench */ +local COMBI = {} + +COMBI.Name = "Steel Workbench" +COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items." + +COMBI.Req = {} +COMBI.Req["Steel"] = 30 +COMBI.Req["Stone"] = 20 + +COMBI.Results = "gms_steelworkbench" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props/de_nuke/equipment1.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Platinum Workbench */ +local COMBI = {} + +COMBI.Name = "Platinum Workbench" +COMBI.Description = "This iron table has various fine specialized equipment used in crafting advanced items." + +COMBI.Req = {} +COMBI.Req["Platinum"] = 30 +COMBI.Req["Stone"] = 20 + +COMBI.Results = "gms_platinumworkbench" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/xqm/boxfull.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Drinking Fountain */ +local COMBI = {} + +COMBI.Name = "Drinking Fountain" +COMBI.Description = "PORTABLE WATER?!" + +COMBI.Req = {} +COMBI.Req["Copper"] = 50 +COMBI.Req["Iron"] = 50 +COMBI.Req["Water_Bottles"] = 50 + +COMBI.Results = "gms_waterfountain" +COMBI.Texture = "gms_icons/gms_waterfountain.png" +COMBI.BuildSiteModel = "models/props/de_inferno/fountain.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Stove */ +local COMBI = {} + +COMBI.Name = "Stove" +COMBI.Description = "Using a stove, you can cook without having to light a fire." + +COMBI.Req = {} +COMBI.Req["Copper"] = 35 +COMBI.Req["Iron"] = 35 +COMBI.Req["Wood"] = 35 + +COMBI.Results = "gms_stove" +COMBI.Texture = "gms_icons/gms_stove.png" +COMBI.BuildSiteModel = "models/props_c17/furniturestove001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Stone Furnace */ +local COMBI = {} + +COMBI.Name = "Stone Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Copper Ore into Copper." + +COMBI.Req = {} +COMBI.Req["Stone"] = 35 + +COMBI.Results = "gms_stonefurnace" +COMBI.Texture = "gms_icons/gms_stonefurnace.png" +COMBI.BuildSiteModel = "models/props/de_inferno/ClayOven.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Copper Furnace */ +local COMBI = {} + +COMBI.Name = "Copper Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Iron Ore into Iron." + +COMBI.Req = {} +COMBI.Req["Copper"] = 35 + +COMBI.Results = "gms_copperfurnace" +COMBI.Texture = "gms_icons/gms_copperfurnace.png" +COMBI.BuildSiteModel = "models/props/cs_militia/furnace01.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Iron Furnace */ +local COMBI = {} + +COMBI.Name = "Iron Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Sand into Glass." + +COMBI.Req = {} +COMBI.Req["Iron"] = 35 + +COMBI.Results = "gms_ironfurnace" +COMBI.Texture = "gms_icons/gms_ironfurnace.png" +COMBI.BuildSiteModel = "models/props_c17/furniturefireplace001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Tech Furnace */ +local COMBI = {} + +COMBI.Name = "Tech Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Silver Ore into Silver." + +COMBI.Req = {} +COMBI.Req["Tech"] = 35 +COMBI.Req["Cedar"] = 35 + +COMBI.Results = "gms_techfurnace" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props/cs_militia/dryer.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Silver Furnace */ +local COMBI = {} + +COMBI.Name = "Silver Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Gold Ore into Gold." + +COMBI.Req = {} +COMBI.Req["Silver"] = 35 +COMBI.Req["Maple"] = 35 + +COMBI.Results = "gms_silverfurnace" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_wasteland/laundry_basket001.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Gold Furnace */ +local COMBI = {} + +COMBI.Name = "Gold Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Steel Ore into Steel." + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 35 + +COMBI.Results = "gms_goldfurnace" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_industrial/oil_storage.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Steel Furnace */ +local COMBI = {} + +COMBI.Name = "Steel Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another, such as Platinum Ore into Platinum." + +COMBI.Req = {} +COMBI.Req["Steel"] = 35 +COMBI.Req["Mahogany"] = 35 + +COMBI.Results = "gms_steelfurnace" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_industrial/winch_deck.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Platinum Furnace */ +local COMBI = {} + +COMBI.Name = "Platinum Furnace" +COMBI.Description = "You can use the furnace to smelt resources into another." + +COMBI.Req = {} +COMBI.Req["Platinum"] = 35 +COMBI.Req["Elm"] = 35 + +COMBI.Results = "gms_platinumfurnace" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/xeon133/slider/slider_stand_12x12x24.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Grinding Stone */ +local COMBI = {} + +COMBI.Name = "Grinding Stone" +COMBI.Description = "You can use the grinding stone to smash resources into smaller things, such as stone into sand." + +COMBI.Req = {} +COMBI.Req["Stone"] = 40 + +COMBI.Results = "gms_grindingstone" +COMBI.Texture = "gms_icons/gms_grindingstone.png" +COMBI.BuildSiteModel = "models/props_combine/combine_mine01.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Factory */ +local COMBI = {} + +COMBI.Name = "Factory" +COMBI.Description = "You can use the factory to smelt resources into another and extract resources out of other resources." + +COMBI.Req = {} +COMBI.Req["Iron"] = 200 +COMBI.Req["Copper"] = 100 +COMBI.Req["Stone"] = 50 + +COMBI.Results = "gms_factory" +COMBI.Texture = "gms_icons/gms_factory.png" +COMBI.BuildSiteModel = "models/props_c17/factorymachine01.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Pistol Gunlab */ +local COMBI = {} + +COMBI.Name = "Pistol Gun Lab" +COMBI.Description = "For making pistols." + +COMBI.Req = {} +COMBI.Req["Tech"] = 150 +COMBI.Req["Cedar"] = 150 + +COMBI.Results = "gms_pistolgunlab" +COMBI.Texture = "gms_icons/gms_gunlab.png" +COMBI.BuildSiteModel = "models/props/cs_militia/gun_cabinet.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* SMG Gun Lab */ +local COMBI = {} + +COMBI.Name = "SMG Gun Lab" +COMBI.Description = "For making Assault weapons." + +COMBI.Req = {} +COMBI.Req["Silver"] = 200 +COMBI.Req["Maple"] = 200 + +COMBI.Results = "gms_smggunlab" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_wasteland/controlroom_storagecloset001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* High-Tech Lab */ +local COMBI = {} + +COMBI.Name = "High Tech Gun Lab" +COMBI.Description = "For making snipers and misc. weapons." + +COMBI.Req = {} +COMBI.Req["Gold"] = 250 +COMBI.Req["Teak"] = 250 +COMBI.Req["Steel"] = 150 + +COMBI.Results = "gms_hightechgunlab" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_wasteland/laundry_washer003.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Transmutator */ +local COMBI = {} + +COMBI.Name = "Transmutator" +COMBI.Description = "For transmutating wood." + +COMBI.Req = {} +COMBI.Req["Tech"] = 35 +COMBI.Req["Wood"] = 30 +COMBI.Req["Iron"] = 10 + +COMBI.Results = "gms_transmutator" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_wasteland/kitchen_stove002a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Advanced Transmutator */ +local COMBI = {} + +COMBI.Name = "Advanced Transmutator" +COMBI.Description = "For transmutating wood." + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Maple"] = 30 + +COMBI.Results = "gms_advancedtransmutator" +COMBI.Texture = "gms_icons/gms_none.png" +COMBI.BuildSiteModel = "models/props_wasteland/kitchen_fridge001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* GunChunks */ +local COMBI = {} + +COMBI.Name = "Gun Chunks" +COMBI.Description = "For making the components of guns with relative ease." + +COMBI.Req = {} +COMBI.Req["Iron"] = 50 +COMBI.Req["Copper"] = 25 +COMBI.Req["Wood"] = 25 + +COMBI.Results = "gms_gunchunks" +COMBI.Texture = "gms_icons/gms_gunchunks.png" +COMBI.BuildSiteModel = "models/Gibs/airboat_broken_engine.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* ------------------------ Stone Furnace ------------------------*/ + +/* Copper Ore to Copper*/ +local COMBI = {} + +COMBI.Name = "Copper" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_stonefurnace" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Copper"] = 1 + +GMS.RegisterCombi( COMBI, "gms_stonefurnace" ) + +/* Copper Ore to Copper x5 */ +local COMBI = {} + +COMBI.Name = "Copper 5x" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_stonefurnace" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Copper"] = 5 + +GMS.RegisterCombi( COMBI, "gms_stonefurnace" ) + +/* Copper Ore to Copper x10 */ +local COMBI = {} + +COMBI.Name = "Copper 10x" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_stonefurnace" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Copper"] = 10 + +GMS.RegisterCombi( COMBI, "gms_stonefurnace" ) + +/* Copper Ore to Copper x25 */ +local COMBI = {} + +COMBI.Name = "Copper 25x" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_stonefurnace" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Copper"] = 25 + +GMS.RegisterCombi( COMBI, "gms_stonefurnace" ) + +/* Allsmelt Copper */ +local COMBI = {} + +COMBI.Name = "All Copper" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_stonefurnace" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Copper"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 35 + +GMS.RegisterCombi( COMBI, "gms_stonefurnace" ) + +/* ------------------------ Copper Furnace ------------------------*/ + +/* Iron Ore to Iron */ +local COMBI = {} + +COMBI.Name = "Iron" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Iron"] = 1 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Iron Ore to Iron x5 */ +local COMBI = {} + +COMBI.Name = "Iron 5x" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Iron"] = 5 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Iron Ore to Iron x10 */ +local COMBI = {} + +COMBI.Name = "Iron 10x" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Iron"] = 10 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Iron Ore to Iron x25 */ +local COMBI = {} + +COMBI.Name = "Iron 25x" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Iron"] = 25 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Allsmelt Iron */ +local COMBI = {} + +COMBI.Name = "All Iron" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Iron"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Sulphur */ +local COMBI = {} + +COMBI.Name = "Sulphur 5x" +COMBI.Description = "Used in the production of gunpowder, refine from rocks." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 + +COMBI.Results = {} +COMBI.Results["Sulphur"] = 5 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* Sulphur 10 */ +local COMBI = {} + +COMBI.Name = "Sulphur 10x" +COMBI.Description = "Used in the production of gunpowder, refine from rocks." +COMBI.Entity = "gms_copperfurnace" + +COMBI.Req = {} +COMBI.Req["Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Sulphur"] = 10 + +GMS.RegisterCombi( COMBI, "gms_copperfurnace" ) + +/* ------------------------ Iron Furnace ------------------------*/ + +/* All Tech */ +local COMBI = {} + +COMBI.Name = "All Tech" +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Tech"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* 1 Tech */ +local COMBI = {} + +COMBI.Name = "Tech" +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Tech"] = 1 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* 5 Tech */ +local COMBI = {} + +COMBI.Name = "Tech 5x" +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Tech"] = 5 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* 10 Tech */ +local COMBI = {} + +COMBI.Name = "Tech 10x" +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Tech"] = 10 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* 25 Tech */ +local COMBI = {} + +COMBI.Name = "Tech 25x" +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Tech"] = 25 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + + +/* Glass */ +local COMBI = {} + +COMBI.Name = "Glass" +COMBI.Description = "Glass can be used for making bottles and lighting." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Sand"] = 2 + +COMBI.Results = {} +COMBI.Results["Glass"] = 1 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* Charcoal */ +local COMBI = {} + +COMBI.Name = "Charcoal" +COMBI.Description = "Used in the production of gunpowder." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Wood"] = 5 + +COMBI.Results = {} +COMBI.Results["Charcoal"] = 1 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* Charcoal 10x */ +local COMBI = {} + +COMBI.Name = "Charcoal 10x" +COMBI.Description = "Used in the production of gunpowder." +COMBI.Entity = "gms_ironfurnace" + +COMBI.Req = {} +COMBI.Req["Wood"] = 50 + +COMBI.Results = {} +COMBI.Results["Charcoal"] = 10 + +GMS.RegisterCombi( COMBI, "gms_ironfurnace" ) + +/* ------------------------ Tech Furnace ------------------------*/ + +/* All Silver */ +local COMBI = {} + +COMBI.Name = "All Silver" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_techfurnace" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Silver"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_techfurnace" ) + +/* 1 Silver */ +local COMBI = {} + +COMBI.Name = "Silver" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_techfurnace" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Silver"] = 1 + +GMS.RegisterCombi( COMBI, "gms_techfurnace" ) + +/* 5 Silver */ +local COMBI = {} + +COMBI.Name = "Silver 5x" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_techfurnace" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Silver"] = 5 + +GMS.RegisterCombi( COMBI, "gms_techfurnace" ) + +/* 10 Silver */ +local COMBI = {} + +COMBI.Name = "Silver 10x" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_techfurnace" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Silver"] = 10 + +GMS.RegisterCombi( COMBI, "gms_techfurnace" ) + +/* 25 Silver */ +local COMBI = {} + +COMBI.Name = "Silver 25x" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_techfurnace" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Silver"] = 25 + +GMS.RegisterCombi( COMBI, "gms_techfurnace" ) + +/* ------------------------ Silver Furnace ------------------------*/ + +/* 1 Gold */ +local COMBI = {} + +COMBI.Name = "Gold" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_silverfurnace" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Gold"] = 1 + +GMS.RegisterCombi( COMBI, "gms_silverfurnace" ) + +/* 5 Gold */ +local COMBI = {} + +COMBI.Name = "Gold 5x" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_silverfurnace" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Gold"] = 5 + +GMS.RegisterCombi( COMBI, "gms_silverfurnace" ) + +/* 10 Gold */ +local COMBI = {} + +COMBI.Name = "Gold 10x" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_silverfurnace" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Gold"] = 10 + +GMS.RegisterCombi( COMBI, "gms_silverfurnace" ) + +/* 25 Gold */ +local COMBI = {} + +COMBI.Name = "Gold 25x" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_silverfurnace" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Gold"] = 25 + +GMS.RegisterCombi( COMBI, "gms_silverfurnace" ) + +/* All Gold */ +local COMBI = {} + +COMBI.Name = "Gold" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_silverfurnace" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Gold"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_silverfurnace" ) + +/* ------------------------ Gold Furnace ------------------------*/ + +/* 1 Steel */ +local COMBI = {} + +COMBI.Name = "Steel" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_goldfurnace" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Steel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_goldfurnace" ) + +/* 5 Steel */ +local COMBI = {} + +COMBI.Name = "Steel 5x" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_goldfurnace" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Steel"] = 5 + +GMS.RegisterCombi( COMBI, "gms_goldfurnace" ) + +/* 10 Steel */ +local COMBI = {} + +COMBI.Name = "Steel 10x" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_goldfurnace" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Steel"] = 10 + +GMS.RegisterCombi( COMBI, "gms_goldfurnace" ) + +/* 25 Steel */ +local COMBI = {} + +COMBI.Name = "Steel 25x" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_goldfurnace" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Steel"] = 25 + +GMS.RegisterCombi( COMBI, "gms_goldfurnace" ) + +/* All Steel */ +local COMBI = {} + +COMBI.Name = "Steel" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_goldfurnace" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Steel"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_goldfurnace" ) + +/* ------------------------ Steel Furnace ------------------------*/ + +/* 1 Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_steelfurnace" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 1 + +GMS.RegisterCombi( COMBI, "gms_steelfurnace" ) + +/* 5 Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum 5x" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_steelfurnace" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 5 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 5 + +GMS.RegisterCombi( COMBI, "gms_steelfurnace" ) + +/* 10 Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum 10x" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_steelfurnace" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 10 + +GMS.RegisterCombi( COMBI, "gms_steelfurnace" ) + +/* 25 Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum 25x" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_steelfurnace" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 25 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 25 + +GMS.RegisterCombi( COMBI, "gms_steelfurnace" ) + +/* All Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_steelfurnace" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_steelfurnace" ) + +/*------------------------ Factory ------------------------*/ + +/* Glass ( 10 ) */ +local COMBI = {} + +COMBI.Name = "Glass 10x" +COMBI.Description = "Heats 25 sand together to form 10 glass." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Sand"] = 25 + +COMBI.Results = {} +COMBI.Results["Glass"] = 10 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Glass ( 25 ) */ +local COMBI = {} + +COMBI.Name = "Glass 25x" +COMBI.Description = "Heats 50 sand together to form 25 glass." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Sand"] = 50 + +COMBI.Results = {} +COMBI.Results["Glass"] = 25 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Glass ( 50 ) */ +local COMBI = {} + +COMBI.Name = "Glass 50x" +COMBI.Description = "Heats 75 sand together to form 50 glass." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Sand"] = 75 + +COMBI.Results = {} +COMBI.Results["Glass"] = 50 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Iron from Stone ( 10 ) */ +local COMBI = {} + +COMBI.Name = "Iron 10x" +COMBI.Description = "Smelting together 25 stone forms 10 iron." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 25 + +COMBI.Results = {} +COMBI.Results["Iron"] = 10 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Iron from Stone ( 25 ) */ +local COMBI = {} + +COMBI.Name = "Iron 25x" +COMBI.Description = "Smelting together 50 stone forms 25 iron." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 50 + +COMBI.Results = {} +COMBI.Results["Iron"] = 25 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Iron from Stone ( 50 ) */ +local COMBI = {} + +COMBI.Name = "Iron 50x" +COMBI.Description = "Smelting together 75 stone forms 50 iron." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 75 + +COMBI.Results = {} +COMBI.Results["Iron"] = 50 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Allsmelt Iron */ +local COMBI = {} + +COMBI.Name = "All Iron" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Iron"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Allsmelt Copper */ +local COMBI = {} + +COMBI.Name = "All Copper" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Copper"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Stone to Sand ( 10 ) */ +local COMBI = {} + +COMBI.Name = "Sand 10x" +COMBI.Description = "Crushes 10 stone to 10 sand." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 + +COMBI.Results = {} +COMBI.Results["Sand"] = 10 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Stone to Sand ( 25 ) */ +local COMBI = {} + +COMBI.Name = "Sand 25x" +COMBI.Description = "Crushes 20 stone to 25 sand." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Sand"] = 25 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Stone to Sand ( 50 ) */ +local COMBI = {} + +COMBI.Name = "Sand 50x" +COMBI.Description = "Crushes 30 stone to 50 sand." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Stone"] = 30 + +COMBI.Results = {} +COMBI.Results["Sand"] = 50 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Resin ( 5 ) */ +local COMBI = {} + +COMBI.Name = "Resin 5x" +COMBI.Description = "Extracts the resin from the wood." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Wood"] = 15 +COMBI.Req["Water_Bottles"] = 1 + +COMBI.Results = {} +COMBI.Results["Resin"] = 5 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Resin ( 10 ) */ +local COMBI = {} + +COMBI.Name = "Resin 10x" +COMBI.Description = "Extracts the resin from the wood." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Wood"] = 25 +COMBI.Req["Water_Bottles"] = 2 + +COMBI.Results = {} +COMBI.Results["Resin"] = 10 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Resin ( 25 ) */ +local COMBI = {} + +COMBI.Name = "Resin 25x" +COMBI.Description = "Extracts the resin from the wood." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Wood"] = 50 +COMBI.Req["Water_Bottles"] = 4 + +COMBI.Results = {} +COMBI.Results["Resin"] = 25 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Plastic ( 10 ) */ +local COMBI = {} + +COMBI.Name = "Plastic 10x" +COMBI.Description = "Solidifies the Resin, creating a natural plastic." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Resin"] = 10 + +COMBI.Results = {} +COMBI.Results["Plastic"] = 10 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* Plastic ( 25 ) */ +local COMBI = {} + +COMBI.Name = "Plastic 25x" +COMBI.Description = "Solidifies the Resin, creating a natural plastic." +COMBI.Entity = "gms_factory" + +COMBI.Req = {} +COMBI.Req["Resin"] = 20 + +COMBI.Results = {} +COMBI.Results["Plastic"] = 25 + +GMS.RegisterCombi( COMBI, "gms_factory" ) + +/* ------------------------ Grinding Stone ------------------------*/ + +/* Stone to Sand x1 */ +local COMBI = {} + +COMBI.Name = "Sand" +COMBI.Description = "Converts 1 stone to 1 sand." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Stone"] = 1 + +COMBI.Results = {} +COMBI.Results["Sand"] = 1 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* Stone to Sand x5 */ +local COMBI = {} + +COMBI.Name = "Sand 5x" +COMBI.Description = "Converts 5 stone to 5 sand." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Stone"] = 5 + +COMBI.Results = {} +COMBI.Results["Sand"] = 5 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* Stone to Sand x10 */ +local COMBI = {} + +COMBI.Name = "Sand10" +COMBI.Description = "Converts 10 stone to 10 sand." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 + +COMBI.Results = {} +COMBI.Results["Sand"] = 10 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* Grain to Flour x1 */ +local COMBI = {} + +COMBI.Name = "Flour" +COMBI.Description = "Converts 2 Grain Seeds to 1 Flour." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 2 + +COMBI.Results = {} +COMBI.Results["Flour"] = 1 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* Grain to Flour x5 */ +local COMBI = {} + +COMBI.Name = "Flour 5x" +COMBI.Description = "Converts 5 Grain Seeds to 3 Flour." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 5 + +COMBI.Results = {} +COMBI.Results["Flour"] = 3 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* Grain to Flour x10 */ +local COMBI = {} + +COMBI.Name = "Flour 10x" +COMBI.Description = "Converts 10 Grain Seeds to 7 Flour." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 10 + +COMBI.Results = {} +COMBI.Results["Flour"] = 7 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/* All Grain to Flour*/ +local COMBI = {} + +COMBI.Name = "All Flour" +COMBI.Description = "Converts Grain Seeds to Flour ( 10:6 )." +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 1 + +COMBI.Results = {} +COMBI.Results["Flour"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 25 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + +/*------------------------ Cooking ------------------------*/ + +/* Casserole */ +local COMBI = {} + +COMBI.Name = "Casserole" +COMBI.Description = "Put a little spiced trout over the fire to make this delicious casserole." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Trout"] = 1 +COMBI.Req["Herbs"] = 3 +COMBI.FoodValue = 400 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Fried meat */ +local COMBI = {} + +COMBI.Name = "Fried Meat" +COMBI.Description = "Simple fried meat." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Meat"] = 1 + +COMBI.FoodValue = 250 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Sushi */ +local COMBI = {} + +COMBI.Name = "Sushi" +COMBI.Description = "For when you like your fish raw." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Bass"] = 2 + +COMBI.FoodValue = 300 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Fish soup */ +local COMBI = {} + +COMBI.Name = "Fish Soup" +COMBI.Description = "Fish soup, pretty good!" +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Bass"] = 1 +COMBI.Req["Trout"] = 1 +COMBI.Req["Spices"] = 2 +COMBI.Req["Water_Bottles"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 2 + +COMBI.FoodValue = 400 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Meatballs */ +local COMBI = {} + +COMBI.Name = "Meatballs" +COMBI.Description = "Processed meat." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Meat"] = 1 +COMBI.Req["Spices"] = 1 +COMBI.Req["Water_Bottles"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 2 + +COMBI.FoodValue = 400 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Fried fish */ +local COMBI = {} + +COMBI.Name = "Fried Fish" +COMBI.Description = "Simple fried fish." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Bass"] = 1 +COMBI.FoodValue = 200 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Berry Pie */ +local COMBI = {} + +COMBI.Name = "Berry Pie" +COMBI.Description = "Yummy, berry pie reminds me of home!" +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Dough"] = 2 +COMBI.Req["Water_Bottles"] = 2 +COMBI.Req["Berries"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 5 + +COMBI.FoodValue = 700 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Rock cake */ +local COMBI = {} + +COMBI.Name = "Rock Cake" +COMBI.Description = "Crunchy!" +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Iron"] = 2 +COMBI.Req["Herbs"] = 1 +COMBI.FoodValue = 50 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Salad */ +local COMBI = {} + +COMBI.Name = "Salad" +COMBI.Description = "Everything for survival, I guess." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Herbs"] = 2 +COMBI.FoodValue = 100 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Meal */ +local COMBI = {} + +COMBI.Name = "Meal" +COMBI.Description = "The ultimate meal. Delicious!" +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Herbs"] = 5 +COMBI.Req["Salmon"] = 1 +COMBI.Req["Meat"] = 2 +COMBI.Req["Spices"] = 3 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 20 + +COMBI.FoodValue = 1000 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Shark soup */ +local COMBI = {} + +COMBI.Name = "Shark Soup" +COMBI.Description = "Man this is good." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Shark"] = 2 +COMBI.Req["Herbs"] = 3 +COMBI.Req["Spices"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 15 + +COMBI.FoodValue = 850 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Bread */ +local COMBI = {} + +COMBI.Name = "Bread" +COMBI.Description = "Good old bread." +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Dough"] = 2 +COMBI.Req["Water_Bottles"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 5 + +COMBI.FoodValue = 800 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* Hamburger */ +local COMBI = {} + +COMBI.Name = "Hamburger" +COMBI.Description = "A hamburger! Yummy!" +COMBI.Entity = "gms_stove" + +COMBI.Req = {} +COMBI.Req["Dough"] = 2 +COMBI.Req["Water_Bottles"] = 1 +COMBI.Req["Meat"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Cooking"] = 3 + +COMBI.FoodValue = 850 + +GMS.RegisterCombi( COMBI, "Cooking" ) + +/* ------------------------ Stone Workbench ------------------------*/ + +/* Stone Hatchet */ +local COMBI = {} + +COMBI.Name = "Stone Hatchet" +COMBI.Description = "This small stone axe is ideal for chopping down trees." +COMBI.Entity = "gms_stoneworkbench" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 +COMBI.Req["Wood"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_stonehatchet" + +GMS.RegisterCombi( COMBI, "gms_stoneworkbench" ) + +/* Wooden Spoon */ +local COMBI = {} + +COMBI.Name = "Wooden Spoon" +COMBI.Description = "Allows you to salvage more seeds from consumed fruit." +COMBI.Entity = "gms_stoneworkbench" + +COMBI.Req = {} +COMBI.Req["Wood"] = 12 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 3 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_woodenspoon" + +GMS.RegisterCombi( COMBI, "gms_stoneworkbench" ) + +/* Stone Pickaxe */ +local COMBI = {} + +COMBI.Name = "Stone Pickaxe" +COMBI.Description = "This stone pickaxe is used for effectively mining stone and copper ore." +COMBI.Entity = "gms_stoneworkbench" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 +COMBI.Req["Wood"] = 10 +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_stonepickaxe" + +GMS.RegisterCombi( COMBI, "gms_stoneworkbench" ) + +/* Fishing rod */ +local COMBI = {} + +COMBI.Name = "Wooden Fishing Rod" +COMBI.Description = "This rod of wood can be used to fish from a lake." +COMBI.Entity = "gms_stoneworkbench" + +COMBI.Req = {} +COMBI.Req["Rope"] = 1 +COMBI.Req["Wood"] = 20 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 4 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_woodenfishingrod" + +GMS.RegisterCombi( COMBI, "gms_stoneworkbench" ) + +/* ------------------------ Copper Workbench ------------------------*/ + +/* Copper Hatchet */ +local COMBI = {} + +COMBI.Name = "Copper Hatchet" +COMBI.Description = "This copper axe is ideal for chopping down trees." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_copperhatchet" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* Copper Hammer */ +local COMBI = {} + +COMBI.Name = "Wrench" +COMBI.Description = "This wrench is ideal for crafting weapons." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 10 +COMBI.Req["Wood"] = 10 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 5 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_wrench" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* Copper Pickaxe */ +local COMBI = {} + +COMBI.Name = "Copper Pickaxe" +COMBI.Description = "This copper pickaxe is used for effectively mining stone, copper ore and iron ore." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_copperpickaxe" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* Frying pan */ +local COMBI = {} + +COMBI.Name = "Frying Pan" +COMBI.Description = "This kitchen tool is used for more effective cooking." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 20 +COMBI.Req["Wood"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 5 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_fryingpan" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* Shovel */ +local COMBI = {} + +COMBI.Name = "Shovel" +COMBI.Description = "This tool can dig up rocks, and decreases forage times." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 15 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 8 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_shovel" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* Crowbar */ +local COMBI = {} + +COMBI.Name = "Crowbar" +COMBI.Description = "This weapon is initially a tool, but pretty useless for it's original purpose on a stranded Island." +COMBI.Entity = "gms_copperworkbench" + +COMBI.Req = {} +COMBI.Req["Copper"] = 20 +COMBI.Req["Iron"] = 20 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 6 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "weapon_crowbar" + +GMS.RegisterCombi( COMBI, "gms_copperworkbench" ) + +/* ------------------------ Iron Workbench ------------------------*/ + +/* Sickle */ +local COMBI = {} + +COMBI.Name = "Sickle" +COMBI.Description = "This tool effectivizes harvesting." +COMBI.Entity = "gms_ironworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 5 +COMBI.Req["Wood"] = 15 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 7 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_sickle" + +GMS.RegisterCombi( COMBI, "gms_ironworkbench" ) + +/* Strainer */ +local COMBI = {} + +COMBI.Name = "Strainer" +COMBI.Description = "This tool can filter the earth for resources." +COMBI.Entity = "gms_ironworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 5 +COMBI.Req["Wood"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_strainer" + +GMS.RegisterCombi( COMBI, "gms_ironworkbench" ) + +/* Advanced Fishing rod */ +local COMBI = {} + +COMBI.Name = "Advanced Fishing rod" +COMBI.Description = "With this Fishing rod you can catch rare fish even faster. You might even catch something big." +COMBI.Entity = "gms_ironworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 25 +COMBI.Req["Wood"] = 30 +COMBI.Req["Rope"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 15 +COMBI.SkillReq["Fishing"] = 5 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_advancedfishingrod" + +GMS.RegisterCombi( COMBI, "gms_ironworkbench" ) + +/* Iron Pickaxe */ +local COMBI = {} + +COMBI.Name = "Iron Pickaxe" +COMBI.Description = "This iron pickaxe is used for effectively mining stone, copper ore, iron ore, and tech ore." +COMBI.Entity = "gms_ironworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Wood"] = 10 +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_ironpickaxe" + +GMS.RegisterCombi( COMBI, "gms_ironworkbench" ) + +/* Iron Hatchet */ +local COMBI = {} + +COMBI.Name = "Iron Hatchet" +COMBI.Description = "This iron axe is ideal for chopping down trees." +COMBI.Entity = "gms_ironworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Wood"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_ironhatchet" + +GMS.RegisterCombi( COMBI, "gms_ironworkbench" ) + + +/*------------------------ Gun Lab ------------------------*/ + +/*HL2 Smg */ +local COMBI = {} + +COMBI.Name = "HL2 Machine Gun" +COMBI.Description = "Just a simple Machine Gun." +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Copper Gunslide"] = 1 +COMBI.Req["Copper Gungrip"] = 1 +COMBI.Req["Copper Gunbarrel"] = 1 +COMBI.Req["Copper Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 15 +COMBI.SkillReq["Hunting"] = 15 + +COMBI.Texture = "gms_icons/weapon_smg1.png" +COMBI.SwepClass = "weapon_smg1" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* HL2 Pistol */ +local COMBI = {} + +COMBI.Name = "Pistol" +COMBI.Description = "It's not great, but it does the job. Your first ordinary Pistol." +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Copper Gunslide"] = 1 +COMBI.Req["Copper Gungrip"] = 1 +COMBI.Req["Copper Gunbarrel"] = 1 +COMBI.Req["Copper Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 10 +COMBI.SkillReq["Hunting"] = 8 + +COMBI.Texture = "gms_icons/weapon_pistol.png" +COMBI.SwepClass = "weapon_pistol" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +local COMBI = {} + +COMBI.Name = "HL2 Shotgun" +COMBI.Description = "Just a simple Shotgun. Left click for single shot, right click for double shots" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Iron Gunslide"] = 1 +COMBI.Req["Iron Gungrip"] = 1 +COMBI.Req["Iron Gunbarrel"] = 1 +COMBI.Req["Iron Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 25 +COMBI.SkillReq["Hunting"] = 20 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "weapon_shotgun" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +local COMBI = {} + +COMBI.Name = "HL2 Crossbow" +COMBI.Description = "A very Medieval weapon, shoots bolts with left click and zooms in with right click" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 +COMBI.Req["Tech WeaponScope"] = 1 +COMBI.Req["Rope"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 75 +COMBI.SkillReq["Hunting"] = 70 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "weapon_crossbow" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/*------------------------ Gun Chunks ------------------------*/ + +/* Copper Gunslide */ +local COMBI = {} + +COMBI.Name = "Copper Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 20 + +COMBI.Results = {} +COMBI.Results["Copper Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Copper Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Copper Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 20 + +COMBI.Results = {} +COMBI.Results["Copper Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Copper Gungrip */ +local COMBI = {} + +COMBI.Name = "Copper Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 20 + +COMBI.Results = {} +COMBI.Results["Copper Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Copper Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Copper Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Copper"] = 15 +COMBI.Req["Wood"] = 20 +COMBI.Req["Gunpowder"] = 10 + +COMBI.Results = {} +COMBI.Results["Copper Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Copper Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Copper Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Copper"] = 25 + +COMBI.Results = {} +COMBI.Results["Copper Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Copper Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Copper Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Copper"] = 25 + +COMBI.Results = {} +COMBI.Results["Copper Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Iron Gunslide */ +local COMBI = {} + +COMBI.Name = "Iron Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Oak"] = 20 + +COMBI.Results = {} +COMBI.Results["Iron Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Iron Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Iron Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Oak"] = 20 + +COMBI.Results = {} +COMBI.Results["Iron Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Iron Gungrip */ +local COMBI = {} + +COMBI.Name = "Iron Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Oak"] = 20 + +COMBI.Results = {} +COMBI.Results["Iron Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Iron Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Iron Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Iron"] = 20 +COMBI.Req["Oak"] = 20 +COMBI.Req["Gunpowder"] = 15 + +COMBI.Results = {} +COMBI.Results["Iron Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Iron Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Iron Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Iron"] = 30 + +COMBI.Results = {} +COMBI.Results["Iron Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Iron Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Iron Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Iron"] = 30 + +COMBI.Results = {} +COMBI.Results["Iron Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Tech Gunslide */ +local COMBI = {} + +COMBI.Name = "Tech Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 25 + +COMBI.Results = {} +COMBI.Results["Tech Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Tech Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Tech Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 25 + +COMBI.Results = {} +COMBI.Results["Tech Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Tech Gungrip */ +local COMBI = {} + +COMBI.Name = "Tech Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 25 + +COMBI.Results = {} +COMBI.Results["Tech Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Tech Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Tech Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 15 +COMBI.Req["Gunpowder"] = 15 + +COMBI.Results = {} +COMBI.Results["Tech Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Tech Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Tech Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Tech"] = 35 + +COMBI.Results = {} +COMBI.Results["Tech Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Tech Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Tech Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Tech"] = 35 + +COMBI.Results = {} +COMBI.Results["Tech Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Silver Gunslide */ +local COMBI = {} + +COMBI.Name = "Silver Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 20 + +COMBI.Results = {} +COMBI.Results["Silver Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Silver Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Silver Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 20 + +COMBI.Results = {} +COMBI.Results["Silver Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Silver Gungrip */ +local COMBI = {} + +COMBI.Name = "Silver Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 20 + +COMBI.Results = {} +COMBI.Results["Silver Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Silver Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Silver Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 20 +COMBI.Req["Gunpowder"] = 20 + +COMBI.Results = {} +COMBI.Results["Silver Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Silver Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Silver Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Silver"] = 40 + +COMBI.Results = {} +COMBI.Results["Silver Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Silver Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Silver Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Silver"] = 40 + +COMBI.Results = {} +COMBI.Results["Silver Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gold Gunslide */ +local COMBI = {} + +COMBI.Name = "Gold Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 25 + +COMBI.Results = {} +COMBI.Results["Gold Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gold Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Gold Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 25 + +COMBI.Results = {} +COMBI.Results["Gold Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gold Gungrip */ +local COMBI = {} + +COMBI.Name = "Gold Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 25 + +COMBI.Results = {} +COMBI.Results["Gold Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gold Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Gold Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 25 +COMBI.Req["Gunpowder"] = 25 + +COMBI.Results = {} +COMBI.Results["Gold Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gold Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Gold Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Gold"] = 45 + +COMBI.Results = {} +COMBI.Results["Gold Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Gold Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Gold Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Gold"] = 45 + +COMBI.Results = {} +COMBI.Results["Gold Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Steel Gunslide */ +local COMBI = {} + +COMBI.Name = "Steel Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 30 + +COMBI.Results = {} +COMBI.Results["Steel Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Steel Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Steel Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 30 + +COMBI.Results = {} +COMBI.Results["Steel Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Steel Gungrip */ +local COMBI = {} + +COMBI.Name = "Steel Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 30 + +COMBI.Results = {} +COMBI.Results["Steel Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Steel Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Steel Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 30 +COMBI.Req["Gunpowder"] = 30 + +COMBI.Results = {} +COMBI.Results["Steel Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Steel Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Steel Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Steel"] = 50 + +COMBI.Results = {} +COMBI.Results["Steel Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Steel Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Steel Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Steel"] = 50 + +COMBI.Results = {} +COMBI.Results["Steel Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Platinum Gunslide */ +local COMBI = {} + +COMBI.Name = "Platinum Gunslide" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 35 + +COMBI.Results = {} +COMBI.Results["Platinum Gunslide"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Platinum Gunbarrel */ +local COMBI = {} + +COMBI.Name = "Platinum Gunbarrel" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 35 + +COMBI.Results = {} +COMBI.Results["Platinum Gunbarrel"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Platinum Gungrip */ +local COMBI = {} + +COMBI.Name = "Platinum Gungrip" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 35 + +COMBI.Results = {} +COMBI.Results["Platinum Gungrip"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Platinum Gunmagazine */ +local COMBI = {} + +COMBI.Name = "Platinum Gunmagazine" +COMBI.Description = "A piece of a gun" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 35 +COMBI.Req["Gunpowder"] = 35 + +COMBI.Results = {} +COMBI.Results["Platinum Gunmagazine"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Platinum Weapon Scope */ +local COMBI = {} + +COMBI.Name = "Platinum Weapon Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Platinum"] = 55 + +COMBI.Results = {} +COMBI.Results["Platinum Weapon Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + + +/* Platinum Reflex Scope */ +local COMBI = {} + +COMBI.Name = "Platinum Reflex Scope" +COMBI.Description = "A weapon scope" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Glass"] = 20 +COMBI.Req["Platinum"] = 55 + +COMBI.Results = {} +COMBI.Results["Platinum Reflex Scope"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Saltpetre */ +local COMBI = {} + +COMBI.Name = "Saltpetre" +COMBI.Description = "Used in making gunpowder" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Urine_Bottles"] = 1 + +COMBI.Results = {} +COMBI.Results["Saltpetre"] = 1 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Saltpetre x10 */ +local COMBI = {} + +COMBI.Name = "Saltpetre 10x" +COMBI.Description = "Used in making gunpowder" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Urine_Bottles"] = 10 + +COMBI.Results = {} +COMBI.Results["Saltpetre"] = 10 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* Gunpowder */ +local COMBI = {} + +COMBI.Name = "Gunpowder" +COMBI.Description = "Explosive!" +COMBI.Entity = "gms_gunchunks" + +COMBI.Req = {} +COMBI.Req["Sulphur"] = 5 +COMBI.Req["Charcoal"] = 10 +COMBI.Req["Saltpetre"] = 10 + +COMBI.Results = {} +COMBI.Results["Gunpowder"] = 10 + +GMS.RegisterCombi( COMBI, "gms_gunchunks" ) + +/* ------------------------------------------------------------------------ + Tech workbench +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "Batteries" +COMBI.Description = "These self-rechargeable batteries are used to craft stunstick, toolgun and flashlight.\nAlso the more batteries you have, the longer you can use your flashlight." + +COMBI.Req = {} +COMBI.Req["Copper"] = 3 +COMBI.Req["Iron"] = 3 + +COMBI.Results = {} +COMBI.Results["Batteries"] = 1 + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Toolgun" +COMBI.Description = "Vital to long term survival, it allows you to easily build complex structures." +COMBI.Entity = "gms_techworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 30 +COMBI.Req["Wood"] = 20 +COMBI.Req["Glass"] = 5 +COMBI.Req["Batteries"] = 2 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gmod_tool" + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Flashlight" +COMBI.Description = "Grants ability to use flashlight." + +COMBI.Req = {} +COMBI.Req["Iron"] = 15 +COMBI.Req["Glass"] = 5 +COMBI.Req["Batteries"] = 3 + +COMBI.Results = {} +COMBI.Results["Flashlight"] = 1 + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Stunstick" +COMBI.Description = "This highly advanced, effective melee weapon is useful for hunting down animals and fellow stranded alike." +COMBI.Entity = "gms_techworkbench" + +COMBI.Req = {} +COMBI.Req["Iron"] = 40 +COMBI.Req["Batteries"] = 4 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 11 +COMBI.SkillReq["Hunting"] = 5 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "weapon_stunstick" + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Wrist Watch" +COMBI.Description = "See the time whereever you go." +COMBI.Entity = "gms_techworkbench" + +COMBI.Results = {} +COMBI.Results["Wrist_Watch"] = 1 + +COMBI.Req = {} +COMBI.Req["Iron"] = 5 +COMBI.Req["Glass"] = 5 +COMBI.Req["Batteries"] = 2 + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Tech Pickaxe" +COMBI.Description = "This tech pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, and silver ore." +COMBI.Entity = "gms_techworkbench" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_techpickaxe" + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Tech Hatchet" +COMBI.Description = "This tech axe is ideal for chopping down trees." +COMBI.Entity = "gms_techworkbench" + +COMBI.Req = {} +COMBI.Req["Tech"] = 25 +COMBI.Req["Cedar"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_techhatchet" + +GMS.RegisterCombi( COMBI, "gms_techworkbench" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Silver workbench +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "Silver Pickaxe" +COMBI.Description = "This silver pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, and gold ore." +COMBI.Entity = "gms_silverworkbench" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_silverpickaxe" + +GMS.RegisterCombi( COMBI, "gms_silverworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Silver Hatchet" +COMBI.Description = "This silver axe is ideal for chopping down trees." +COMBI.Entity = "gms_silverworkbench" + +COMBI.Req = {} +COMBI.Req["Silver"] = 30 +COMBI.Req["Maple"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_silverhatchet" + +GMS.RegisterCombi( COMBI, "gms_silverworkbench" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Gold workbench +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "Gold Pickaxe" +COMBI.Description = "This gold pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, and steel ore." +COMBI.Entity = "gms_goldworkbench" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_goldpickaxe" + +GMS.RegisterCombi( COMBI, "gms_goldworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Gold Hatchet" +COMBI.Description = "This gold axe is ideal for chopping down trees." +COMBI.Entity = "gms_goldworkbench" + +COMBI.Req = {} +COMBI.Req["Gold"] = 35 +COMBI.Req["Teak"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_goldhatchet" + +GMS.RegisterCombi( COMBI, "gms_goldworkbench" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Steel workbench +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "Steel Pickaxe" +COMBI.Description = "This steel pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, steel ore, and platinum ore." +COMBI.Entity = "gms_steelworkbench" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_steelpickaxe" + +GMS.RegisterCombi( COMBI, "gms_steelworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Steel Hatchet" +COMBI.Description = "This Steel axe is ideal for chopping down trees." +COMBI.Entity = "gms_steelworkbench" + +COMBI.Req = {} +COMBI.Req["Steel"] = 40 +COMBI.Req["Mahogany"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_steelhatchet" + +GMS.RegisterCombi( COMBI, "gms_steelworkbench" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Platinum workbench +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "Platinum Pickaxe" +COMBI.Description = "This platinum pickaxe is used for effectively mining stone, copper ore, iron ore, tech ore, silver ore, gold ore, steel ore, and platinum ore." +COMBI.Entity = "gms_platinumworkbench" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_platinumpickaxe" + +GMS.RegisterCombi( COMBI, "gms_platinumworkbench" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "Platinum Hatchet" +COMBI.Description = "This Platinum axe is ideal for chopping down trees." +COMBI.Entity = "gms_platinumworkbench" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 45 +COMBI.Req["Elm"] = 10 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_platinumhatchet" + +GMS.RegisterCombi( COMBI, "gms_platinumworkbench" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Basic Transmutator +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "All Oak" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_transmutator" + +COMBI.Req = {} +COMBI.Req["Wood"] = 1 +COMBI.Req["Iron"] = 1 + +COMBI.Results = {} +COMBI.Results["Oak"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_transmutator" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "All Cedar" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_transmutator" + +COMBI.Req = {} +COMBI.Req["Oak"] = 1 +COMBI.Req["Tech"] = 1 + +COMBI.Results = {} +COMBI.Results["Cedar"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_transmutator" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "All Maple" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_transmutator" + +COMBI.Req = {} +COMBI.Req["Cedar"] = 1 +COMBI.Req["Silver"] = 1 + +COMBI.Results = {} +COMBI.Results["Maple"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_transmutator" ) + +------------------------------------------------------------------------ + +/* ------------------------------------------------------------------------ + Advanced Transmutator +------------------------------------------------------------------------ */ + +local COMBI = {} + +COMBI.Name = "All Teak" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_advancedtransmutator" + +COMBI.Req = {} +COMBI.Req["Maple"] = 1 +COMBI.Req["Gold"] = 1 + +COMBI.Results = {} +COMBI.Results["Teak"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "All Mahogany" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_advancedtransmutator" + +COMBI.Req = {} +COMBI.Req["Teak"] = 1 +COMBI.Req["Steel"] = 1 + +COMBI.Results = {} +COMBI.Results["Mahogany"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" ) + +------------------------------------------------------------------------ + +local COMBI = {} + +COMBI.Name = "All Elm" +COMBI.Description = "This type of wood can be used to make more advanced machinery." +COMBI.Entity = "gms_advancedtransmutator" + +COMBI.Req = {} +COMBI.Req["Mahogany"] = 1 +COMBI.Req["Platinum"] = 1 + +COMBI.Results = {} +COMBI.Results["Elm"] = 2 + +COMBI.AllSmelt = true +COMBI.Max = 200 + +GMS.RegisterCombi( COMBI, "gms_advancedtransmutator" ) + +------------------------------------------------------------------------
\ No newline at end of file diff --git a/ftp_gmstranded/gamemode/combinations2.lua b/ftp_gmstranded/gamemode/combinations2.lua new file mode 100644 index 0000000..bf31327 --- /dev/null +++ b/ftp_gmstranded/gamemode/combinations2.lua @@ -0,0 +1,1196 @@ + +/* ------------------------ Pistol Gun Lab ------------------------*/ + +/* M9k USP */ +local COMBI = {} + +COMBI.Name = "USP Pistol" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 16 +COMBI.SkillReq["Hunting"] = 12 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_usp" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* M9k Luger */ +local COMBI = {} + +COMBI.Name = "Luger" +COMBI.Description = "A refined version of a pistol, Also German made!" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 17 +COMBI.SkillReq["Hunting"] = 13 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_luger" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* M9k Colt1911 */ +local COMBI = {} + +COMBI.Name = "Colt Pistol" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 16 +COMBI.SkillReq["Hunting"] = 12 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_colt1911" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Glock */ +local COMBI = {} + +COMBI.Name = "Glock Pistol" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 20 +COMBI.SkillReq["Hunting"] = 16 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_glock" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Remington 1858 */ +local COMBI = {} + +COMBI.Name = "Remington 1858" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Silver Gunslide"] = 1 +COMBI.Req["Silver Gungrip"] = 1 +COMBI.Req["Silver Gunbarrel"] = 1 +COMBI.Req["Silver Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 25 +COMBI.SkillReq["Hunting"] = 20 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_remington1858" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* M9k S W Model 3 Russian */ +local COMBI = {} + +COMBI.Name = "S W Model 3 Russian" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Silver Gunslide"] = 1 +COMBI.Req["Silver Gungrip"] = 1 +COMBI.Req["Silver Gunbarrel"] = 1 +COMBI.Req["Silver Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 20 +COMBI.SkillReq["Hunting"] = 17 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_model3russian" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Satan */ +local COMBI = {} + +COMBI.Name = "Satan Revolver" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Silver Gunslide"] = 1 +COMBI.Req["Silver Gungrip"] = 1 +COMBI.Req["Silver Gunbarrel"] = 1 +COMBI.Req["Silver Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 30 +COMBI.SkillReq["Hunting"] = 25 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_m29satan" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Deagle */ +local COMBI = {} + +COMBI.Name = "Deagle" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Gold Gunslide"] = 1 +COMBI.Req["Gold Gungrip"] = 1 +COMBI.Req["Gold Gunbarrel"] = 1 +COMBI.Req["Gold Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 35 +COMBI.SkillReq["Hunting"] = 28 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_deagle" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Raging Bull */ +local COMBI = {} + +COMBI.Name = "Raging Bull" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Steel Gunslide"] = 1 +COMBI.Req["Steel Gungrip"] = 1 +COMBI.Req["Steel Gunbarrel"] = 1 +COMBI.Req["Steel Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 40 +COMBI.SkillReq["Hunting"] = 32 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_ragingbull" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + + +/* M9k Scoped Raging Bull */ +local COMBI = {} + +COMBI.Name = "Scoped Raging Bull" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["PLatinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 +COMBI.SkillReq["Hunting"] = 32 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_scoped_taurus" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* ------------------------ SMG Gun Lab ------------------------*/ + +/* M9k P90 */ +local COMBI = {} + +COMBI.Name = "P90" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 25 +COMBI.SkillReq["Hunting"] = 20 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_smgp90" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* M9k Magdul PDR */ +local COMBI = {} + +COMBI.Name = "Magdul PDR" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Silver Gunslide"] = 1 +COMBI.Req["Silver Gungrip"] = 1 +COMBI.Req["Silver Gunbarrel"] = 1 +COMBI.Req["Silver Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 35 +COMBI.SkillReq["Hunting"] = 30 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_magpulpdr" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + + + +/* M9k MP90 */ +local COMBI = {} + +COMBI.Name = "MP90" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Gold Gunslide"] = 1 +COMBI.Req["Gold Gungrip"] = 1 +COMBI.Req["Gold Gunbarrel"] = 1 +COMBI.Req["Gold Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 45 +COMBI.SkillReq["Hunting"] = 40 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_mp9" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + + /*FN FAL*/ +local COMBI = {} + +COMBI.Name = "FN FAL" +COMBI.Description = "Fairly advanced Assault rifle, Pressing E and R at the same time will turn the gun between Automatic and Single shot." +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Steel Gunslide"] = 1 +COMBI.Req["Steel Gungrip"] = 1 +COMBI.Req["Steel Gunbarrel"] = 1 +COMBI.Req["Steel Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 60 +COMBI.SkillReq["Hunting"] = 50 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_fal" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* M9k KRISS Vector */ +local COMBI = {} + +COMBI.Name = "KRISS Vector" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Steel Gunslide"] = 1 +COMBI.Req["Steel Gungrip"] = 1 +COMBI.Req["Steel Gunbarrel"] = 1 +COMBI.Req["Steel Gunmagazine"] = 1 +COMBI.Req["Steel Reflex Scope"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 +COMBI.SkillReq["Hunting"] = 45 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_vector" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* M9k MP7 */ +local COMBI = {} + +COMBI.Name = "MP7" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Steel Gunslide"] = 1 +COMBI.Req["Steel Gungrip"] = 1 +COMBI.Req["Steel Gunbarrel"] = 1 +COMBI.Req["Steel Gunmagazine"] = 1 +COMBI.Req["Steel Weapon Scope"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 60 +COMBI.SkillReq["Hunting"] = 50 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_mp7" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* M9k Honey Badger */ +local COMBI = {} + +COMBI.Name = "Honey Badger" +COMBI.Description = "A refined version of an SMG" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["Platinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 70 +COMBI.SkillReq["Hunting"] = 60 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_honeybadger" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* ------------------------ High Tech Gun Lab ------------------------*/ + +/* M9k Winchester */ +local COMBI = {} + +COMBI.Name = "Winchester Rifle" +COMBI.Description = "A refined version of an Assault Rifle" +COMBI.Entity = "gms_hightechgunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["Platinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 +COMBI.Req["Steel"] = 100 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 90 +COMBI.SkillReq["Hunting"] = 70 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_winchester73" + +GMS.RegisterCombi( COMBI, "gms_hightechgunlab" ) + + +/* M9k Vikhr */ +local COMBI = {} + +COMBI.Name = "Vikhr Rifle" +COMBI.Description = "A refined version of an Assault Rifle" +COMBI.Entity = "gms_hightechgunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["Platinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 +COMBI.Req["Steel"] = 100 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 100 +COMBI.SkillReq["Hunting"] = 70 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_vikhr" + +GMS.RegisterCombi( COMBI, "gms_hightechgunlab" ) + + +/* M9k Remington Sniper */ +local COMBI = {} + +COMBI.Name = "Remington Sniper" +COMBI.Description = "A refined version of a Sniper Rifle" +COMBI.Entity = "gms_hightechgunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["Platinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 +COMBI.Req["Platinum"] = 150 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 150 +COMBI.SkillReq["Hunting"] = 70 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_remington7615p" + +GMS.RegisterCombi( COMBI, "gms_hightechgunlab" ) + + +/* M9k SVT Sniper */ +local COMBI = {} + +COMBI.Name = "SVT Sniper" +COMBI.Description = "A refined version of a Sniper Rifle" +COMBI.Entity = "gms_hightechgunlab" + +COMBI.Req = {} +COMBI.Req["Platinum Gunslide"] = 1 +COMBI.Req["Platinum Gungrip"] = 1 +COMBI.Req["Platinum Gunbarrel"] = 1 +COMBI.Req["Platinum Gunmagazine"] = 1 +COMBI.Req["Platinum Weapon Scope"] = 1 +COMBI.Req["Platinum"] = 200 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 180 +COMBI.SkillReq["Hunting"] = 100 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_svt40" + +GMS.RegisterCombi( COMBI, "gms_hightechgunlab" ) + +/* ------------------------ Ammo ------------------------*/ + +/* Pistol ammo */ +local COMBI = {} + +COMBI.Name = "Pistol ammo" +COMBI.Description = "If you wanna keep using the pistol, you'll need this" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 25 +COMBI.Req["Gunpowder"] = 15 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 10 + +COMBI.Texture = "gms_icons/item_ammo_pistol.png" +COMBI.SwepClass = "item_ammo_pistol_large" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* Crossbow Bolts */ +local COMBI = {} + +COMBI.Name = "Crossbow Bolts" +COMBI.Description = "If you wanna keep using your Crossbow, you'll need this" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 50 +COMBI.Req["Stone"] = 25 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 + +COMBI.Texture = "gms_icons/item_ammo_pistol.png" +COMBI.SwepClass = "item_ammo_crossbow " + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* Smg ammo */ +local COMBI = {} + +COMBI.Name = "SMG Ammo" +COMBI.Description = "If you wanna keep using the smg, you'll need this" +COMBI.Entity = "gms_smggunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 50 +COMBI.Req["Gunpowder"] = 25 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 15 + +COMBI.Texture = "gms_icons/item_ammo_smg1.png" +COMBI.SwepClass = "item_ammo_smg1_large" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* Revolver Ammo */ +local COMBI = {} + +COMBI.Name = "Revolver Ammo" +COMBI.Description = "If you wanna keep using the revolvers, you'll need this" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 50 +COMBI.Req["Gunpowder"] = 25 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 10 + +COMBI.Texture = "gms_icons/item_ammo_pistol.png" +COMBI.SwepClass = "item_ammo_357_large" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* Assault Rifle Ammo */ +local COMBI = {} + +COMBI.Name = "Assault Rifle Ammo" +COMBI.Description = "If you wanna keep using your Assault Rifle weapons you'll need this" +COMBI.Entity = "gms_cedargunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 10 +COMBI.Req["Gunpowder"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 + +COMBI.Texture = "gms_icons/item_ammo_smg1.png" +COMBI.SwepClass = "item_ammo_ar2_large" + +GMS.RegisterCombi( COMBI, "gms_smggunlab" ) + +/* Winchester Ammo */ +local COMBI = {} + +COMBI.Name = "Winchester Ammo" +COMBI.Description = "If you wanna keep using your Winchester you'll need this" +COMBI.Entity = "gms_hightechgunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 10 +COMBI.Req["Gunpowder"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 + +COMBI.Texture = "gms_icons/item_ammo_smg1.png" +COMBI.SwepClass = "m9k_ammo_winchester" + +GMS.RegisterCombi( COMBI, "gms_hightechgunlab" ) + +/* Shotgun Ammo (HL2) */ +local COMBI = {} + +COMBI.Name = "Shotgun Ammo" +COMBI.Description = "If you want to keep using your Shotgun weapons you'll need this" +COMBI.Entity = "gms_pistolgunlab" + +COMBI.Req = {} +COMBI.Req["Iron"] = 5 +COMBI.Req["Gunpowder"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 25 + +COMBI.Texture = "gms_icons/item_ammo_smg1.png" +COMBI.SwepClass = "item_box_buckshot" + +GMS.RegisterCombi( COMBI, "gms_pistolgunlab" ) + +/* ------------------------------------------------------------------------Platinum workbench------------------------------------------------------------------------ */ +local COMBI = {} + +COMBI.Name = "Pickaxe of Djarex" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_platinumworkbench" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 25 +COMBI.Req ["Steel"] = 25 +COMBI.Req ["Gold"] = 25 +COMBI.Req["Elm"] = 50 +COMBI.Req["Mahogany"] = 50 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 50 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_pickaxeofdjarex" + +GMS.RegisterCombi( COMBI, "gms_platinumworkbench" ) +-------------------------------------------------------------Platinum Furnace------------------------------------ +local COMBI = {} + +COMBI.Name = "Pure Mithril" +COMBI.Description = "The purest form of mithril able to be made" +COMBI.Entity = "gms_platinumfurnace" + +COMBI.Req = {} +COMBI.Req["Mithril_Ore"] = 2 + +COMBI.Results = {} +COMBI.Results["Pure_Mithril"] = 1 + +GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" ) + +local COMBI = {} + +COMBI.Name = "Pure Mithril x5" +COMBI.Description = "The purest form of mithril able to be made" +COMBI.Entity = "gms_platinumfurnace" + +COMBI.Req = {} +COMBI.Req["Mithril_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Pure_Mithril"] = 5 + +GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" ) + +local COMBI = {} + +COMBI.Name = "Pure Mithril x10" +COMBI.Description = "The purest form of mithril able to be made" +COMBI.Entity = "gms_platinumfurnace" + +COMBI.Req = {} +COMBI.Req["Mithril_Ore"] = 20 + +COMBI.Results = {} +COMBI.Results["Pure_Mithril"] = 10 + +GMS.RegisterCombi ( COMBI, "gms_platinumfurnace" ) + +local COMBI = {} + +COMBI.Name = "All Pure Mithril" +COMBI.Description = "Pure Mithril can be used to start of you industrial needs" +COMBI.Entity = "gms_platinumfurnace" + +COMBI.Req = {} +COMBI.Req["Mithril_Ore"] = 2 + +COMBI.Results = {} +COMBI.Results["Pure_Mithril"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_platinumfurnace" ) + + +----------------------------------------------------------------------Steel Workbench----------------------------------------------- +local COMBI = {} + +COMBI.Name = "Bucket" +COMBI.Description = "a simple bucket for simple needs" +COMBI.Entity = "gms_steelworkbench" + +COMBI.Req = {} +COMBI.Req["Steel"] = 30 +COMBI.Req["Wood"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 30 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_bucket" + +GMS.RegisterCombi ( COMBI, "gms_steelworkbench") + + +---------------------------------------------------------------------------Obelisk---------------------------------- +/*Obelisk*/ +local COMBI = {} + +COMBI.Name = "Obelisk" +COMBI.Description = "A broken down obelisk used to make basic runes" + +COMBI.Req = {} +COMBI.Req["Strange_Stone"] = 50 + +COMBI.Results = "gms_obelisk" +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.BuildSiteModel = "models/props_c17/gravestone_cross001b.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + + +local COMBI = {} + +COMBI.Name = "Basic Rune" +COMBI.Description = "the most basic rune used for inscribing" +COMBI.Entity = "gms_obelisk" + +COMBI.Req = {} +COMBI.Req["Strange_Stone"] = 5 + +COMBI.Results = {} +COMBI.Results["Basic_Rune"] = 1 + +GMS.RegisterCombi ( COMBI, "gms_obelisk") + +local COMBI = {} + +COMBI.Name = "Chisel" +COMBI.Description = "Effective in cutting stone" +COMBI.Entity = "gms_obelisk" + +COMBI.Req = {} +COMBI.Req["Iron"] = 30 +COMBI.Req["Wood"] = 5 +COMBI.Req["Strange_Stone"] = 5 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 40 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_chisel" + +GMS.RegisterCombi ( COMBI, "gms_obelisk") + + + +----------------------------------------------------------Mithril Factory----------------------------------------------- +/*Mithril Factory*/ +local COMBI = {} + +COMBI.Name = "Mithril Factory" +COMBI.Description = "A advanced factor for faster smelting" + +COMBI.Req = {} +COMBI.Req["Pure_Mithril"] = 400 +COMBI.Req["Teak"] = 50 + +COMBI.Results = "gms_mithrilfactory" +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.BuildSiteModel = "models/props_wasteland/laundry_washer001a.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +/* Allsmelt Copper */ +local COMBI = {} + +COMBI.Name = "All Copper" +COMBI.Description = "Copper can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Copper"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* Allsmelt Iron */ +local COMBI = {} + +COMBI.Name = "All Iron" +COMBI.Description = "Iron can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Iron_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Iron"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* Allsmelt Tech */ +local COMBI = {} + +COMBI.Name = " All Tech " +COMBI.Description = "Tech can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Tech"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* All Silver */ +local COMBI = {} + +COMBI.Name = "All Silver" +COMBI.Description = "Silver can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Silver"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi ( COMBI, "gms_mithrilfactory" ) + +/* All Gold */ +local COMBI = {} + +COMBI.Name = "All Gold" +COMBI.Description = "Gold can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Gold"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* All Steel */ +local COMBI = {} + +COMBI.Name = "All Steel" +COMBI.Description = "Steel can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Steel"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* All Platinum */ +local COMBI = {} + +COMBI.Name = "All Platinum" +COMBI.Description = "Platinum can be used to create more advanced buildings and tools." +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 1 + +COMBI.Results = {} +COMBI.Results["Platinum"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +/* All Pure Mithrill */ +local COMBI = {} + +COMBI.Name = "Pure_Mithril" +COMBI.Description = "Pure Mithril can be used to start of you industrial needs" +COMBI.Entity = "gms_mithrilfactory" + +COMBI.Req = {} +COMBI.Req["Mithril_Ore"] = 2 + +COMBI.Results = {} +COMBI.Results["Pure_Mithril"] = 1 + +COMBI.AllSmelt = true +COMBI.Max = 50 + +GMS.RegisterCombi( COMBI, "gms_mithrilfactory" ) + +------------------------------------------------------------Mythril Workbench----------------------------------------------- + +local COMBI = {} + +COMBI.Name = "Mithril WorkBench" +COMBI.Description = "A very basic industrial crafting station" + +COMBI.Req = {} +COMBI.Req["Pure_Mithril"] = 200 +COMBI.Req["Teak"] = 20 + +COMBI.Results = "gms_mithrilworkbench" +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.BuildSiteModel = "models/props_wasteland/kitchen_counter001c.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +local COMBI = {} + +COMBI.Name = "Mithril Pickaxe" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_mithrilworkbench" + +COMBI.Req = {} +COMBI.Req["Pure_Mithril"] = 50 +COMBI.Req["Teak"] = 25 + + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_mithrilpickaxe" + +GMS.RegisterCombi( COMBI, "gms_mithrilworkbench" ) + +------------------------------------------------Rune Altar-------------------------------------- +local COMBI = {} + +COMBI.Name = "Rune Altar" +COMBI.Description = "A basic Altar used for making runes" + +COMBI.Req = {} +COMBI.Req["Strange_Stone"] = 100 +COMBI.Req["Stone"] = 500 +COMBI.Req["Basic_Rune"] = 10 + +COMBI.Results = "gms_runealtar" +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.BuildSiteModel = "models/xqm/rails/cap.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + + local COMBI = {} + +COMBI.Name = "Fire Rune" +COMBI.Description = "A rune infused with the element of fire" +COMBI.Entity = "gms_runealtar" + +COMBI.Req = {} +COMBI.Req["Basic_Rune"] = 1 +COMBI.Req["Charcoal"] = 10 +COMBI.Req["Strange_Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Fire_Rune"] = 1 + + +GMS.RegisterCombi( COMBI, "gms_runealtar" ) + +local COMBI = {} + +COMBI.Name = "Water Rune" +COMBI.Description = "A rune infused with the element of water" +COMBI.Entity = "gms_runealtar" + +COMBI.Req = {} +COMBI.Req["Basic_Rune"] = 1 +COMBI.Req["Water_Bottles"] = 10 +COMBI.Req["Strange_Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Water_Rune"] = 1 + + +GMS.RegisterCombi( COMBI, "gms_runealtar" ) + +local COMBI = {} + +COMBI.Name = "Air Rune" +COMBI.Description = "A rune infused with the element of air" +COMBI.Entity = "gms_runealtar" + +COMBI.Req = {} +COMBI.Req["Basic_Rune"] = 1 +COMBI.Req["Dust"] = 10 +COMBI.Req["Strange_Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Air_Rune"] = 1 + + +GMS.RegisterCombi( COMBI, "gms_runealtar" ) + +local COMBI = {} + +COMBI.Name = "Earth Rune" +COMBI.Description = "A rune infused with the element of earth" +COMBI.Entity = "gms_runealtar" + +COMBI.Req = {} +COMBI.Req["Basic_Rune"] = 1 +COMBI.Req["Wood"] = 10 +COMBI.Req["Strange_Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Earth_Rune"] = 1 + +GMS.RegisterCombi( COMBI, "gms_runealtar" ) +---------------------------------------------------Runic Infuser----------------------------------- +local COMBI = {} + +COMBI.Name = "Runic Infuser" +COMBI.Description = "A basic place for infusing tools" + +COMBI.Req = {} +COMBI.Req["Strange_Stone"] = 200 +COMBI.Req["Stone"] = 200 +COMBI.Req["Basic_Rune"] = 20 + +COMBI.Results = "gms_runicinfuser" +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.BuildSiteModel = "models/maxofs2d/hover_rings.mdl" + +GMS.RegisterCombi( COMBI, "Structures" ) + +local COMBI = {} + +COMBI.Name = "Pickaxe Head" +COMBI.Description = "it might be dull but it gets the job done" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Stone"] = 150 +COMBI.Req["Strange_Stone"] = 20 + +COMBI.Results = {} +COMBI.Results["Pickaxe_Head"] = 1 + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +local COMBI = {} + +COMBI.Name = "Pickaxe Handle" +COMBI.Description = "a sturdy handle for a sturdy tool" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Stone"] = 100 +COMBI.Req["Strange_Stone"] = 15 + +COMBI.Results = {} +COMBI.Results["Pickaxe_Handle"] = 1 + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +local COMBI = {} + +COMBI.Name = "Air Rune Pickaxe" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Pickaxe_Head"] = 1 +COMBI.Req["Pickaxe_Handle"] = 1 +COMBI.Req["Air_Rune"] = 3 +COMBI.Req["Strange_Stone"] = 15 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_runeapickaxe" + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +local COMBI = {} + +COMBI.Name = "Earth Rune Pickaxe" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Pickaxe_Head"] = 1 +COMBI.Req["Pickaxe_Handle"] = 1 +COMBI.Req["Earth_Rune"] = 3 +COMBI.Req["Strange_Stone"] = 15 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_runeepickaxe" + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +local COMBI = {} + +COMBI.Name = "Fire Rune Pickaxe" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Pickaxe_Head"] = 1 +COMBI.Req["Pickaxe_Handle"] = 1 +COMBI.Req["Fire_Rune"] = 3 +COMBI.Req["Strange_Stone"] = 15 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_runefpickaxe" + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +local COMBI = {} + +COMBI.Name = "Water Rune Pickaxe" +COMBI.Description = "A strange pickaxe that has a tendency to only mine a weird type of stone" +COMBI.Entity = "gms_runicinfuser" + +COMBI.Req = {} +COMBI.Req["Pickaxe_Head"] = 1 +COMBI.Req["Pickaxe_Handle"] = 1 +COMBI.Req["Water_Rune"] = 3 +COMBI.Req["Strange_Stone"] = 15 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "gms_runewpickaxe" + +GMS.RegisterCombi( COMBI, "gms_runicinfuser" ) + +---------------------------------Grinding Stone-------------------- +local COMBI = {} + +COMBI.Name = "Dust x5" +COMBI.Description = "A fine powder that floats through the wind" +COMBI.Entity = "gms_grindingstone" + +COMBI.Req = {} +COMBI.Req["Sand"] = 1 + +COMBI.Results = {} +COMBI.Results["Dust"] = 5 + +GMS.RegisterCombi( COMBI, "gms_grindingstone" ) + + + + + + + + + diff --git a/ftp_gmstranded/gamemode/combirenbuy.lua b/ftp_gmstranded/gamemode/combirenbuy.lua new file mode 100644 index 0000000..35d914f --- /dev/null +++ b/ftp_gmstranded/gamemode/combirenbuy.lua @@ -0,0 +1,21 @@ +/* M9k USP */ +local COMBI = {} + +COMBI.Name = "Test" +COMBI.Description = "A refined version of a pistol" +COMBI.Entity = "gms_renbuyshop" + +COMBI.Req = {} +COMBI.Req["Tech Gunslide"] = 1 +COMBI.Req["Tech Gungrip"] = 1 +COMBI.Req["Tech Gunbarrel"] = 1 +COMBI.Req["Tech Gunmagazine"] = 1 + +COMBI.SkillReq = {} +COMBI.SkillReq["Weapon_Crafting"] = 16 +COMBI.SkillReq["Hunting"] = 12 + +COMBI.Texture = "gms_icons/gms_weapon.png" +COMBI.SwepClass = "m9k_usp" + +GMS.RegisterCombi( COMBI, "gms_renbuyshop" )
\ No newline at end of file diff --git a/ftp_gmstranded/gamemode/combirensell.lua b/ftp_gmstranded/gamemode/combirensell.lua new file mode 100644 index 0000000..ea012bb --- /dev/null +++ b/ftp_gmstranded/gamemode/combirensell.lua @@ -0,0 +1,1500 @@ +/* HolyRen */ +local COMBI = {} + +COMBI.Name = "HolyRen" +COMBI.Description = "Converts Ren into HolyRen, an upgraded tier of Ren" +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Ren"] = 1000 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* RILL Ren */ +local COMBI = {} + +COMBI.Name = "RILL Ren" +COMBI.Description = "Converts HolyRen into RILL Ren. RILL means Requiem Insignia Imprinted Ren" +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["HolyRen"] = 100 + +COMBI.Results = {} +COMBI.Results["RILLRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Stone */ +local COMBI = {} + +COMBI.Name = "Stone" +COMBI.Description = "Converts an item into Ren, this will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Stone"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Stone x10 */ +local COMBI = {} + +COMBI.Name = "Stone x10" +COMBI.Description = "Converts an item into Ren, this will make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Stone"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Copper Ore*/ +local COMBI = {} + +COMBI.Name = "Copper Ore" +COMBI.Description = "Converts an item into Ren, this will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Copper Ore x10 */ +local COMBI = {} + +COMBI.Name = "Copper Ore x10" +COMBI.Description = "Converts an item into Ren, this will also make 250 Ren" +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Copper_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Copper Smelted */ +local COMBI = {} + +COMBI.Name = "Copper" +COMBI.Description = "Converts an item into Ren, this will also make 50 Ren" +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Copper"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Copper Smelted x10*/ +local COMBI = {} + +COMBI.Name = "Copper x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Copper"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Iron Smelted */ +local COMBI = {} + +COMBI.Name = "Iron" +COMBI.Description = "Converts an item into Ren, this will also make 75 Ren" +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Iron"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 75 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Iron Smelted x10 */ +local COMBI = {} + +COMBI.Name = "Iron x10" +COMBI.Description = "Converts an item into Ren, This will also make 750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Iron"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Tech Smelted */ +local COMBI = {} + +COMBI.Name = "Tech" +COMBI.Description = "Converts an item into Ren, This will also make 100 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Tech"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 100 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Tech Smelted x10*/ +local COMBI = {} + +COMBI.Name = "Tech x10" +COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Tech"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Tech Ore */ +local COMBI = {} + +COMBI.Name = "Tech Ore" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Tech Ore x10 */ +local COMBI = {} + +COMBI.Name = "Tech Ore x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Tech_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Silver */ +local COMBI = {} + +COMBI.Name = "Silver" +COMBI.Description = "Converts an item into Ren, This will also make 125 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Silver"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 125 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Silver x10 */ +local COMBI = {} + +COMBI.Name = "Silver x10" +COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Silver"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Silver Ore */ +local COMBI = {} + +COMBI.Name = "Silver Ore" +COMBI.Description = "Converts an item into Ren, This will also make 62 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 62 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Silver Ore x10 */ +local COMBI = {} + +COMBI.Name = "Silver Ore" +COMBI.Description = "Converts an item into Ren, This will also make 620 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Silver_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 620 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gold */ +local COMBI = {} + +COMBI.Name = "Gold" +COMBI.Description = "Converts an item into Ren, This will also make 150 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gold"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 150 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gold x10*/ +local COMBI = {} + +COMBI.Name = "Gold x10" +COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gold"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gold Ore */ +local COMBI = {} + +COMBI.Name = "Gold Ore" +COMBI.Description = "Converts an item into Ren, This will also make 175 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 175 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gold Ore x10*/ +local COMBI = {} + +COMBI.Name = "Gold Ore x10" +COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gold_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Steel */ +local COMBI = {} + +COMBI.Name = "Steel" +COMBI.Description = "Converts an item into Ren, This will also make 175 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Steel"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 175 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Steel x10 */ +local COMBI = {} + +COMBI.Name = "Steel x10" +COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Steel"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Steel Ore */ +local COMBI = {} + +COMBI.Name = "Steel Ore" +COMBI.Description = "Converts an item into Ren, This will also make 87 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 87 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Steel Ore x10*/ +local COMBI = {} + +COMBI.Name = "Steel Ore" +COMBI.Description = "Converts an item into Ren, This will also make 870 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Steel_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 870 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Platinum */ +local COMBI = {} + +COMBI.Name = "Platinum" +COMBI.Description = "Converts an item into Ren, This will also make 200 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 200 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Platinum x10*/ +local COMBI = {} + +COMBI.Name = "Platinum x10" +COMBI.Description = "Converts an item into Ren, This will also make 2 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Platinum"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 2 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Platinum Ore*/ +local COMBI = {} + +COMBI.Name = "Platinum Ore" +COMBI.Description = "Converts an item into Ren, This will also make 100 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 100 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Platinum Ore x10*/ +local COMBI = {} + +COMBI.Name = "Platinum Ore x10" +COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Platinum_Ore"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Wood */ +local COMBI = {} + +COMBI.Name = "Wood" +COMBI.Description = "Converts an item into Ren, This will also make 10 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Wood"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 10 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Wood x10*/ +local COMBI = {} + +COMBI.Name = "Wood x10" +COMBI.Description = "Converts an item into Ren, This will also make 10 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Wood"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 100 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Oak */ +local COMBI = {} + +COMBI.Name = "Oak" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Oak"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Oak x10*/ +local COMBI = {} + +COMBI.Name = "Oak x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Oak"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Cedar */ +local COMBI = {} + +COMBI.Name = "Cedar" +COMBI.Description = "Converts an item into Ren, This will also make 75 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Cedar"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 75 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Cedar x10*/ +local COMBI = {} + +COMBI.Name = "Cedar x10" +COMBI.Description = "Converts an item into Ren, This will also make 750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Cedar"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Maple */ +local COMBI = {} + +COMBI.Name = "Maple" +COMBI.Description = "Converts an item into Ren, This will also make 100 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Maple"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 100 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Maple x10*/ +local COMBI = {} + +COMBI.Name = "Maple x10" +COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Maple"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Teak */ +local COMBI = {} + +COMBI.Name = "Teak" +COMBI.Description = "Converts an item into Ren, This will also make 125 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Teak"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 125 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Teak x10*/ +local COMBI = {} + +COMBI.Name = "Teak x10" +COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Teak"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Mahogany */ +local COMBI = {} + +COMBI.Name = "Mahogany" +COMBI.Description = "Converts an item into Ren, This will also make 150 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Mahogany"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 150 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Mahogany x10*/ +local COMBI = {} + +COMBI.Name = "Mahogany x10" +COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Mahogany"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Elm */ +local COMBI = {} + +COMBI.Name = "Elm" +COMBI.Description = "Converts an item into Ren, This will also make 175 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Elm"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 175 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Elm x10*/ +local COMBI = {} + +COMBI.Name = "Elm x10" +COMBI.Description = "Converts an item into Ren, This will also make 1750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Elm"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* WaterBottles */ +local COMBI = {} + +COMBI.Name = "Water Bottles" +COMBI.Description = "Converts an item into Ren, This will also make 125 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 125 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* WaterBottles x10*/ +local COMBI = {} + +COMBI.Name = "Water Bottles x10" +COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Water_Bottles"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Urine Bottles */ +local COMBI = {} + +COMBI.Name = "Urine Bottles" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Urine_Bottles"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Urine Bottles x10*/ +local COMBI = {} + +COMBI.Name = "Urine Bottles x10" +COMBI.Description = "Converts an item into Ren, This will also make 2500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Urine_Bottles"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 +COMBI.Results["HolyRen"] = 2 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Saltpetre */ +local COMBI = {} + +COMBI.Name = "Saltpetre" +COMBI.Description = "Converts an item into Ren, This will also make 150 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Saltpetre"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 150 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Saltpetre x10*/ +local COMBI = {} + +COMBI.Name = "Saltpetre x10" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Saltpetre"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Charcoal */ +local COMBI = {} + +COMBI.Name = "Charcoal" +COMBI.Description = "Converts an item into Ren, This will also make 150 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Charcoal"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 150 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Charcoal x10*/ +local COMBI = {} + +COMBI.Name = "Charcoal x10" +COMBI.Description = "Converts an item into Ren, This will also make 1500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Charcoal"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 1500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Charcoal x10*/ +local COMBI = {} + +COMBI.Name = "Charcoal" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Charcoal 10"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Sulphur */ +local COMBI = {} + +COMBI.Name = "Sulphur" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Sulphur"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Sulphur x10*/ +local COMBI = {} + +COMBI.Name = "Sulphur x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Sulphur"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gunpowder */ +local COMBI = {} + +COMBI.Name = "Gunpowder" +COMBI.Description = "Converts an item into Ren, This will also make 325 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gunpowder"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 325 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Gunpowder x10*/ +local COMBI = {} + +COMBI.Name = "Gunpowder x10" +COMBI.Description = "Converts an item into Ren, This will also make 325 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Gunpowder"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 3 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Herbs */ +local COMBI = {} + +COMBI.Name = "Herbs" +COMBI.Description = "Converts an item into Ren, This will also make 325 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Herbs"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 325 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Herbs x10*/ +local COMBI = {} + +COMBI.Name = "Herbs x10" +COMBI.Description = "Converts an item into Ren, This will also make 3250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Herbs"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 3 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Spices */ +local COMBI = {} + +COMBI.Name = "Spices" +COMBI.Description = "Converts an item into Ren, This will also make 650 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Spices"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 650 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Spices x10 */ +local COMBI = {} + +COMBI.Name = "Spices x10" +COMBI.Description = "Converts an item into Ren, This will also make 6500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Spices"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 +COMBI.Results["HolyRen"] = 6 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Banana Seeds */ +local COMBI = {} + +COMBI.Name = "Banana Seeds" +COMBI.Description = "Converts an item into Ren, This will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Banana_Seeds"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Banana Seeds */ +local COMBI = {} + +COMBI.Name = "Banana Seeds x10" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Banana_Seeds"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Watermelon Seeds */ +local COMBI = {} + +COMBI.Name = "Watermelon Seeds" +COMBI.Description = "Converts an item into Ren, This will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Watermelon_Seeds"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Watermelon Seeds x10 */ +local COMBI = {} + +COMBI.Name = "Watermelon Seeds x10" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Watermelon_Seeds"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + + +/* Orange Seeds */ +local COMBI = {} + +COMBI.Name = "Orange Seeds" +COMBI.Description = "Converts an item into Ren, This will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Orange_Seeds"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Orange Seeds x10*/ +local COMBI = {} + +COMBI.Name = "Orange Seeds x10" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Orange_Seeds"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Grain */ +local COMBI = {} + +COMBI.Name = "Grain Seeds" +COMBI.Description = "Converts an item into Ren, This will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Grain x10*/ +local COMBI = {} + +COMBI.Name = "Grain Seeds x10" +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Grain_Seeds"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Berries */ +local COMBI = {} + +COMBI.Name = "Berries" +COMBI.Description = "Converts an item into Ren, This will also make 30 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Berries"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 30 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Berries x10*/ +local COMBI = {} + +COMBI.Name = "Berries x10" +COMBI.Description = "Converts an item into Ren, This will also make 300 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Berries"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 300 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Glass */ +local COMBI = {} + +COMBI.Name = "Glass" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Glass"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Glass x10 */ +local COMBI = {} + +COMBI.Name = "Glass x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Glass"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Baits */ +local COMBI = {} + +COMBI.Name = "Baits" +COMBI.Description = "Converts an item into Ren, This will also make 200 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Baits"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 200 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Baits x10*/ +local COMBI = {} + +COMBI.Name = "Baits x10" +COMBI.Description = "Converts an item into Ren, This will also make 2 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Baits"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 2 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Dough */ +local COMBI = {} + +COMBI.Name = "Dough" +COMBI.Description = "Converts an item into Ren, This will also make 75 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Dough"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 75 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Dough x10 */ +local COMBI = {} + +COMBI.Name = "Dough x10" +COMBI.Description = "Converts an item into Ren, This will also make 750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Dough"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Flour */ +local COMBI = {} + +COMBI.Name = "Flour" +COMBI.Description = "Converts an item into Ren, This will also make 37 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Flour"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 37 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Flour x10 */ +local COMBI = {} + +COMBI.Name = "Flour x10" +COMBI.Description = "Converts an item into Ren, This will also make 370 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Flour"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 370 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Meat */ +local COMBI = {} + +COMBI.Name = "Meat" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Meat"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Meat x10*/ +local COMBI = {} + +COMBI.Name = "Meat x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Meat"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Batteries */ +local COMBI = {} + +COMBI.Name = "Batteries" +COMBI.Description = "Converts an item into Ren, This will also make 40 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Batteries"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 40 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Batteries x10*/ +local COMBI = {} + +COMBI.Name = "Batteries x10" +COMBI.Description = "Converts an item into Ren, This will also make 400 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Batteries"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 400 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Sand */ +local COMBI = {} + +COMBI.Name = "Sand" +COMBI.Description = "Converts an item into Ren, This will also make 25 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Sand"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 25 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Sand x10 */ +local COMBI = {} + +COMBI.Name = "Sand x10 " +COMBI.Description = "Converts an item into Ren, This will also make 250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Sand"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Bass */ +local COMBI = {} + +COMBI.Name = "Bass" +COMBI.Description = "Converts an item into Ren, This will also make 50 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Bass"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 50 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Bass x10*/ +local COMBI = {} + +COMBI.Name = "Bass x10" +COMBI.Description = "Converts an item into Ren, This will also make 500 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Bass"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 500 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Trout */ +local COMBI = {} + +COMBI.Name = "Trout" +COMBI.Description = "Converts an item into Ren, This will also make 75 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Trout"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 75 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Trout x10*/ +local COMBI = {} + +COMBI.Name = "Trout x10" +COMBI.Description = "Converts an item into Ren, This will also make 750 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Trout"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 750 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Salmon */ +local COMBI = {} + +COMBI.Name = "Salmon" +COMBI.Description = "Converts an item into Ren, This will also make 100 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Salmon"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 100 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Salmon x10*/ +local COMBI = {} + +COMBI.Name = "Salmon x10" +COMBI.Description = "Converts an item into Ren, This will also make 1 HolyRen." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Salmon"] = 100 + +COMBI.Results = {} +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Shark */ +local COMBI = {} + +COMBI.Name = "Shark" +COMBI.Description = "Converts an item into Ren, This will also make 125 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Shark"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 125 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Shark x10*/ +local COMBI = {} + +COMBI.Name = "Shark x10" +COMBI.Description = "Converts an item into Ren, This will also make 1250 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Shark"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 250 +COMBI.Results["HolyRen"] = 1 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Medicine */ +local COMBI = {} + +COMBI.Name = "Medicine" +COMBI.Description = "Converts an item into Ren, This will also make 455 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Medicine"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 455 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Medicine x10 */ +local COMBI = {} + +COMBI.Name = "Medicine x10" +COMBI.Description = "Converts an item into Ren, This will also make 4550 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Medicine"] = 100 + +COMBI.Results = {} +COMBI.Results["Ren"] = 550 +COMBI.Results["HolyRen"] = 4 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Flashlight */ +local COMBI = {} + +COMBI.Name = "Flash Light" +COMBI.Description = "Converts an item into Ren, This will also make 140 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Flashlight"] = 1 + +COMBI.Results = {} +COMBI.Results["Ren"] = 140 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Wrist Watch */ +local COMBI = {} + +COMBI.Name = "Wrist Watch" +COMBI.Description = "Converts an item into Ren, This will also make 61 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Wrist Watch"] = 1 + +COMBI.Results = {} +COMBI.Results["Ren"] = 61 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Welder */ +local COMBI = {} + +COMBI.Name = "Welder" +COMBI.Description = "Converts an item into Ren, This will also make 455 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Welder"] = 1 + +COMBI.Results = {} +COMBI.Results["Ren"] = 35 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" ) + +/* Medicine */ +local COMBI = {} + +COMBI.Name = "Medicine" +COMBI.Description = "Converts an item into Ren, This will also make 455 Ren." +COMBI.Entity = "gms_rensellshop" + +COMBI.Req = {} +COMBI.Req["Medicine"] = 10 + +COMBI.Results = {} +COMBI.Results["Ren"] = 455 + +GMS.RegisterCombi( COMBI, "gms_rensellshop" )
\ No newline at end of file diff --git a/ftp_gmstranded/gamemode/init.lua b/ftp_gmstranded/gamemode/init.lua new file mode 100644 index 0000000..5426d99 --- /dev/null +++ b/ftp_gmstranded/gamemode/init.lua @@ -0,0 +1,3256 @@ + +-- Send clientside files +AddCSLuaFile( "shared.lua" ) +AddCSLuaFile( "cl_init.lua" ) +AddCSLuaFile( "cl_scoreboard.lua" ) +AddCSLuaFile( "cl_qmenu.lua" ) +AddCSLuaFile( "cl_panels.lua" ) +AddCSLuaFile( "cl_hud.lua" ) +AddCSLuaFile( "unlocks.lua" ) +AddCSLuaFile( "combinations.lua" ) +AddCSLuaFile( "combinations2.lua" ) +AddCSLuaFile( "combirenbuy.lua" ) +AddCSLuaFile( "combirensell.lua" ) +AddCSLuaFile( "time_weather.lua" ) +AddCSLuaFile( "cl_deathmenu.lua" ) + +include( "shared.lua" ) +include( "processes.lua" ) +include( "chatcommands.lua" ) +-- include( "resources.lua" ) + +--Vars +GM.NextSaved = 0 +GM.NextLoaded = 0 + +--Locals +local PlayerMeta = FindMetaTable( "Player" ) +local EntityMeta = FindMetaTable( "Entity" ) + +--Tribes table +if ( !GM.Tribes ) then + GM.Tribes = GM.Tribes or {} + table.insert( GM.Tribes, { name = "The Stranded", color = Color( 200, 200, 0 ), password = false } ) + table.insert( GM.Tribes, { name = "Survivalists", color = Color( 225, 225, 225 ), password = false } ) + table.insert( GM.Tribes, { name = "Anonymous", color = Color( 0, 145, 145 ), password = false } ) + table.insert( GM.Tribes, { name = "The Gummies", color = Color( 255, 23, 0 ), password = false } ) + table.insert( GM.Tribes, { name = "The Dynamics", color = Color( 0, 72, 255 ), password = false } ) + table.insert( GM.Tribes, { name = "Scavengers", color = Color( 8, 255, 0 ), password = false } ) +end + +GM.AntlionBarrowSpawns = {} +GM.AntlionBarrowSpawns[ "gm_construct" ] = { Vector( -4321.8149, -2551.3449, 257.5130 ) } +GM.AntlionBarrowSpawns[ "gms_rollinghills" ] = { Vector( 3131.2876, -980.5972, 519.5605 ), Vector( -4225.0200, 6009.3516, 513.1411 ) } +GM.AntlionBarrowSpawns[ "gms_rollinghills_daynight" ] = GM.AntlionBarrowSpawns[ "gms_rollinghills" ] +GM.AntlionBarrowSpawns[ "gms_rollinghills_daynight_b1" ] = GM.AntlionBarrowSpawns[ "gms_rollinghills" ] + +GM.AntlionBarrowSpawns[ "gms_nowhere2" ] = { Vector( 3918.7753, 5111.8149, 7.5218 ), Vector( -2061.3061, 4842.8325, 7.6148 ) } +GM.AntlionBarrowSpawns[ "gms_minisurvival_v2" ] = { Vector( -2818.7075, 3132.7507, -529.3529 ), Vector( -1423.5445, -1801.8461, -521.4026 ) } + +GM.AntlionBarrowSpawns[ "gms_coastal_outlands" ] = { + +Vector( 5682.056152, -504.173035, 181.781555 ), +Vector( 5960.534180, 10054.454102, 83.857697 ), +Vector( 2401.916504, 431.268372, -11125.555664 ), +Vector( 3803.869141, 7341.371094, -11190.447266 ), +Vector( 2804.810303, 12146.677734, -9125.259766 ), + +} + +GM.TreeSpawns = {} + +GM.TreeSpawns[ "gms_coastal_outlands" ] = { + +// The third coordinate is the height coordinate +// Always subtract 70 to the height coord if it is positive so that the tree will be touching the floor + +Vector( 1462.160522, -3664.370361, -10941.564453 ), +Vector( 3718.633545, -1710.644409, -11269.974609 ), +Vector( 3159.402588, 145.593597, -11045.797852 ), +Vector( 2519.847168, -547.534180, -11161.646484 ), +Vector( 4932.186035, 4456.111328, -11258.104492 ), +Vector( 4781.265137, 6047.670410, -11249.711914 ), +Vector( 3673.399170, 5922.402832, -11243.965820 ), +Vector( 3063.780273, 6409.881348, -11238.132813 ), +Vector( 5274.083496, 8890.347656, -10530.000000 ), +Vector( 5899.765137, 6888.799316, -10543.629883 ), +Vector( 6781.679199, 6864.066895, -10404.078125 ), +Vector( 7762.570313, 8027.228516, -9794.528320 ), +Vector( 3582.199219, 8849.200195, -10587.720703 ), +Vector( 2345.549072, 9190.130859, -9654.171875 ), +Vector( -184.908630, 9758.339844, -9654.647461 ), +Vector( -1548.173218, 10890.804688, -9306.844727 ), +Vector( -791.436951, 11616.236328, -9311.025391 ), +Vector( -1412.835571, 12691.185547, -9611.835938 ), +Vector( 504.700775, 13039.500977, -9156.863281 ), +Vector( 1297.606201, 12465.360352, -9147.304688 ), +Vector( 2329.148193, 11747.046875, -9157.968750 ), +Vector( 3458.504883, 9959.944336, -9299.968750 ), +Vector( 5360.672363, 4706.935547, 344.907623 ), +Vector( 4492.113281, 4696.718750, 319.830444 ), +Vector( 4619.547852, 5449.032715, 407.463806 ), +Vector( 5092.520508, 5595.101563, 535.216309 ), +Vector( 5451.174805, 4665.181152, 354.842255 ), +Vector( 4171.684570, 2509.103271, 370.570892 ), +Vector( 5031.233398, 1786.687256, 311.406921 ), +Vector( 4515.268555, 136.138535, 327.624390 ), +Vector( 2986.565674, -3083.914551, 866.749268 ), +Vector( 3086.577148, -7007.732910, 1510.264038 ), +Vector( 3577.333252, -9913.345703, 1559.749146 ), +Vector( 2075.320313, 9463.977539, 152.691238 ), +Vector( 7145.083008, 8708.809570, -9852.012695 ) + +} + +util.AddNetworkString('givePlayerWeapon') +util.AddNetworkString('givePlayerResource') + +-- Give player weapons from grave +net.Receive('givePlayerWeapon', function(len, ply) + + local wepToGive = net.ReadString() + local wepSlot = net.ReadInt(32) + local weptbl = ply:GetEyeTrace().Entity.deathWeapons + table.remove(weptbl, wepSlot) + + ply:Give(wepToGive) + + + +end) + +--Give player resource from grave +net.Receive('givePlayerResource', function(len, ply) + + local ResToGive = net.ReadString() + local Amount = net.ReadInt(32) + local resSlot = net.ReadInt(32) + local restbl = ply:GetEyeTrace().Entity.deathResources + local tbl1 = string.Split(restbl[resSlot], " ") + local tbl2 = string.Split(tbl1[2], "x") + local amt = tbl2[2] + + ply:IncResource( ResToGive, Amount ) + + if (amt - Amount <= 0) then + + table.remove(restbl, resSlot) + else + amt = amt - Amount + restbl[resSlot] = tbl1[1] .. " x" .. amt + + end + + +end) + +-- Custom anlion barrow auto placement +hook.Add( "InitPostEntity", "gms_custom_antspawns", function() + if ( !GAMEMODE.AntlionBarrowSpawns[ game.GetMap() ] ) then return end + for id, pos in pairs( GAMEMODE.AntlionBarrowSpawns[ game.GetMap() ] ) do + local ent = ents.Create( "gms_antlionbarrow" ) + ent:SetPos( pos ) + ent:Spawn() + ent.GMSAutoSpawned = true + ent:SetNetworkedString( "Owner", "World" ) + end + +end ) + +-- Custom tree auto placement +hook.Add( "InitPostEntity", "gms_custom_treespawns", function() + + if ( !GAMEMODE.TreeSpawns[ game.GetMap() ] ) then return end + for id, pos in pairs( GAMEMODE.TreeSpawns[ game.GetMap() ] ) do + local ent = ents.Create( "gms_tree" ) + ent:SetPos( pos ) + ent:Spawn() + ent.GMSAutoSpawned = true + ent:SetNetworkedString( "Owner", "World" ) + end +end ) + +-- Find tribe by ID +function GM.FindTribeByID( id ) + for tid, tabl in pairs( GAMEMODE.Tribes ) do + if ( tid == id ) then return tabl end + end + return false +end + +-- Cancel process +concommand.Add( "gms_cancelprocess", function( ply, cmd, args ) ply:CancelProcess() end ) + +/* Menu toggles */ +function GM:ShowHelp( ply ) end +function GM:ShowTeam( ply ) end +function GM:ShowSpare1( ply ) end + +function GM:ShowSpare2( ply ) + if ( ply:GetNWBool( "AFK" ) ) then + GAMEMODE.AFK( ply, "gms_afk", {} ) + elseif ( ply:GetNWBool( "Sleeping" ) ) then + ply:Wakeup() + end + ply:CancelProcess() +end + + +/* ---------------------------------------------------------------------------------------------------- + Player Functions +---------------------------------------------------------------------------------------------------- */ + +function PlayerMeta:SendMessage( text, duration, color ) + if ( !IsValid( self ) ) then return end + local duration = duration or 3 + local color = color or color_white + + umsg.Start( "gms_sendmessage", self ) + umsg.String( text ) + umsg.Short( duration ) + umsg.String( color.r .. "," .. color.g .. "," .. color.b .. "," .. color.a ) + umsg.End() +end + +function PlayerMeta:OpenCombiMenu( str ) + umsg.Start( "gms_OpenCombiMenu", self ) + umsg.String( str ) + umsg.End() +end + +util.AddNetworkString('deathmenu') + +function PlayerMeta:DeathMenu( res, wep ) + net.Start('deathmenu') + net.WriteTable(res) + net.WriteTable(wep) + net.Send(self) +end + +function PlayerMeta:SendAchievement( text ) + umsg.Start( "gms_sendachievement", self ) + umsg.String( text ) + umsg.End() + + local sound = CreateSound( self, Sound( "music/hl1_song11.mp3" ) ) + sound:Play() + timer.Simple( 5.5, function() sound:Stop() end ) +end + +function PlayerMeta:SetSkill( skill, int ) + skill = string.Capitalize( skill ) + if ( !self.Skills[ skill ] ) then self.Skills[ skill ] = 0 end + + if ( skill != "Survival" ) then + int = math.Clamp( int, 0, 200 ) + else + self.MaxResources = ( int * 5 ) + 25 + end + self.Skills[ skill ] = int + + umsg.Start( "gms_SetSkill", self ) + umsg.String( skill ) + umsg.Short( self:GetSkill( skill ) ) + umsg.End() +end + +function PlayerMeta:GetSkill( skill ) + skill = string.Capitalize( skill ) + if ( skill == "Survival" ) then self:SetNWInt( skill, self.Skills[skill] ) end + return self.Skills[ skill ] or 0 +end + +function PlayerMeta:IncSkill( skill, int ) + skill = string.Capitalize( skill ) + if ( !self.Skills[ skill ] ) then self:SetSkill( skill, 0 ) end + if ( !self.Experience[ skill ] ) then self:SetXP( skill, 0 ) end + + if ( skill != "Survival" ) then + int = math.Clamp( int, 0, 200 ) + for id = 1, int do self:IncXP( "Survival", 20 ) end + self:SendMessage( string.Replace( skill, "_", " " ) .. " +" .. int, 3, Color( 10, 200, 10, 255 ) ) + else + self.MaxResources = self.MaxResources + 5 + self:SendAchievement( "Level Up!" ) + end + + self.Skills[skill] = self.Skills[skill] + int + + umsg.Start( "gms_SetSkill", self ) + umsg.String( skill ) + umsg.Short( self:GetSkill( skill ) ) + umsg.End() + + self:CheckForUnlocks() +end + +function PlayerMeta:DecSkill( skill, int ) + skill = string.Capitalize( skill ) + self.Skills[skill] = math.max( self.Skills[skill] - int, 0 ) + + umsg.Start( "gms_SetSkill", self ) + umsg.String( skill ) + umsg.Short( self:GetSkill( skill ) ) + umsg.End() +end + +function PlayerMeta:SetXP( skill, int ) + skill = string.Capitalize( skill ) + if ( !self.Skills[skill] ) then self:SetSkill( skill, 0 ) end + if ( !self.Experience[skill] ) then self.Experience[skill] = 0 end + + self.Experience[skill] = int + + umsg.Start( "gms_SetXP", self ) + umsg.String( skill ) + umsg.Short( self:GetXP( skill ) ) + umsg.End() +end + +function PlayerMeta:GetXP( skill ) + skill = string.Capitalize( skill ) + return self.Experience[skill] or 0 +end + +function PlayerMeta:IncXP( skill, int ) + skill = string.Capitalize( skill ) + if ( !self.Skills[skill] ) then self.Skills[skill] = 0 end + if ( !self.Experience[skill] ) then self.Experience[skill] = 0 end + + if ( self.Experience[skill] + int >= 100 ) then + self.Experience[skill] = 0 + self:IncSkill( skill, 1 ) + else + self.Experience[skill] = self.Experience[skill] + int + end + + umsg.Start( "gms_SetXP", self ) + umsg.String( skill ) + umsg.Short( self:GetXP( skill ) ) + umsg.End() +end + +function PlayerMeta:DecXP( skill, int ) + skill = string.Capitalize( skill ) + self.Experience[skill] = self.Experience[skill] - int + + umsg.Start( "gms_SetXP", self ) + umsg.String( skill ) + umsg.Short( self:GetXP( skill ) ) + umsg.End() +end + +function PlayerMeta:SetResource( resource, int ) + resource = string.Capitalize( resource ) + if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end + + + self.Resources[resource] = int + + umsg.Start( "gms_SetResource", self ) + umsg.String( resource ) + umsg.Short( int ) + umsg.End() +end + +function PlayerMeta:GetResource( resource ) + resource = string.Capitalize( resource ) + return self.Resources[ resource ] or 0 +end + +function PlayerMeta:IncResource( resource, int ) + resource = string.Capitalize( resource ) + + if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end + local all = self:GetAllResources() + local max = self.MaxResources + + if ( all + int > max ) then + self.Resources[resource] = self.Resources[resource] + ( max - all ) + self:DropResource( resource, ( all + int ) - max ) + self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) ) + else + self.Resources[resource] = self.Resources[resource] + int + end + + umsg.Start( "gms_SetResource", self ) + umsg.String( resource ) + umsg.Short( self:GetResource( resource ) ) + umsg.End() +end + +function PlayerMeta:DecResource( resource, int ) + if ( !self.Resources[resource] ) then self.Resources[resource] = 0 end + self.Resources[resource] = self.Resources[resource] - int + + local r = self.Resources[resource] + if ( resource == "Flashlight" and r < 1 ) then self:Flashlight( false ) end + if ( resource == "Batteries" ) then + local maxPow = 50 + if ( r ) then maxPow = math.min( maxPow + r * 50, 500 ) end + self.Power = math.min( self.Power, maxPow ) + self:UpdateNeeds() + end + + umsg.Start( "gms_SetResource", self ) + umsg.String( resource ) + umsg.Short( self:GetResource( resource ) ) + umsg.End() +end + +function PlayerMeta:GetAllResources() + local num = 0 + + for k, v in pairs( self.Resources ) do + num = num + v + end + + return num +end + +function PlayerMeta:CreateBuildingSite( pos, angle, model, class, cost ) + local rep = ents.Create( "gms_buildsite" ) + rep:SetPos( pos ) + rep:SetAngles( angle ) + rep.Costs = cost + rep:Setup( model, class ) + rep:Spawn() + + rep.Player = self + rep.OwnerTable = { Team = self:Team(), SteamID = self:SteamID(), Name = self:Name(), EntIndex = self:EntIndex() } + + self:SetNetworkedEntity( "Hasbuildingsite", rep ) + + SPropProtection.PlayerMakePropOwner( self , rep ) + return rep +end + +local NoDropModels = { + "models/props_c17/furniturefireplace001a.mdl", + "models/props_c17/factorymachine01.mdl", + "models/Gibs/airboat_broken_engine.mdl", + "models/props_c17/furniturestove001a.mdl", + "models/props_wasteland/controlroom_desk001b.mdl", + "models/props_c17/FurnitureFridge001a.mdl", + "models/props_lab/reciever_cart.mdl", + "models/props_trainstation/trainstation_clock001.mdl" +} + +function PlayerMeta:CreateStructureBuildingSite( pos, angle, model, class, cost, name ) + local rep = ents.Create( "gms_buildsite" ) + local str = ":" + for k, v in pairs( cost ) do + str = str .. "\n" .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + + rep:SetAngles( angle ) + rep.Costs = cost + rep:Setup( model, class ) + rep:SetPos( pos ) + rep.Name = name + rep:SetNWString( "Name", name ) + rep:SetNWString( "Resources", str ) + rep:Spawn() + + local cormin, cormax = rep:WorldSpaceAABB() + local offset = cormax - cormin + + if ( model == "models/props_c17/FurnitureFridge001a.mdl" ) then pos = pos + Vector( 0, 0, 10 ) end + rep:SetPos( Vector( pos.x, pos.y, pos.z + ( offset.z / 2 ) ) ) + if ( !table.HasValue( NoDropModels, model ) ) then + rep:DropToGround() + end + + self:SetNWEntity( "Hasbuildingsite", rep ) + rep.Player = self + rep.OwnerTable = { Team = self:Team(), SteamID = self:SteamID(), Name = self:Name(), EntIndex = self:EntIndex() } + SPropProtection.PlayerMakePropOwner( self, rep ) + return rep +end + +function PlayerMeta:GetBuildingSite() + return self:GetNWEntity( "Hasbuildingsite" ) +end + +function PlayerMeta:DropResource( resource, int ) + local nearby = {} + + for k, v in pairs( ents.FindByClass( "gms_resource*" ) ) do + if ( v:GetPos():Distance( self:GetPos() ) < 150 ) then + if ( v:GetClass() == "gms_resourcedrop" and v.Type != resource ) then + else + table.insert( nearby, v ) + end + end + end + + for id, ent in pairs( nearby ) do + if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then continue end + if ( ent:GetClass() == "gms_resourcedrop" ) then + ent.Amount = ent.Amount + int + ent:SetResourceDropInfoInstant( ent.Type, ent.Amount ) + return + else + if ( !ent.Resources ) then ent.Resources = {} end + + if ( ent.Resources[ resource ] ) then + ent.Resources[ resource ] = ent.Resources[ resource ] + int + else + ent.Resources[ resource ] = int + end + + ent:SetResPackInfo( resource, ent.Resources[ resource ] ) + return + end + end + + local ent = ents.Create( "gms_resourcedrop" ) + ent:SetPos( self:TraceFromEyes( 60 ).HitPos + Vector( 0, 0, 15 ) ) + ent:SetAngles( self:GetAngles() ) + ent:Spawn() + + ent:GetPhysicsObject():Wake() + + ent.Type = resource + ent.Amount = int + + ent:SetResourceDropInfo( ent.Type, ent.Amount ) + SPropProtection.PlayerMakePropOwner( self, ent ) +end + +function PlayerMeta:SetFood( int ) + if ( int > 1000 ) then + int = 1000 + end + + self.Hunger = int + self:UpdateNeeds() +end + +function PlayerMeta:SetThirst( int ) + if ( int > 1000 ) then + int = 1000 + end + + self.Thirst = int + self:UpdateNeeds() +end + +function PlayerMeta:Heal( int ) + self:SetHealth( math.min( self:Health() + int, self:GetMaxHealth() ) ) +end + +function PlayerMeta:AddUnlock( text ) + self.FeatureUnlocks[text] = 1 + + umsg.Start( "gms_AddUnlock", self ) + umsg.String( text ) + umsg.End() + + if ( GMS.FeatureUnlocks[text].OnUnlock ) then GMS.FeatureUnlocks[text].OnUnlock( self ) end +end + +function PlayerMeta:HasUnlock( text ) + if ( self.FeatureUnlocks and self.FeatureUnlocks[text] ) then return true end + return false +end + +function PlayerMeta:CheckForUnlocks() + for k, unlock in pairs( GMS.FeatureUnlocks ) do + if ( !self:HasUnlock( k ) ) then + local NrReqs = 0 + + for skill, value in pairs( unlock.Req ) do + if ( self:GetSkill( skill ) >= value ) then + NrReqs = NrReqs + 1 + end + end + + if ( NrReqs == table.Count( unlock.Req ) ) then + self:AddUnlock( k ) + end + end + end +end + +function PlayerMeta:TraceFromEyes( dist ) + return util.TraceLine( { + start = self:GetShootPos(), + endpos = self:GetShootPos() + ( self:GetAimVector() * dist ), + filter = self + } ) +end + +function PlayerMeta:UpdateNeeds() + umsg.Start( "gms_setneeds", self ) + umsg.Short( self.Sleepiness ) + umsg.Short( self.Hunger ) + umsg.Short( self.Thirst ) + umsg.Short( self.Oxygen ) + umsg.Short( self.Power ) + umsg.Short( Time ) + umsg.End() +end + +function PlayerMeta:PickupResourceEntity( ent ) + if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then return end + + local int = ent.Amount + local room = self.MaxResources - self:GetAllResources() + + if ( room <= 0 ) then self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( room < int ) then int = room end + ent.Amount = ent.Amount - int + if ( ent.Amount <= 0 ) then ent:Fadeout() else ent:SetResourceDropInfo( ent.Type, ent.Amount ) end + + self:IncResource( ent.Type, int ) + self:SendMessage( "Picked up " .. string.Replace( ent.Type, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) ) +end + +function PlayerMeta:PickupResourceEntityPack( ent ) + if ( !SPropProtection.PlayerCanTouch( self, ent ) ) then return end + + if ( table.Count( ent.Resources ) > 0 ) then + for res, int in pairs( ent.Resources ) do + local room = self.MaxResources - self:GetAllResources() + + if ( room <= 0 ) then self:SendMessage( "You can't carry anymore!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( room < int ) then int = room end + ent.Resources[res] = ent.Resources[res] - int + + ent:SetResPackInfo( res, ent.Resources[res] ) + if ( ent.Resources[res] <= 0 ) then ent.Resources[res] = nil end + + self:IncResource( res, int ) + self:SendMessage( "Picked up " .. string.Replace( res, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) ) + end + end +end + +function PlayerMeta:MakeLoadingBar( msg ) + umsg.Start( "gms_MakeLoadingBar", self ) + umsg.String( msg ) + umsg.End() +end + +function PlayerMeta:StopLoadingBar() + umsg.Start( "gms_StopLoadingBar",self ) + umsg.End() +end + +function PlayerMeta:MakeSavingBar( msg ) + umsg.Start( "gms_MakeSavingBar", self ) + umsg.String( msg ) + umsg.End() +end + +function PlayerMeta:StopSavingBar() + umsg.Start( "gms_StopSavingBar", self ) + umsg.End() +end + +function PlayerMeta:AllSmelt( ResourceTable ) + local resourcedata = {} + resourcedata.Req = {} + resourcedata.Results = {} + local AmountReq = 0 + for k, v in pairs( ResourceTable.Req ) do + if ( self:GetResource( k ) > 0 ) then + if ( self:GetResource( k ) <= ResourceTable.Max ) then + resourcedata.Req[k] = self:GetResource( k ) + AmountReq = AmountReq + self:GetResource( k ) + else + resourcedata.Req[k] = ResourceTable.Max + AmountReq = AmountReq + ResourceTable.Max + self:SendMessage( "You can only do " .. tostring( ResourceTable.Max ) .. " " .. string.Replace( k, "_", " " ) .. " at a time.", 3, Color( 200, 0, 0, 255 ) ) + end + else + resourcedata.Req[k] = 1 + end + end + for k, v in pairs( ResourceTable.Results ) do + resourcedata.Results[k] = AmountReq + end + return resourcedata +end + +function PlayerMeta:Sleep() + if ( !self:Alive() or self:GetNWBool( "Sleeping" ) or self:GetNWBool( "AFK" ) ) then return end + if ( self.Sleepiness > 700 ) then self:SendMessage( "You're not tired enough.", 3, Color( 255, 255, 255, 255 ) ) return end + + self:SetNWBool( "Sleeping", true ) + self:Freeze( true ) + + -- Check for shelter + local tr = util.TraceLine( { + start = self:GetShootPos(), + endpos = self:GetShootPos() + ( self:GetUp() * 300 ), + filter = self + } ) + + self.NeedShelter = false + if ( !tr.HitWorld and !tr.HitNonWorld ) then + self.NeedShelter = true + end + + self:EmitSound( "stranded/start_sleeping.wav" ) +end + +function PlayerMeta:Wakeup() + if ( !self:GetNWBool( "Sleeping" ) ) then return end + self:SetNWBool( "Sleeping", false ) + self:Freeze( false ) + + --Check for shelter + local trace = {} + trace.start = self:GetShootPos() + trace.endpos = trace.start + ( self:GetUp() * 300 ) + trace.filter = self + + local tr = util.TraceLine( trace ) + + if ( self.NeedShelter ) then + self:SendMessage( "I should get something to sleep under next time...", 6, Color( 200, 0, 0, 255 ) ) + else + self:SendMessage( "Ah, nothing like a good nights sleep!", 5, Color( 255, 255, 255, 255 ) ) + end +end + +/* ---------------------------------------------------------------------------------------------------- + Entity Functions +---------------------------------------------------------------------------------------------------- */ + +function EntityMeta:SetResourceDropInfo( strType, int ) + timer.Simple( 0.5, function() self:SetResourceDropInfoInstant( strType, int ) end ) +end + +function EntityMeta:SetResourceDropInfoInstant( strType, int ) + for k, v in pairs( player.GetAll() ) do + local strType = strType or "Error" + umsg.Start( "gms_SetResourceDropInfo", v ) + umsg.String( self:EntIndex() ) + umsg.String( string.gsub( strType, "_", " " ) ) + umsg.Short( self.Amount ) + umsg.End() + end +end + +function EntityMeta:SetResPackInfo( strType, int ) + for k, v in pairs( player.GetAll() ) do + local strType = strType or "Error" + umsg.Start( "gms_SetResPackInfo", v ) + umsg.String( self:EntIndex() ) + umsg.String( string.gsub( strType, "_", " " ) ) + umsg.Short( int ) + umsg.End() + end +end + + +function EntityMeta:SetFoodInfo( strType ) + timer.Simple( 0.5, function() self:SetFoodInfoInstant( strType ) end ) +end + +function EntityMeta:SetFoodInfoInstant( strType ) + for k, v in pairs( player.GetAll() ) do + local strType = strType or "Error" + umsg.Start( "gms_SetFoodDropInfo", v ) + umsg.String( self:EntIndex() ) + umsg.String( string.gsub( strType, "_", " " ) ) + umsg.End() + end +end + +function EntityMeta:DropToGround() + local trace = {} + trace.start = self:GetPos() + trace.endpos = trace.start + Vector( 0, 0, -100000 ) + trace.mask = MASK_SOLID_BRUSHONLY + trace.filter = self + + local tr = util.TraceLine( trace ) + + self:SetPos( tr.HitPos ) +end + +function GM.ReproduceTrees() + local GM = GAMEMODE + if ( GetConVarNumber( "gms_ReproduceTrees" ) == 1 ) then + local trees = {} + for k, v in pairs( ents.GetAll() ) do + if ( v:IsTreeModel() ) then + table.insert( trees, v ) + end + end + + if ( #trees < GetConVarNumber( "gms_MaxReproducedTrees" ) ) then + for k, ent in pairs( trees ) do + local num = math.random( 1, 3 ) + + if ( num == 1 ) then + local nearby = {} + for k, v in pairs( ents.FindInSphere( ent:GetPos(), 50 ) ) do + if ( v:GetClass() == "gms_seed" or v:IsProp() ) then + table.insert( nearby, v ) + end + end + + if ( #nearby < 3 ) then + local pos = ent:GetPos() + Vector( math.random( -500, 500 ), math.random( -500, 500 ), 0 ) + local retries = 50 + + while ( ( pos:Distance( ent:GetPos() ) < 200 or GMS.ClassIsNearby( pos, "prop_physics", 100 ) ) and retries > 0 ) do + pos = ent:GetPos() + Vector( math.random( -300, 300 ),math.random( -300, 300 ), 0 ) + retries = retries - 1 + end + + local pos = pos + Vector( 0, 0, 500 ) + + local seed = ents.Create( "gms_seed" ) + seed:SetPos( pos ) + seed:DropToGround() + seed:Setup( "tree", 180 ) + seed:SetNetworkedString( "Owner", "World" ) + seed:Spawn() + end + end + end + end + if ( #trees == 0 ) then + local info = {} + for i = 1, 20 do + info.pos = Vector( math.random( -10000, 10000 ), math.random( -10000, 10000 ), 1000 ) + info.Retries = 50 + + --Find pos in world + while ( util.IsInWorld( info.pos ) == false and info.Retries > 0 ) do + info.pos = Vector( math.random( -10000, 10000 ),math.random( -10000, 10000 ), 1000 ) + info.Retries = info.Retries - 1 + end + + --Find ground + local trace = {} + trace.start = info.pos + trace.endpos = trace.start + Vector( 0, 0, -100000 ) + trace.mask = MASK_SOLID_BRUSHONLY + + local groundtrace = util.TraceLine( trace ) + + --Assure space + local nearby = ents.FindInSphere( groundtrace.HitPos, 200 ) + info.HasSpace = true + + for k, v in pairs( nearby ) do + if ( v:IsProp() ) then + info.HasSpace = false + end + end + + --Find sky + local trace = {} + trace.start = groundtrace.HitPos + trace.endpos = trace.start + Vector( 0, 0, 100000 ) + + local skytrace = util.TraceLine( trace ) + + --Find water? + local trace = {} + trace.start = groundtrace.HitPos + trace.endpos = trace.start + Vector( 0, 0, 1 ) + trace.mask = MASK_WATER + + local watertrace = util.TraceLine( trace ) + + --All a go, make entity + if ( info.HasSpace and skytrace.HitSky and !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then + local seed = ents.Create( "gms_seed" ) + seed:SetPos( groundtrace.HitPos ) + seed:DropToGround() + seed:Setup( "tree", 180 + math.random( -20, 20 ) ) + seed:SetNetworkedString( "Owner", "World" ) + seed:Spawn() + end + end + end + end + + timer.Simple( math.random( 1, 3 ) * 60, function() GM.ReproduceTrees() end ) +end +timer.Simple( 60, function() GAMEMODE.ReproduceTrees() end ) + +GMS.LootableNPCs = { "npc_antlion", "npc_antlionguard", "npc_crow", "npc_seagull", "npc_pigeon", "npc_zombie" } + +function EntityMeta:IsLootableNPC() + return table.HasValue( GMS.LootableNPCs, self:GetClass() ) +end + +function EntityMeta:MakeCampfire() + if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end + + local min, max = self:OBBMins(), self:OBBMaxs() + local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z ) + local mul = math.min( math.sqrt( vol ) / 200, 1 ) + + if ( !self.CampFire ) then self:SetHealth( 1337 ) end + self.CampFire = true + + timer.Create( "gms_removecampfire_" .. self:EntIndex(), 480 * mul, 1, function() if ( IsValid( self ) ) then self:Fadeout() end end ) + + if ( GetConVarNumber( "gms_SpreadFire" ) >= 1 ) then + self:Ignite( 360, ( self:OBBMins() - self:OBBMaxs() ):Length() + 10 ) + else + self:Ignite( 360, 0.001 ) + end +end + +/* ---------------------------------------------------------------------------------------------------- + Entity Fading +---------------------------------------------------------------------------------------------------- */ + +GMS.FadingOutProps = {} +GMS.FadingInProps = {} + +function EntityMeta:Fadeout( speed ) + if ( !IsValid( self ) ) then return end + local speed = speed or 1 + + for k, v in pairs( player.GetAll() ) do + umsg.Start( "gms_CreateFadingProp", v ) + umsg.String( self:GetModel() ) + umsg.Vector( self:GetPos() ) + local ang = self:GetAngles() + umsg.Vector( Vector( ang.p, ang.y, ang.r ) ) + local col = self:GetColor() + umsg.Vector( Vector( col.r, col.g, col.b ) ) + umsg.Short( math.Round( speed ) ) + umsg.End() + end + + self:Remove() +end + +--Fadein is serverside +function EntityMeta:Fadein( speed ) + self.AlphaFade = 0 + self:SetRenderMode( RENDERMODE_TRANSALPHA ) + self:SetColor( Color( 255, 255, 255, 0 ) ) + self.FadeInSpeed = speed or 4 + table.insert( GMS.FadingInProps, self ) +end + +hook.Add( "Think", "gms_FadePropsThink", function() + for k, ent in pairs( GMS.FadingInProps ) do + if ( !ent or ent == NULL ) then + table.remove( GMS.FadingInProps, k ) + elseif ( !IsValid( ent ) ) then + table.remove( GMS.FadingInProps, k ) + elseif ( ent.AlphaFade >= 255 ) then + table.remove( GMS.FadingInProps, k ) + else + ent.AlphaFade = ent.AlphaFade + ent.FadeInSpeed + ent:SetColor( Color( 255, 255, 255, ent.AlphaFade ) ) + end + end +end ) + +/* ---------------------------------------------------------------------------------------------------- + Entity rising / lowering ( Used by gms_seed ) +---------------------------------------------------------------------------------------------------- */ + +GM.RisingProps = {} +GM.SinkingProps = {} + +function EntityMeta:RiseFromGround( speed, altmax ) + local speed = speed or 1 + local max; + + if ( !altmax ) then + min, max = self:WorldSpaceAABB() + max = max.z + else + max = altmax + end + + local tbl = {} + tbl.Origin = self:GetPos().z + tbl.Speed = speed + tbl.Entity = self + + self:SetPos( self:GetPos() + Vector( 0, 0, -max + 10 ) ) + table.insert( GAMEMODE.RisingProps, tbl ) +end + +function EntityMeta:SinkIntoGround( speed ) + local speed = speed or 1 + + local tbl = {} + tbl.Origin = self:GetPos().z + tbl.Speed = speed + tbl.Entity = self + tbl.Height = max + + table.insert( GAMEMODE.SinkingProps, tbl ) +end + +hook.Add( "Think", "gms_RiseAndSinkPropsHook", function() + for k, tbl in pairs( GAMEMODE.RisingProps ) do + if ( !IsValid( tbl.Entity ) || tbl.Entity:GetPos().z >= tbl.Origin ) then + table.remove( GAMEMODE.RisingProps, k ) + else + tbl.Entity:SetPos( tbl.Entity:GetPos() + Vector( 0, 0, 1 * tbl.Speed ) ) + end + end + + for k, tbl in pairs( GAMEMODE.SinkingProps ) do + if ( !IsValid( tbl.Entity ) || tbl.Entity:GetPos().z <= tbl.Origin - tbl.Height ) then + table.remove( GAMEMODE.SinkingProps, k ) + tbl.Entity:Remove() + else + tbl.Entity:SetPos( tbl.Entity:GetPos() + Vector( 0, 0, -1 * tbl.Speed ) ) + end + end +end ) + +/* ---------------------------------------------------------------------------------------------------- + Admin commands +---------------------------------------------------------------------------------------------------- */ + +concommand.Add( "gms_admin_maketree", function( ply ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 10000 ) + GAMEMODE.MakeTree( tr.HitPos ) +end ) + +concommand.Add( "gms_admin_makerock", function( ply ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 10000 ) + GAMEMODE.MakeGenericPlant( ply, tr.HitPos, GMS.RockModels[ math.random( 1, #GMS.RockModels ) ], true ) +end ) + +concommand.Add( "gms_admin_makefood", function( ply ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 10000 ) + local ent = ents.Create( "prop_physics" ) + ent:SetAngles( Angle( 0, math.random( 1, 360 ), 0 ) ) + ent:SetModel( GMS.EdibleModels[math.random( 1, #GMS.EdibleModels )] ) + ent:SetPos( tr.HitPos + Vector( 0, 0, 10 ) ) + ent:Spawn() + SPropProtection.PlayerMakePropOwner( ply, ent ) +end ) + +concommand.Add( "gms_admin_makeantlionbarrow", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( !args[1] ) then ply:SendMessage( "Specify max antlions!", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 10000 ) + local ent = ents.Create( "gms_antlionbarrow" ) + ent:SetPos( tr.HitPos ) + ent:Spawn() + ent:SetNetworkedString( "Owner", "World" ) + ent:SetKeyValue( "MaxAntlions", args[1] ) +end ) + +concommand.Add( "gms_admin_makeplant", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + + local tr = ply:TraceFromEyes( 10000 ) + local typ = tonumber( args[ 1 ] ) or math.random( 1, 5 ) + local pos = tr.HitPos + + if ( typ == 1 ) then + GAMEMODE.MakeMelon( pos, math.random( 1, 3 ), ply ) + elseif ( typ == 2 ) then + GAMEMODE.MakeBanana( pos, math.random( 1, 3 ), ply ) + elseif ( typ == 3 ) then + GAMEMODE.MakeOrange( pos, math.random( 1, 3 ), ply ) + elseif ( typ == 4 ) then + GAMEMODE.MakeBush( pos, ply ) + elseif ( typ == 5 ) then + GAMEMODE.MakeGrain( pos, ply ) + end +end ) + +concommand.Add( "gms_admin_populatearea", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( !args[1] or !args[2] or !args[3] ) then ply:SendMessage( "You need to specify <type> <amount> <radius>", 3, Color( 200, 0, 0, 255 ) ) return end + + for k, v in pairs( player.GetAll() ) do + v:SendMessage( "Populating area...", 3, Color( 255, 255, 255, 255 ) ) + end + + --Population time + local Amount = tonumber( args[2] ) or 10 + local info = {} + info.Amount = Amount + + if ( Amount > 200 ) then + ply:SendMessage( "Auto-capped at 200 props.", 3, Color( 200, 0, 0, 255 ) ) + info.Amount = 200 + end + + local Type = args[1] + local Amount = info.Amount + local Radius = tonumber( args[3] ) or 1000 + + --Find playertrace + local plytrace = ply:TraceFromEyes( 10000 ) + + for i = 1, Amount do + info.pos = plytrace.HitPos + Vector( math.random( -Radius, Radius ), math.random( -Radius, Radius ), 1000 ) + info.Retries = 50 + + --Find pos in world + while ( util.IsInWorld( info.pos ) == false and info.Retries > 0 ) do + info.pos = plytrace.HitPos + Vector( math.random( -Radius, Radius ), math.random( -Radius, Radius ), 1000 ) + info.Retries = info.Retries - 1 + end + + --Find ground + local trace = {} + trace.start = info.pos + trace.endpos = trace.start + Vector( 0, 0, -100000 ) + trace.mask = MASK_SOLID_BRUSHONLY + + local groundtrace = util.TraceLine( trace ) + + --Assure space + local nearby = ents.FindInSphere( groundtrace.HitPos, 200 ) + info.HasSpace = true + + for k, v in pairs( nearby ) do + if ( v:IsProp() ) then + info.HasSpace = false + end + end + + --Find sky + local trace = {} + trace.start = groundtrace.HitPos + trace.endpos = trace.start + Vector( 0, 0, 100000 ) + + local skytrace = util.TraceLine( trace ) + + --Find water? + local trace = {} + trace.start = groundtrace.HitPos + trace.endpos = trace.start + Vector( 0, 0, 1 ) + trace.mask = MASK_WATER + + local watertrace = util.TraceLine( trace ) + + --All a go, make entity + if ( Type == "Trees" ) then + if ( info.HasSpace and skytrace.HitSky and !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then + GAMEMODE.MakeTree( groundtrace.HitPos ) + end + elseif ( Type == "Rocks" ) then + if ( !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then + local ent = ents.Create( "prop_physics" ) + ent:SetAngles( Angle( 0, math.random( 1, 360 ), 0 ) ) + ent:SetModel( GMS.RockModels[math.random( 1, #GMS.RockModels )] ) + ent:SetPos( groundtrace.HitPos ) + ent:Spawn() + ent:SetNetworkedString( "Owner", "World" ) + ent:Fadein() + ent.PhysgunDisabled = true + ent:GetPhysicsObject():EnableMotion( false ) + end + elseif ( Type == "Random_Plant" and info.HasSpace ) then + if ( !watertrace.Hit and ( groundtrace.MatType == MAT_DIRT or groundtrace.MatType == MAT_GRASS or groundtrace.MatType == MAT_SAND ) ) then + local typ = math.random( 1, 5 ) + local pos = groundtrace.HitPos + + if ( typ == 1 ) then + GAMEMODE.MakeMelon( pos,math.random( 1, 2 ), ply ) + elseif ( typ == 2 ) then + GAMEMODE.MakeBanana( pos,math.random( 1, 2 ), ply ) + elseif ( typ == 3 ) then + GAMEMODE.MakeOrange( pos,math.random( 1, 2 ), ply ) + elseif ( typ == 4 ) then + GAMEMODE.MakeBush( pos, ply ) + elseif ( typ == 5 ) then + GAMEMODE.MakeGrain( pos, ply ) + end + end + end + end + + --Finished + for k, v in pairs( player.GetAll() ) do + v:SendMessage( "Done!", 3, Color( 255, 255, 255, 255 ) ) + end +end ) + +concommand.Add( "gms_admin_clearmap", function( ply ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + + for k, v in pairs( ents.GetAll() ) do + if ( v:IsRockModel() or v:IsTreeModel() ) then + for k, tbl in pairs( GAMEMODE.RisingProps ) do + if ( tbl.Entity == v ) then + table.remove( GAMEMODE.RisingProps, k ) + end + end + for k, tbl in pairs( GAMEMODE.SinkingProps ) do + if ( tbl.Entity == v ) then + table.remove( GAMEMODE.SinkingProps, k ) + end + end + for k, ent in pairs( GAMEMODE.FadingInProps ) do + if ( ent == v ) then + table.remove( GAMEMODE.FadingInProps, k ) + end + end + v:Fadeout() + end + end + + for k, v in pairs( player.GetAll() ) do v:SendMessage( "Cleared map.", 3, Color( 255, 255, 255, 255 ) ) end +end ) + +concommand.Add( "gms_admin_saveallcharacters", function( ply ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + + for k, v in pairs( player.GetAll() ) do + v:SaveCharacter() + end + + ply:SendMessage( "Saved characters on all current players.", 3, Color( 255, 255, 255, 255 ) ) +end ) + +function GM.ADropResource( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( args == nil or args[1] == nil ) then ply:SendMessage( "You need to at least give a resource type!", 3, Color( 200, 0, 0, 255 ) ) return end + + args[1] = string.Capitalize( args[1] ) + if ( args[2] == nil or string.lower( args[2] ) == "all" ) then args[2] = tostring( ply:GetResource( args[1] ) ) end + if ( tonumber( args[2] ) <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end + + local int = tonumber( args[2] ) + local Type = args[1] + + ply:DropResource( Type, int ) + ply:SendMessage( "Dropped " .. string.Replace( Type, "_", " " ) .. " ( " .. int .. "x )", 3, Color( 10, 200, 10, 255 ) ) +end +concommand.Add( "gms_ADropResources", GM.ADropResource ) + +/* ---------------------------------------------------------------------------------------------------- + Console Commands +---------------------------------------------------------------------------------------------------- */ + +concommand.Add( "gms_dropall", function( ply ) + local DeltaTime = 0 + for k, v in pairs( ply.Resources ) do + if ( v > 0 ) then + timer.Simple( DeltaTime, function() ply:DecResource( k, v ) ply:DropResource( k, v ) end, ply, k, v ) + DeltaTime = DeltaTime + 0.2 + end + end + ply.NextSpawnTime = CurTime() + DeltaTime + 0.5 +end ) + +concommand.Add( "gms_salvage", function( ply ) + if ( ply.InProcess ) then return end + + local tr = ply:TraceFromEyes( 100 ) + if ( !tr.HitNonWorld ) then return end + + local ent = tr.Entity + + if ( ent:GetClass() != "gms_buildsite" && ( table.HasValue( GMS.StructureEntities, ent:GetClass() ) || ent.NormalProp == true ) && SPropProtection.PlayerCanTouch( ply, ent ) ) then + ply:DoProcess( "Salvage", 6, { Entity = ent, MatType = tr.MatType } ) + else + ply:SendMessage( "Cannot salvage this kind of prop.", 5, Color( 255, 255, 255, 255 ) ) + end +end ) + +concommand.Add( "gms_steal", function( ply, cmd, args ) + local tr = ply:TraceFromEyes( 100 ) + local ent = tr.Entity + + if ( ply:GetSkill( "Survival" ) < 30 ) then ply:SendMessage( "You can only steal at survival level 30+.", 3, Color( 200, 0, 0, 255 ) ) return end + if ( !IsValid( ent ) || !tr.HitNonWorld || ent:IsNPC() || ent:IsPlayer() || ent:GetClass() == "gms_buildsite" || ent:GetClass() == "gms_seed" || ent:GetNWString( "Owner", "None" ) == "World" || SPropProtection.PlayerCanTouch( ply, ent ) ) then + ply:SendMessage( "You can't steal this.", 3, Color( 200, 0, 0, 255 ) ) + return + end + + local cls = ent:GetClass() + local time = math.max( ent:GetVolume(), 1 ) + if ( cls == "gms_resourcedrop" ) then + time = ent.Amount * 0.5 + elseif ( cls == "gms_resourcepack" or cls == "gms_fridge" ) then + for r, n in pairs( ent.Resources ) do + time = time + ( n * 0.25 ) + end + end + + time = math.max( time - math.floor( ply:GetSkill( "Stealing" ) / 3 ), math.max( time * 0.25, 2 ) ) + ply:DoProcess( "Steal", time, { Ent = ent } ) +end ) + +function GM.PlantMelon( ply, cmd, args ) + if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then + ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) + return + end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + if ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) then + if ( ply:GetResource( "Melon_Seeds" ) >= 1 ) then + if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then + local data = {} + data.Pos = tr.HitPos + ply:DoProcess( "PlantMelon", 3, data ) + else + ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You need a watermelon seed.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) ) + end +end +concommand.Add( "gms_plantmelon", GM.PlantMelon ) + +function GM.PlantBanana( ply, cmd, args ) + if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then + if ( ply:GetResource( "Banana_Seeds" ) >= 1 ) then + if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then + ply:DoProcess( "PlantBanana", 3, { Pos = tr.HitPos } ) + else + ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You need a banana seed.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) ) + end +end +concommand.Add( "gms_plantbanana", GM.PlantBanana ) + +function GM.PlantOrange( ply, cmd, args ) + if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.",3,Color( 200,0,0,255 ) ) return end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then + if ( ply:GetResource( "Orange_Seeds" ) >= 1 ) then + if ( !GMS.ClassIsNearby( tr.HitPos, "gms_seed", 30 ) and !GMS.ClassIsNearby( tr.HitPos, "prop_physics", 50 ) ) then + ply:DoProcess( "PlantOrange", 3, { Pos = tr.HitPos } ) + else + ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You need an orange seed.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200 ,0, 0, 255 ) ) + end +end +concommand.Add( "gms_plantorange", GM.PlantOrange ) + +function GM.PlantGrain( ply, cmd, args ) + if ( !ply:HasUnlock( "Grain_Planting" ) ) then ply:SendMessage( "You need more planting skill.", 3, Color( 200, 0, 0, 255 ) ) return end + if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + local nearby = false + + for k, v in pairs( ents.FindInSphere( tr.HitPos, 50 ) ) do + if ( ( v:IsGrainModel() or v:IsProp() or v:GetClass() == "gms_seed" ) and ( tr.HitPos-Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, tr.HitPos.z ) ):Length() <= 50 ) then + nearby = true + end + end + + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then + if ( ply:GetResource( "Grain_Seeds" ) >= 1 ) then + if ( !nearby ) then + ply:DoProcess( "PlantGrain", 3, { Pos = tr.HitPos } ) + else + ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You need a grain seed.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) ) + end +end +concommand.Add( "gms_plantgrain", GM.PlantGrain ) + +function GM.PlantBush( ply, cmd, args ) + if ( ply:GetNWInt( "plants" ) >= GetConVarNumber( "gms_PlantLimit" ) ) then ply:SendMessage( "You have hit the plant limit.", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + local nearby = false + + for k, v in pairs( ents.FindInSphere( tr.HitPos, 50 ) ) do + if ( ( v:IsBerryBushModel() or v:IsProp() or v:GetClass() == "gms_seed" ) and ( tr.HitPos-Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, tr.HitPos.z ) ):Length() <= 50 ) then + nearby = true + end + end + + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then + if ( ply:GetResource( "Berries" ) >= 1 ) then + if ( !nearby ) then + ply:DoProcess( "PlantBush", 3, { Pos = tr.HitPos } ) + else + ply:SendMessage( "You need more distance between seeds/props.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You need a berry.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) ) + end +end +concommand.Add( "gms_plantbush", GM.PlantBush ) + +function GM.PlantTree( ply, cmd, args ) + if ( !ply:HasUnlock( "Sprout_Planting" ) ) then ply:SendMessage( "You need more planting skill.", 3, Color( 200, 0, 0, 255 ) ) return end + local tr = ply:TraceFromEyes( 150 ) + + if ( tr.HitWorld ) then + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND ) and !GMS.IsInWater( tr.HitPos ) ) then + if ( ply:GetResource( "Sprouts" ) >= 1 ) then + ply:DoProcess( "PlantTree", 5, { Pos = tr.HitPos } ) + else + ply:SendMessage( "You need a sprout.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "You cannot plant on this terrain.", 3, Color( 200, 0, 0, 255 ) ) + end + else + ply:SendMessage( "Aim at the ground to plant.", 3, Color( 200, 0, 0, 255 ) ) + end +end +concommand.Add( "gms_planttree", GM.PlantTree ) + +function GM.DrinkFromBottle( ply, cmd, args ) + if ( ply:GetResource( "Water_Bottles" ) < 1 ) then ply:SendMessage( "You need a water bottle.", 3, Color( 200, 0, 0, 255 ) ) return end + ply:DoProcess( "DrinkBottle", 1.5 ) +end +concommand.Add( "gms_drinkbottle", GM.DrinkFromBottle ) + +function GM.EatBerry( ply, cmd, args ) + if ( ply:GetResource( "Berries" ) < 1 ) then ply:SendMessage( "You need some berries.", 3, Color( 200, 0, 0, 255 ) ) return end + ply:DoProcess( "EatBerry", 1.5 ) +end +concommand.Add( "gms_eatberry", GM.EatBerry ) + +function GM.TakeAMedicine( ply, cmd, args ) + if ( ply:GetResource( "Medicine" ) < 1 ) then ply:SendMessage( "You need Medicine.", 3, Color( 200, 0, 0, 255 ) ) return end + ply:DoProcess( "TakeMedicine", 1.5 ) +end +concommand.Add( "gms_takemedicine", GM.TakeAMedicine ) + +function GM.DropWeapon( ply, cmd, args ) + if ( !ply:Alive() ) then return end + if ( table.HasValue( GMS.NonDropWeapons, ply:GetActiveWeapon():GetClass() ) ) then + ply:SendMessage( "You cannot drop this!", 3, Color( 200, 0, 0, 255 ) ) + else + ply:DropWeapon( ply:GetActiveWeapon() ) + end +end +concommand.Add( "gms_dropweapon", GM.DropWeapon ) + +function GM.DropResource( ply, cmd, args ) + if ( args == nil or args[1] == nil ) then ply:SendMessage( "You need to at least give a resource type!", 3, Color( 200, 0, 0, 255 ) ) return end + + args[1] = string.Capitalize( args[1] ) + if ( !ply.Resources[args[1]] or ply.Resources[args[1]] == 0 ) then ply:SendMessage( "You don't have this kind of resource.", 3, Color( 200, 0, 0, 255 ) ) return end + if ( args[2] == nil or string.lower( args[2] ) == "all" ) then args[2] = tonumber( ply:GetResource( args[1] ) ) end + + if ( !tonumber( args[2] ) || tonumber( args[2] ) <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end + + local int = tonumber( args[2] ) + local Type = args[1] + local res = ply:GetResource( Type ) + + if ( int > res ) then + int = res + end + ply:DropResource( Type, int ) + ply:DecResource( Type, int ) + + ply:SendMessage( "Dropped " .. string.Replace( Type, "_", " " ) .. " ( " .. int .. "x )", 3, Color( 10, 200, 10, 255 ) ) +end +concommand.Add( "gms_DropResources", GM.DropResource ) + +function GM.TakeResource( ply, cmd, args ) + if ( ply.InProcess ) then return end + + local takeAll = false + if ( args == nil or args[ 1 ] == nil ) then takeAll = true end + + local int = tonumber( args[ 2 ] ) or 99999 + local typ = string.Capitalize( args[ 1 ] or "" ) + + if ( int <= 0 ) then ply:SendMessage( "No zeros/negatives!", 3, Color( 200, 0, 0, 255 ) ) return end + + local tr = ply:TraceFromEyes( 150 ) + local ent = tr.Entity + + if ( !IsValid( ent ) ) then return end + + local cls = ent:GetClass() + + if ( cls != "gms_resourcedrop" && cls != "gms_resourcepack" && cls != "gms_fridge" ) then return end + if ( !SPropProtection.PlayerCanTouch( ply, ent ) ) then return end + if ( ( ply:GetPos() - ent:LocalToWorld( ent:OBBCenter() ) ):Length() >= 100 ) then return end + + if ( cls == "gms_resourcedrop" ) then + if ( ent.Type != typ && !takeAll ) then return end + local room = ply.MaxResources - ply:GetAllResources() + if ( room <= 0 ) then return end + if ( int >= ent.Amount ) then int = ent.Amount end + if ( room < int ) then int = room end + ent.Amount = ent.Amount - int + if ( ent.Amount <= 0 ) then ent:Fadeout() else ent:SetResourceDropInfo( ent.Type, ent.Amount ) end + + ply:IncResource( ent.Type, int ) + ply:SendMessage( "Picked up " .. string.Replace( ent.Type, "_", " " ) .. " ( " .. int .. "x )", 4, Color( 10, 200, 10, 255 ) ) + end + + if ( cls == "gms_resourcepack" ) then + for res, num in pairs( ent.Resources ) do + if ( res == typ or takeAll ) then + local totake = int + local room = ply.MaxResources - ply:GetAllResources() + if ( room <= 0 ) then return end + if ( totake >= num ) then totake = num end + if ( room < totake ) then totake = room end + ent.Resources[ res ] = num - totake + ent:SetResPackInfo( res, ent.Resources[ res ] ) + if ( ent.Resources[ res ] <= 0 ) then ent.Resources[ res ] = nil end + + ply:IncResource( res, totake ) + ply:SendMessage( "Picked up " .. string.Replace( res, "_", " " ) .. " ( " .. totake .. "x )", 4, Color( 10, 200, 10, 255 ) ) + end + end + end + + if ( takeAll ) then return end + + if ( cls == "gms_fridge" ) then + for res, num in pairs( ent.Resources ) do + if ( res == args[ 1 ] ) then + ent.Resources[ res ] = num - 1 + ent:SetResPackInfo( res, ent.Resources[ res ] ) + if ( ent.Resources[ res ] <= 0 ) then ent.Resources[ res ] = nil end + + local food = ents.Create( "gms_food" ) + food:SetPos( ent:GetPos() + Vector( 0, 0, ent:OBBMaxs().z + 16 ) ) + SPropProtection.PlayerMakePropOwner( ply, food ) + food.Value = GMS.Combinations[ "Cooking" ][ string.Replace( res, " ", "_" ) ].FoodValue + food.Name = res + food:Spawn() + food:SetFoodInfo( res ) + + timer.Simple( 300, function( food ) if ( IsValid( food ) ) then food:Fadeout( 2 ) end end, food ) + end + end + end +end +concommand.Add( "gms_TakeResources", GM.TakeResource ) // ply:PickupResourceEntityPack( ent ) + +concommand.Add( "gms_structures", function( ply ) + ply:OpenCombiMenu( "Structures" ) +end ) + +concommand.Add( "gms_combinations", function( ply ) + ply:OpenCombiMenu( "Combinations" ) +end ) + +concommand.Add( "gms_MakeCombination", function( ply, cmd, args ) + if ( !args[1] or !args[2] ) then ply:SendMessage( "Please specify a valid combination.", 3, Color( 255, 255, 255, 255 ) ) return end + + local group = args[1] + local combi = args[2] + + if ( !GMS.Combinations[ group ] ) then return end + if ( !GMS.Combinations[ group ][ combi ] ) then return end + + local tbl = GMS.Combinations[ group ][ combi ] + + if ( group == "Cooking" and tbl.Entity ) then + local nearby = false + + for k, v in pairs( ents.FindInSphere( ply:GetPos(), 100 ) ) do + if ( ( v:IsProp() and v:IsOnFire() ) or v:GetClass() == tbl.Entity ) then nearby = true end + end + + if ( !nearby ) then ply:SendMessage( "You need to be close to a fire!", 3, Color( 200, 0 ,0, 255 ) ) return end + elseif ( tbl.Entity ) then + local nearby = false + + for k, v in pairs( ents.FindInSphere( ply:GetPos(), 100 ) ) do + if ( v:GetClass() == tbl.Entity ) then nearby = true end + end + + if ( !nearby ) then ply:SendMessage( "You need to be close to a " .. tbl.Entity .. "!", 3, Color( 200, 0, 0, 255 ) ) return end + end + + --Check for skills + local numreq = 0 + + if ( tbl.SkillReq ) then + for k, v in pairs( tbl.SkillReq ) do + if ( ply:GetSkill( k ) >= v ) then + numreq = numreq + 1 + end + end + + if ( numreq < table.Count( tbl.SkillReq ) ) then ply:SendMessage( "Not enough skill.", 3, Color( 200, 0, 0, 255 ) ) return end + end + + --Check for resources + local numreq = 0 + + for k, v in pairs( tbl.Req ) do + if ( ply:GetResource( k ) ) >= v then + numreq = numreq + 1 + end + end + + if ( numreq < table.Count( tbl.Req ) and group != "Structures" ) then ply:SendMessage( "Not enough resources.", 3, Color( 200, 0, 0, 255 ) ) return end + + --All well, make stuff: + if ( group == "Cooking" ) then + local data = {} + data.Name = tbl.Name + data.FoodValue = tbl.FoodValue + data.Cost = table.Copy( tbl.Req ) + local time = 5 + + if ply:GetActiveWeapon():GetClass() == "gms_fryingpan" then + time = 2 + end + + ply:DoProcess( "Cook", time, data ) + elseif ( group == "Combinations" ) then + local data = {} + data.Name = tbl.Name + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + local time = 5 + + ply:DoProcess( "MakeGeneric", time, data ) + elseif ( group == "gms_pistolgunlab" or group == "gms_gunchunks" or group == "gms_smggunlab" or group == "gms_hightechgunlab" or group == "gms_transmutator" or group == "gms_advancedtransmutator" or group == "gms_renbuyshop" or group == "gms_rensellshop" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.3 + + if ( tbl.SwepClass != nil ) then + data.Class = tbl.SwepClass + ply:DoProcess( "MakeWeapon", time, data ) + else + ply:DoProcess( "Processing", time, data ) + end + elseif ( group == "gms_factory" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.3 + + local smelt = false + for r,n in pairs( data.Res ) do + if ( r == "Iron" or r == "Copper" ) then smelt = true end + end + + if ( tbl.SwepClass != nil ) then + data.Class = tbl.SwepClass + ply:DoProcess( "MakeWeapon", time, data ) + elseif ( smelt ) then + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.15, 2 ) ) + ply:DoProcess( "Smelt", time, data ) + else + ply:DoProcess( "Processing", time, data ) + end + elseif ( group == "gms_stoneworkbench" or group == "gms_copperworkbench" or group == "gms_ironworkbench" or group == "gms_silverworkbench" or group == "gms_goldworkbench" or group == "gms_steelworkbench" or group == "gms_platinumworkbench" ) then + local data = {} + data.Name = tbl.Name + data.Class = tbl.SwepClass + data.Cost = table.Copy( tbl.Req ) + + local time = 10 + if ( ply:GetActiveWeapon():GetClass() == "gms_wrench" ) then time = 7 end + time = math.max( time - math.floor( math.max( ply:GetSkill( "Weapon_Crafting" ) - 8, 0 ) / 4 ), 4 ) + + ply:DoProcess( "MakeWeapon", time, data ) + elseif ( group == "gms_techworkbench" or group == "gms_obelisk" or group == "gms_runealtar" or group == "gms_mithrilworkbench" or group == "gms_runicinfuser") then + local data = {} + data.Name = tbl.Name + data.Cost = table.Copy( tbl.Req ) + + if ( tbl.SwepClass != nil ) then + local time = 10 + if ( ply:GetActiveWeapon():GetClass() == "gms_wrench" ) then time = 7 end + time = math.max( time - math.floor( math.max( ply:GetSkill( "Weapon_Crafting" ) - 8, 0 ) / 4 ), 4 ) + data.Class = tbl.SwepClass + ply:DoProcess( "MakeWeapon", time, data ) + else + data.Res = tbl.Results + local time = 5 + ply:DoProcess( "MakeGeneric", time, data ) + end + elseif ( group == "Structures" ) then + local trs = ply:TraceFromEyes( 250 ) + if ( !trs.HitWorld ) then ply:SendMessage( "Aim at the ground to construct a structure.", 3, Color( 200, 0, 0, 255 ) ) return end + + ply:DoProcess( "MakeBuilding", 20, { + Name = tbl.Name, + Class = tbl.Results, + Cost = table.Copy( tbl.Req ), + BuildSiteModel = tbl.BuildSiteModel, + Pos = trs.HitPos + } ) + + elseif ( group == "gms_stonefurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + + local time = timecount * 0.5 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.25, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_copperfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.6 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.3, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_ironfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.7 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_techfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.7 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_silverfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.7 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_goldfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.7 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_steelfurnace" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.1 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_platinumfurnace") then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.5 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.35, 2 ) ) + + + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_mithrilfactory") then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.2 + time = math.max( time - math.floor( ply:GetSkill( "Smelting" ) / 5 ), math.max( timecount * 0.20, 2 ) ) + + + + + + + ply:DoProcess( "Smelt", time, data ) + elseif ( group == "gms_grindingstone" ) then + local data = {} + data.Name = tbl.Name + if ( tbl.AllSmelt == true ) then + local sourcetable = ply:AllSmelt( tbl ) + + for r, n in pairs( sourcetable.Results ) do + if ( r == "Flour" ) then sourcetable.Results[r] = math.floor( n * 0.6 ) end + end + + data.Res = sourcetable.Results + data.Cost = table.Copy( sourcetable.Req ) + else + data.Res = tbl.Results + data.Cost = table.Copy( tbl.Req ) + end + local timecount = 1 + for k, v in pairs( data.Cost ) do + timecount = timecount + v + end + local time = timecount * 0.75 + + ply:DoProcess( "Crush", time, data ) + end +end ) + +concommand.Add( "gms_sleep", function( ply, cmd, args ) ply:Sleep() end ) +concommand.Add( "gms_wakeup", function( ply, cmd, args ) ply:Wakeup() end ) + +function GM.AFK( ply, cmd, args ) + if ( ply:GetNWBool( "Sleeping" ) or !ply:Alive() ) then return end + if ( ply.InProcess ) then return end + if ( !ply:GetNWBool( "AFK", false ) ) then + ply:SetNWBool( "AFK", true ) + else + ply:SetNWBool( "AFK", false ) + end + + ply:Freeze( ply:GetNWBool( "AFK" ) ) +end +concommand.Add( "gms_afk", GM.AFK ) + +function GM.PlayerStuck( ply, cmd, args ) + if ( ply.InProcess ) then return end + if ( ply.Spam == true ) then ply:SendMessage( "No spamming!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( ply.Spam == false or ply.Spam == nil ) then ply:SetPos( ply:GetPos() + Vector( 0, 0, 64 ) ) end + + ply.Spam = true + timer.Simple( 0.2, function() ply.Spam = false end ) +end +concommand.Add( "gms_stuck", GM.PlayerStuck ) + +function GM.MakeCampfire( ply, cmd, args ) + if ( GetConVarNumber( "gms_campfire" ) == 1 ) then + local tr = ply:TraceFromEyes( 150 ) + + if ( !tr.HitNonWorld or !tr.Entity ) then ply:SendMessage( "Aim at the prop( s ) to use for campfire.", 3, Color( 255, 255, 255, 255 ) ) return end + + local ent = tr.Entity + local cls = tr.Entity:GetClass() + + if ( ent:IsOnFire() or cls != "prop_physics" and cls != "prop_physics_multiplayer" and cls != "prop_dynamic" ) then + ply:SendMessage( "Aim at the prop( s ) to use for campfire.", 3, Color( 255, 255, 255, 255 ) ) + return + end + + local mat = tr.MatType + + if ( ply:GetResource( "Wood" ) < 5 ) then ply:SendMessage( "You need at least 5 wood to make a fire.", 5, Color( 255, 255, 255, 255 ) ) return end + + if ( mat != MAT_WOOD ) then ply:SendMessage( "Prop has to be wood, or if partially wood, aim at the wooden part.", 5, Color( 255, 255, 255, 255 ) ) return end + + local data = {} + data.Entity = ent + + if ( SPropProtection.PlayerCanTouch( ply, ent ) ) then + ply:DoProcess( "Campfire", 5, data ) + return + end + end +end +concommand.Add( "gms_makefire", GM.MakeCampfire ) + +/* ---------------------------------------------------------------------------------------------------- + Player spawn +---------------------------------------------------------------------------------------------------- */ + +function GM:PlayerInitialSpawn( ply ) + ply:SetTeam( 1 ) + + ply.Skills = {} + ply.Resources = {} + ply.Experience = {} + ply.FeatureUnlocks = {} + + ply:SetSkill( "Survival", 0 ) + ply:SetXP( "Survival", 0 ) + ply.MaxResources = 25 + ply.Loaded = true + + -- Admin info, needed clientside + if ( ply:IsAdmin() ) then + for k, v in pairs( file.Find( "gmstranded/gamesaves/*.txt", "DATA" ) ) do + local name = string.sub( v, 1, string.len( v ) - 4 ) + + if ( string.Right( name, 5 ) != "_info" ) then + umsg.Start( "gms_AddLoadGameToList", ply ) + umsg.String( name ) + umsg.End() + end + end + end + + -- Character loading + if ( file.Exists( "gmstranded/saves/" .. ply:UniqueID() .. ".txt", "DATA" ) ) then + local tbl = util.JSONToTable( file.Read( "gmstranded/saves/" .. ply:UniqueID() .. ".txt", "DATA" ) ) + + if ( tbl[ "skills" ] ) then + for k, v in pairs( tbl[ "skills" ] ) do ply:SetSkill( k, v ) end + end + + if ( tbl[ "experience" ] ) then + for k, v in pairs( tbl["experience"] ) do ply:SetXP( k, v ) end + end + + /*if ( tbl["unlocks"] ) then + for k, v in pairs( tbl["unlocks"] ) do ply.FeatureUnlocks[ k ] = v end + end*/ + + if ( tbl["resources"] ) then + for k, v in pairs( tbl["resources"] ) do ply:SetResource( k, v ) end + end + + if ( tbl["weapons"] ) then + for k, v in pairs( tbl["weapons"] ) do ply:Give( v ) end + end + + ply:StripAmmo() + + if ( tbl[ "ammo" ] ) then + for k, v in pairs( tbl[ "ammo" ] ) do ply:GiveAmmo( v, k ) end + end + + if ( !ply.Skills[ "Survival" ] ) then ply.Skills[ "Survival" ] = 0 end + + ply.FeatureUnlocks = tbl["unlocks"] + ply.MaxResources = ( ply.Skills["Survival"] * 5 ) + 25 + + ply:SendMessage( "Loaded character successfully.", 3, Color( 255, 255, 255, 255 ) ) + ply:SendMessage( "Last visited on " .. tbl.date .. ", enjoy your stay.", 10, Color( 255, 255, 255, 255 ) ) + end + + ply:SetNWInt( "plants", 0 ) + for k, v in pairs( ents.GetAll() ) do + if ( v and IsValid( v ) and v:GetNWEntity( "plantowner" ) and IsValid( v:GetNWEntity( "plantowner" ) ) and v:GetNWEntity( "plantowner" ) == ply ) then + ply:SetNWInt( "plants", ply:GetNWInt( "plants" ) + 1 ) + end + end + + local time = 2 + + local rp = RecipientFilter() + rp:AddPlayer( ply ) + + for id, t in pairs( GAMEMODE.Tribes ) do + timer.Simple( time, function() + umsg.Start( "sendTribe", rp ) + umsg.Short( id ) + umsg.String( t.name ) + umsg.Vector( Vector( t.color.r, t.color.g, t.color.b ) ) + if ( t.password == false ) then + umsg.Bool( false ) + else + umsg.Bool( true ) + end + umsg.End() + + end ) + time = time + 0.1 + end + + for _, v in ipairs( ents.FindByClass( "gms_resourcedrop" ) ) do + timer.Simple( time, function() + umsg.Start( "gms_SetResourceDropInfo", rp ) + umsg.String( v:EntIndex() ) + umsg.String( string.gsub( v.Type or "Error!", "_", " " ) ) + umsg.Short( v.Amount ) + umsg.End() + end ) + time = time + 0.1 + end + + for _, v in ipairs( table.Add( ents.FindByClass( "gms_resourcepack" ), ents.FindByClass( "gms_fridge" ) ) ) do + for res, num in pairs( v.Resources ) do + timer.Simple( time, function() + umsg.Start( "gms_SetResPackInfo", rp ) + umsg.String( v:EntIndex() ) + umsg.String( string.gsub( res, "_", " " ) ) + umsg.Short( num ) + umsg.End() + end ) + time = time + 0.1 + end + time = time + 0.1 + end + + for _, v in ipairs( ents.FindByClass( "gms_food" ) ) do + timer.Simple( time, function() + umsg.Start( "gms_SetFoodDropInfo", ply ) + umsg.String( v:EntIndex() ) + umsg.String( string.gsub( v.Name or "ERROR", "_", " " ) ) + umsg.End() + end ) + time = time + 0.1 + end +end + +local SpawnClasses = { + "info_player_deathmatch", "info_player_combine", "info_player_combine", + "info_player_rebel", "info_player_counterterrorist", "info_player_terrorist", + "info_player_axis", "info_player_allies", "gmod_player_start", + "info_player_teamspawn", "ins_spawnpoint", "aoc_spawnpoint", + "dys_spawn_point", "info_player_pirate", "info_player_viking", + "info_player_knight", "diprip_start_team_blue", "diprip_start_team_red", + "info_player_red", "info_player_blue", "info_player_coop", + "info_player_human", "info_player_zombie", "info_player_deathmatch", + "info_player_zombiemaster" +} + +function GM:PlayerSelectSpawn( pl ) + if ( GAMEMODE.TeamBased ) then + local ent = GAMEMODE:PlayerSelectTeamSpawn( pl:Team(), pl ) + if ( IsValid( ent ) ) then return ent end + end + + if ( !IsTableOfEntitiesValid( self.SpawnPoints ) ) then + self.LastSpawnPoint = 0 + self.SpawnPoints = ents.FindByClass( "info_player_start" ) + for id, cl in pairs( SpawnClasses ) do + self.SpawnPoints = table.Add( self.SpawnPoints, ents.FindByClass( cl ) ) + end + end + + local count = table.Count( self.SpawnPoints ) + if ( count == 0 ) then + MsgN( "[PlayerSelectSpawn] Error! No spawn points!" ) + return nil + end + + local ChosenSpawnPoint = nil + + for id, ChosenSpawnPoint in pairs( self.SpawnPoints ) do + + if ( IsValid( ChosenSpawnPoint ) && ChosenSpawnPoint:IsInWorld() ) then + if ( GAMEMODE:IsSpawnpointSuitable( pl, ChosenSpawnPoint, id == count ) ) then + return ChosenSpawnPoint + end + end + + end + + return ChosenSpawnPoint +end + +function GM:PlayerSpawn( ply ) + + self:SetPlayerSpeed( ply, 250, 250 ) + ply:SetMaxHealth( 100 ) + ply:UnSpectate() + + for k, v in pairs( GMS.FeatureUnlocks ) do + if ( ply:HasUnlock( k ) && v.OnUnlock ) then v.OnUnlock( ply ) end + end + + hook.Call("PlayerLoadout", self, ply) + hook.Call("PlayerSetModel", self, ply) + + ply.Sleepiness = 1000 + ply.Hunger = 1000 + ply.Thirst = 1000 + ply.Oxygen = 1000 + ply.Power = 50 + + ply.Resources = ply.Resources or {} + + if ( ply.Resources[ "Batteries" ] ) then ply.Power = math.min( ply.Power + ply.Resources[ "Batteries" ] * 50, 500 ) end + + /* GMOD CUSTOMIZATION */ + ply:UpdatePlayerColor() + + local col = ply:GetInfo( "cl_weaponcolor" ) + ply:SetWeaponColor( Vector( col ) ) + + ply:SetupHands() + + ply:UpdateNeeds() +end + +function GM:PlayerSetModel( ply ) + local cl_playermodel = ply:GetInfo( "cl_playermodel" ) + local modelname = player_manager.TranslatePlayerModel( cl_playermodel ) + util.PrecacheModel( modelname ) + ply:SetModel( modelname ) +end + +function GM:PlayerSetHandsModel( ply, ent ) + + local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() ) + local info = player_manager.TranslatePlayerHands( simplemodel ) + if ( info ) then + ent:SetModel( info.model ) + ent:SetSkin( info.skin ) + ent:SetBodyGroups( info.body ) + end + +end + +function GM:PlayerLoadout( ply ) + ply:Give( "gms_fists" ) + ply:Give( "weapon_physcannon" ) + ply:Give( "weapon_physgun" ) + + ply:SelectWeapon( "weapon_physgun" ) + ply:SelectWeapon( "gms_fists" ) + + if ( GetConVarNumber( "gms_AllTools" ) == 1 ) then + for id, wep in pairs( GMS.AllWeapons ) do ply:Give( wep ) end + end + + if ( ply:IsDeveloper() ) then ply:Give( "gmod_tool" ) ply:Give( "pill_pigeon" ) end +end + +function GM:PlayerCanPickupWeapon( ply, wep ) + if ( ply:HasWeapon( wep:GetClass() ) ) then return false end + return true +end + +function GM:CanProperty( pl, property, ent ) + if ( !IsValid( ent ) ) then return false end + if ( !pl:IsAdmin() ) then return false end + + if ( ent.m_tblToolsAllowed ) then + local vFound = false + for k, v in pairs( ent.m_tblToolsAllowed ) do + if ( property == v ) then vFound = true end + end + + if ( !vFound ) then return false end + end + + if ( property == "bonemanipulate" ) then + if ( game.SinglePlayer() ) then return true end + + if ( ent:IsNPC() ) then return GetConVarNumber( "sbox_bonemanip_npc" ) != 0 end + if ( ent:IsPlayer() ) then return GetConVarNumber( "sbox_bonemanip_player" ) != 0 end + + return GetConVarNumber( "sbox_bonemanip_misc" ) != 0 + end + + return true +end + +hook.Add( "PlayerDeath", "Death", function( ply ) + + // Creates the gravestone + local grave = ents.Create("gms_gravestone") + + grave:SetPos( Vector( ply:GetPos().x, ply:GetPos().y, ply:GetPos().z+18 ) ) + + grave:Spawn() + grave:SetplName(ply:Nick()) + + grave:SetNetworkedString( "Owner", "Everyone" ) + + wepstbl = {} + restbl = {} + + for _, v in pairs( ply:GetWeapons() ) do + if ( !table.HasValue( GMS.NonDropWeapons, v:GetClass() ) && GetConVarNumber( "gms_AllTools" ) != 1 ) then + //ply:DropWeapon( v ) + table.insert(wepstbl, v:GetClass()) + SPropProtection.PlayerMakePropOwner( ply, v ) + end + end + + for _, v in pairs(ply.Resources) do + + num1 = v * 0.1 + num2 = v - math.Round(num1) + + if (num2 > 0) then + + table.insert(restbl, _.." x"..num2) + ply:DecResource(_,v) + + end + + + + end + + ply.Resources = {} + + grave.deathWeapons = wepstbl + grave.deathResources = restbl + + ply:CancelProcess() + + if ( ply:GetNWBool("AFK") ) then + ply:Freeze( false ) + ply:SetNWBool( "AFK", false ) + end +end ) + +timer.Create( "GMS.AutoSaveAllCharacters", math.Clamp( GetConVarNumber( "gms_AutoSaveTime" ), 1, 60 ) * 60, 0, function() + if ( GetConVarNumber( "gms_AutoSave" ) == 1 ) then + for k, v in pairs( player.GetAll() ) do + v:SendMessage( "Autosaving..", 3, Color( 255, 255, 255, 255 ) ) + v:SaveCharacter() + end + end +end ) + +function GM:PlayerDisconnected( ply ) + Msg( "Saving character of disconnecting player " .. ply:Nick() .. "...\n" ) + ply:SaveCharacter() +end + +function GM:ShutDown() + for k, v in pairs( player.GetAll() ) do v:SaveCharacter() end +end + +function PlayerMeta:UpdatePlayerColor() + local col = self:GetInfo( "cl_playercolor" ) + if ( GetConVarNumber( "gms_TeamColors" ) > 0 ) then + local tcol = team.GetColor( self:Team() ) + col = tcol.r / 255 .. " " .. tcol.g / 255 .. " " .. tcol.b / 255 + end + self:SetPlayerColor( Vector( col ) ) +end + +function PlayerMeta:ResetCharacter() + + self.Skills = {} + self.Resources = {} + self.Experience = {} + self.FeatureUnlocks = {} + + self:SetSkill( "Survival", 0 ) + self:SetXP( "Survival", 0 ) + self.MaxResources = 25 + + self:SaveCharacter() + + umsg.Start( "gms_ResetPlayer", ply ) + umsg.End() + +end + +function PlayerMeta:SaveCharacter() + if ( !file.IsDir( "gmstranded", "DATA" ) ) then file.CreateDir( "gmstranded" ) end + if ( !file.IsDir( "gmstranded/saves", "DATA" ) ) then file.CreateDir( "gmstranded/saves" ) end + if ( !self.Loaded ) then + print( "Player " .. self:Name() .. " tried to save before he has loaded!" ) + self:SendMessage( "Character save failed: Not yet loaded!", 3, Color( 255, 50, 50, 255 ) ) + return + end + + local tbl = {} + tbl["date"] = os.date( "%A %m/%d/%y" ) + tbl["name"] = self:Nick() + + tbl["skills"] = self.Skills + tbl["experience"] = self.Experience + tbl["unlocks"] = self.FeatureUnlocks + + tbl["resources"] = {} + tbl["weapons"] = {} + tbl["ammo"] = {} + + for k, v in pairs( self.Resources ) do + if ( v > 0 ) then tbl["resources"][ k ] = v end + end + + for id, wep in pairs( self:GetWeapons() ) do + if ( wep:GetClass() != "gms_fists" || wep:GetClass() != "weapon_physgun" || wep:GetClass() != "weapon_physcannon" ) then + table.insert( tbl[ "weapons" ], wep:GetClass() ) + end + end + + local ammo_types = { "ar2", "smg1", "pistol", "buckshot", "357", "grenade", "alyxgun", "xbowbolt", "AlyxGun", "RPG_Round","SMG1_Grenade", "SniperRound", + "SniperPenetratedRound", "Grenade", "Thumper", "Gravity", "Battery", "GaussEnergy", "CombineCannon", "AirboatGun", "StriderMinigun", "StriderMinigunDirect", + "HelicopterGun", "AR2AltFire", "Grenade", "Hopwire", "CombineHeavyCannon", "ammo_proto1" + } + + for id, str in pairs( ammo_types ) do + local ammo = self:GetAmmoCount( str ) + if ( ammo > 0 ) then tbl[ "ammo" ][ str ] = ammo end + end + + file.Write( "gmstranded/saves/" .. self:UniqueID() .. ".txt", util.TableToJSON( tbl ) ) + self:SendMessage( "Saved character!", 3, Color( 255, 255, 255 ) ) +end + +concommand.Add( "gms_savecharacter", function( ply, cmd, args ) + if ( ply.GMSLastSave && ply.GMSLastSave > CurTime() ) then ply:SendMessage( "You must wait " .. math.floor( ply.GMSLastSave - CurTime() ) .. " seconds before saving again.", 3, Color( 255, 50, 50, 255 ) ) return end + ply.GMSLastSave = CurTime() + 30 + ply:SaveCharacter() +end ) + +concommand.Add( "gms_resetcharacter", function( ply, cmd, args ) + if ( !args[ 1 ] ) then ply:ConCommand( "gms_resetcharacter_verify" ) return end + if ( args[ 1 ] != "I agree" ) then ply:ChatPrint( "You didn't type what was asked." ) return end + ply:ResetCharacter() +end ) + +/*------------------------ Prop spawning ------------------------*/ + +function GM:PlayerSpawnProp( ply, model ) + if ( ply.InProcess ) then return false end + if ( ply.NextSpawn && ply.NextSpawn > CurTime() ) then ply:SendMessage( "No spamming!", 3, Color( 200, 0, 0, 255 ) ) return false end -- No spamming + if ( !ply:IsAdmin() && GMS_IsAdminOnlyModel( model ) ) then ply:SendMessage( "You cannot spawn this prop unless you're admin.", 5, Color( 200, 0, 0, 255 ) ) return false end + return true //LimitReachedProcess( ply, "props" ) +end + +function GM:PlayerSpawnedProp( ply, mdl, ent ) + ply.NextSpawn = CurTime() + 1 + SPropProtection.PlayerMakePropOwner( ply, ent ) + + if ( GetConVarNumber( "gms_FreeBuild" ) == 1 ) then return end + if ( GetConVarNumber( "gms_FreeBuildSA" ) == 1 and ply:IsAdmin() ) then return end + + ent.NormalProp = true + + timer.Simple( 0.2, function() self:PlayerSpawnedPropDelay( ply, mdl, ent ) end ) +end + +function GM:PlayerSpawnedPropDelay( ply, mdl, ent ) + if ( !IsValid( ent ) ) then return end + + --Trace + ent.EntOwner = ply + + -- Do volume in cubic "feet" + local vol = ent:GetVolume() + + local x = 0 + local trace = nil + local tr = nil + trace = {} + trace.start = ent:GetPos() + Vector( ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100 ) + trace.endpos = ent:GetPos() + tr = util.TraceLine( trace ) + + while ( tr.Entity != ent and x < 5 ) do + x = x + 1 + trace = {} + trace.start = ent:GetPos() + Vector( ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100, ( math.random() * 200 ) - 100 ) + trace.endpos = ent:GetPos() + tr = util.TraceLine( trace ) + end + + --Faulty trace + if ( tr.Entity != ent ) then ent:Remove() ply:SendMessage( "You need more space to spawn.", 3, Color( 255, 255, 255, 255 ) ) return end + + if ( !GMS.MaterialResources[ tr.MatType ] ) then + MsgC( Color( 255, 0, 0 ), "WARNING! Can't detect material of " .. mdl .. "!\n" ) + tr.MatType = MAT_CONCRETE + end + + local res = GMS.MaterialResources[ tr.MatType ] + //local cost = math.ceil( vol * ( GetConVarNumber( "gms_CostsScale" ) / 2 ) ) + local cost = math.ceil( vol * 0.5 ) + + if ( cost > ply:GetResource( res ) ) then + if ( IsValid( ply:GetBuildingSite() ) ) then ply:GetBuildingSite():Remove() end + local site = ply:CreateBuildingSite( ent:GetPos(), ent:GetAngles(), ent:GetModel(), ent:GetClass() ) + local tbl = site:GetTable() + site.EntOwner = ply + site.NormalProp = true + local costtable = {} + costtable[ res ] = cost + + tbl.Costs = table.Copy( costtable ) + ply:DoProcess( "Assembling", math.max( 2, math.min( cost / 100, 120 ) ) ) + ply:SendMessage( "Not enough resources, creating buildsite.", 3, Color( 255, 255, 255, 255 ) ) + local str = ":" + for k, v in pairs( site.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + site:SetNWString( "Resources", str ) + local Name = "Prop" + site:SetNWString( "Name", Name ) + ent:Remove() + return + end + + -- Resource cost + if ply:GetResource( res ) < cost then + ent:Remove() + ply:SendMessage( "You need " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) to spawn this prop.", 3, Color( 200, 0, 0, 255 ) ) + else + ply:DecResource( res, cost ) + ply:SendMessage( "Used " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) to spawn this prop.", 3, Color( 255, 255, 255, 255 ) ) + ply:DoProcess( "Assembling", math.max( 2, math.min( cost / 100, 120 ) ) ) + end +end + +-- No Ragdolls, Effects, SENTs, NPCs, SWEPs or Vehicles in Stranded. + +function GM:PlayerSpawnRagdoll( ply, model ) + return false +end + +function GM:PlayerSpawnEffect( ply, model ) + return false +end + +function GM:PlayerSpawnSENT( ply, name ) + return false +end + +function GM:PlayerSpawnNPC( ply, npc_type, equipment ) + return false +end + +function GM:PlayerSpawnSWEP( ply, wname, wtable ) + return false +end + +function GM:PlayerGiveSWEP( ply, wname, wtable ) + return false +end + +function GM:PlayerSpawnVehicle( ply, model, vname, vtable ) + return false +end + +/*------------------------ Needs ------------------------*/ + +timer.Create( "GMS.SubtractNeeds", 3, 0, function() + for k, ply in pairs( player.GetAll() ) do + if ( ply:Alive() ) then + local AddHunger = -3 + local AddThirst = -6 + + -- Sleeping + if ( ply:GetNWBool( "Sleeping" ) ) then + if ( ply.Sleepiness <= 950 ) then + local trace = {} + trace.start = ply:GetShootPos() + trace.endpos = trace.start - ( ply:GetUp() * 300 ) + trace.filter = ply + + local tr = util.TraceLine( trace ) + if ( IsValid( tr.Entity ) and tr.Entity:IsSleepingFurniture() ) then + ply.Sleepiness = math.Clamp( ply.Sleepiness + 100, 0, 1000 ) + else + ply.Sleepiness = math.Clamp( ply.Sleepiness + 50, 0, 1000 ) + end + elseif ( ply.Sleepiness > 950 ) then + ply.Sleepiness = 1000 + ply:Wakeup() + end + + AddThirst = -20 + AddHunger = -20 + + if ( ply.NeedShelter ) then + if ( ply:Health() >= 11 ) then + ply:SetHealth( ply:Health() - 10 ) + else + ply:Kill() + for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " died in sleep.", 3, Color( 170, 0, 0, 255 ) ) end + end + end + end + + if ( !ply:GetNWBool( "AFK" ) ) then + + // Oxygen + if ( ply:WaterLevel() > 2 ) then + if ( ply.Oxygen > 0 ) then + ply.Oxygen = math.max( ply.Oxygen - math.min( 1600 / ply:GetSkill( "Swimming" ), 500 ), 0 ) + ply:IncXP( "Swimming", math.Clamp( math.Round( 100 / ply:GetSkill( "Swimming" ) ), 1, 1000 ) ) + end + else + if ( ply.Oxygen < 1000 ) then ply.Oxygen = math.min( ply.Oxygen + 100, 1000 ) end + end + + // Flashlight + if ( ply:FlashlightIsOn() ) then + if ( ply.Power > 0 ) then + ply.Power = math.max( ply.Power - 5, 0 ) + if ( ply.Power < 5 ) then ply:Flashlight( false ) end + end + else + local maxPow = 50 + if ( ply.Resources["Batteries"] ) then maxPow = math.min( maxPow + ply.Resources["Batteries"] * 50, 500 ) end + if ( ply.Power < maxPow ) then ply.Power = math.min( ply.Power + 10, maxPow ) end + end + + if ( ply.Sleepiness > 0 ) then ply.Sleepiness = math.Clamp( ply.Sleepiness - 2, 0, 1000 ) end + if ( ply.Thirst > 0 ) then ply.Thirst = math.Clamp( ply.Thirst + AddThirst, 0, 1000 ) end + if ( ply.Hunger > 0 ) then ply.Hunger = math.Clamp( ply.Hunger + AddHunger, 0, 1000 ) end + end + + ply:UpdateNeeds() + + --Are you dying? + if ( ply.Sleepiness <= 0 or ply.Thirst <= 0 or ply.Hunger <= 0 ) then + if ( ply:Health() >= 3 ) then + ply:SetHealth( ply:Health() - 2 ) + ply:ScreenFade( SCREENFADE.IN, Color( 255, 0, 0 ), 0.7, 0 ) + ply:ViewPunch( Angle( math.random( 6, -6 ), math.random( 4, -4 ), 0 ) ) + else + ply:Kill() + for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " didn't survive.", 3, Color( 170, 0, 0, 255 ) ) end + end + end + + if ( ply.Oxygen <= 0 ) then + if ( ply:Health() >= 9 ) then + ply:SetHealth( ply:Health() - 8 ) + ply:EmitSound( "player/pl_drown" .. math.random( 1, 3 ) .. ".wav", 100, math.random( 95, 105 ) ) + ply:ScreenFade( SCREENFADE.IN, Color( 0, 0, 255 ), 0.7, 0) + ply:ViewPunch( Angle( math.random( 6, -6 ), 0, 0 ) ) + else + ply:Kill() + for k, v in pairs( player.GetAll() ) do v:SendMessage( ply:Nick() .. " has drowned.", 3, Color( 170, 0, 0, 255 ) ) end + end + end + end + end +end ) + +/* NPC Looting and hunting */ + +function GM:OnNPCKilled( npc, killer, weapon ) + + if ( npc != killer ) then self.BaseClass.OnNPCKilled( self, npc, killer, weapon ) end + npc:Fadeout( 5 ) + + if ( !killer:IsPlayer() ) then return end + killer:SetFrags( killer:Frags() + 1 ) + + if ( !npc:IsLootableNPC() ) then return end + + local loot = ents.Create( "gms_loot" ) + SPropProtection.PlayerMakePropOwner( killer, loot ) + + loot.Resources = { Meat = math.random( 1, 5 ) } + loot:SetPos( npc:GetPos() + Vector( 0, 0, 64 ) ) + loot:Spawn() + timer.Simple( 180, function() if ( loot:IsValid() ) then loot:Fadeout( 2 ) end end ) + + killer:IncXP( "Hunting", math.Clamp( math.Round( 150 / killer:GetSkill( "Hunting" ) ), 1, 1000 ) ) +end + +/* Use Hook */ +hook.Add( "KeyPress", "GMS_UseKeyHook", function( ply, key ) + if ( key != IN_USE ) then return end + if ( ply:KeyDown( 1 ) ) then return end + + local tr = ply:TraceFromEyes( 128 ) + if ( tr.HitNonWorld && IsValid( tr.Entity ) && !GMS.IsInWater( tr.HitPos ) ) then + local ent = tr.Entity + local mdl = tr.Entity:GetModel() + local cls = tr.Entity:GetClass() + + if ( ( ent:IsFoodModel() or cls == "gms_food" ) and ( ( ply:GetPos() - ent:LocalToWorld( ent:OBBCenter() ) ):Length() <= 128 ) and SPropProtection.PlayerCanTouch( ply, ent ) ) then + if ( cls == "gms_food" ) then + ply:DoProcess( "EatFood", 3, { Entity = ent } ) + else + ply:DoProcess( "EatFruit", 2, { Entity = ent } ) + end + elseif ( ent:IsTreeModel() or ent:GetClass() == "gms_tree" ) then + if ( !ply:HasUnlock( "Sprout_Collecting" ) ) then ply:SendMessage( "You don't have enough skill.", 3, Color( 200, 0, 0, 255 ) ) return end + ply:DoProcess( "SproutCollect", 5 ) + elseif ( cls == "gms_resourcedrop" and ( ply:GetPos() - tr.HitPos ):Length() <= 128 and SPropProtection.PlayerCanTouch( ply, ent ) ) then + ply:PickupResourceEntity( ent ) + elseif ( ( cls == "gms_resourcepack" or cls == "gms_fridge" ) and ( ply:GetPos() - tr.HitPos ):Length() <= 128 and SPropProtection.PlayerCanTouch( ply, ent ) ) then + ply:ConCommand( "gms_openrespackmenu" ) + elseif ( ent:IsOnFire() && SPropProtection.PlayerCanTouch( ply, ent ) ) then + if ( GetConVarNumber( "gms_campfire" ) == 1 ) then ply:OpenCombiMenu( "Cooking" ) end + end + elseif ( tr.HitWorld ) then + for k, v in pairs( ents.FindInSphere( tr.HitPos, 100 ) ) do + if ( v:IsGrainModel() && SPropProtection.PlayerCanTouch( ply, v ) ) then + ply:DoProcess( "HarvestGrain", 3, { Entity = v } ) + return + elseif ( v:IsBerryBushModel() && SPropProtection.PlayerCanTouch( ply, v ) ) then + ply:DoProcess( "HarvestBush", 3, { Entity = v } ) + return + end + end + if ( ( tr.MatType == MAT_DIRT or tr.MatType == MAT_GRASS or tr.MatType == MAT_SAND or tr.MatType == MAT_SNOW ) and !GMS.IsInWater( tr.HitPos ) ) then + local time = 5 + if ( IsValid( ply:GetActiveWeapon() ) && ply:GetActiveWeapon():GetClass() == "gms_shovel" ) then time = 2 end + ply:DoProcess( "Foraging", time ) + end + end + + local trace = {} + trace.start = ply:GetShootPos() + trace.endpos = trace.start + ( ply:GetAimVector() * 150 ) + trace.mask = bit.bor( MASK_WATER, MASK_SOLID ) + trace.filter = ply + + local tr2 = util.TraceLine( trace ) + if ( ( tr2.Hit && tr2.MatType == MAT_SLOSH && ply:WaterLevel() > 0 ) or ply:WaterLevel() == 3 ) then + ply.Thirst = math.min( ply.Thirst + 50, 1000 ) + if ( !ply.Hasdrunk ) then + ply:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ), 100, math.random( 95, 105 ) ) + ply.Hasdrunk = true + timer.Simple( 0.9, function() ply.Hasdrunk = false end, ply ) + end + ply:UpdateNeeds() + elseif ( GMS.IsInWater( tr.HitPos ) && !tr.HitNonWorld ) then + if (ply:GetActiveWeapon():GetClass() == "gms_bucket") then + ply:DoProcess( "BottleWater", 20 ) + else + ply:DoProcess( "BottleWater", 3 ) + end + end +end ) + +/* Saving / loading functions */ + +-- Commands +concommand.Add( "gms_admin_savemap", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end + GAMEMODE:PreSaveMap( string.Trim( args[1] ) ) +end ) + +concommand.Add( "gms_admin_loadmap", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0 ,0, 255 ) ) return end + if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end + GAMEMODE:PreLoadMap( string.Trim( args[ 1 ] ) ) +end ) + +concommand.Add( "gms_admin_deletemap", function( ply, cmd, args ) + if ( IsValid( ply ) && !ply:IsAdmin() ) then ply:SendMessage( "You need admin rights for this!", 3, Color( 200, 0, 0, 255 ) ) return end + if ( !args[ 1 ] or string.Trim( args[ 1 ] ) == "" ) then return end + GAMEMODE:DeleteSavegame( string.Trim( args[ 1 ] ) ) +end ) + +--Delete map +function GM:DeleteSavegame( name ) + if ( !file.Exists( "gmstranded/gamesaves/" .. name .. ".txt", "DATA" ) ) then return end + file.Delete( "gmstranded/gamesaves/" .. name .. ".txt" ) + if ( file.Exists( "gmstranded/gamesaves/" .. name .. "_info.txt", "DATA" ) ) then file.Delete( "gmstranded/gamesaves/" .. name .. "_info.txt" ) end + + for k, ply in pairs( player.GetAll() ) do + if( ply:IsAdmin() ) then + umsg.Start( "gms_RemoveLoadGameFromList", ply ) + umsg.String( name ) + umsg.End() + end + end +end + +--Save map +function GM:PreSaveMap( name ) + if ( CurTime() < 3 ) then return end + if ( CurTime() < self.NextSaved ) then return end + + for k, ply in pairs( player.GetAll() ) do + ply:MakeSavingBar( "Saving game as \"" .. name .. "\"" ) + end + + self.NextSaved = CurTime() + 0.6 + timer.Simple( 0.5, function() self:SaveMap( name ) end ) +end + +function GM:SaveMap( name ) + local savegame = {} + savegame["name"] = name + savegame["entries"] = {} + + savegame_info = {} + savegame_info["map"] = game.GetMap() + savegame_info["date"] = os.date( "%A %m/%d/%y" ) + + for k, ent in pairs( ents.GetAll() ) do + if ( !IsValid( ent ) || ent:CreatedByMap() || !table.HasValue( GMS.SavedClasses, ent:GetClass() ) ) then continue end + if ( ent.GMSAutoSpawned ) then continue end + local entry = {} + + entry["class"] = ent:GetClass() + entry["model"] = ent:GetModel() + + entry["owner"] = ent:GetNWString( "Owner" ) + entry["ownerid"] = ent:GetNWInt( "OwnerID" ) + entry["tribeid"] = ent:GetNWInt( "TribeID" ) + + if ( ent.Children != nil ) then entry[ "Children" ] = ent.Children end + if ( ent.IsPlantChild ) then entry["PlantParentName"] = ent.PlantParentName end + if ( ent.IsPlant ) then entry["PlantName"] = ent:GetName() end + + entry["color"] = ent:GetColor() + entry["pos"] = ent:GetPos() + entry["angles"] = ent:GetAngles() + entry["material"] = ent:GetMaterial() or "0" + entry["keyvalues"] = ent:GetKeyValues() + entry["table"] = ent:GetTable() + entry["solid"] = ent:GetSolid() + + local phys = ent:GetPhysicsObject() + + if ( IsValid( phys ) ) then + entry["freezed"] = phys:IsMoveable() + entry["sleeping"] = phys:IsAsleep() + end + + if ( entry["class"] == "gms_resourcedrop" ) then entry["type"] = ent.Type entry["amount"] = ent.Amount end // ResDrop + + table.insert( savegame["entries"], entry ) + + end + + if ( !file.IsDir( "gmstranded", "DATA" ) ) then file.CreateDir( "gmstranded" ) end + if ( !file.IsDir( "gmstranded/gamesaves", "DATA" ) ) then file.CreateDir( "gmstranded/gamesaves" ) end + + file.Write( "gmstranded/gamesaves/" .. name .. ".txt", util.TableToJSON( savegame ) ) + file.Write( "gmstranded/gamesaves/" .. name .. "_info.txt", util.TableToJSON( savegame_info ) ) + + for k, ply in pairs( player.GetAll() ) do + ply:SendMessage( "Saved game \"" .. name .. "\".", 3, Color( 255, 255, 255, 255 ) ) + ply:StopSavingBar() + + if ( ply:IsAdmin() ) then + umsg.Start( "gms_AddLoadGameToList", ply ) + umsg.String( name ) + umsg.End() + end + end +end + +--Load map +function GM:PreLoadMap( name ) + if ( CurTime() < 3 ) then return end + if ( CurTime() < self.NextLoaded ) then return end + if ( !file.Exists( "gmstranded/gamesaves/" .. name .. ".txt", "DATA" ) ) then return end + + game.CleanUpMap() + + for k, ply in pairs( player.GetAll() ) do ply:MakeLoadingBar( "Savegame \"" .. name .. "\"" ) end + + self.NextLoaded = CurTime() + 0.6 + timer.Simple( 0.5, function() self:LoadMap( name ) end ) +end + +function GM:LoadMap( name ) + local savegame = util.JSONToTable( file.Read( "gmstranded/gamesaves/" .. name .. ".txt" ) ) + local num = table.Count( savegame["entries"] ) + + if ( num == 0 ) then + for k, ply in pairs( player.GetAll() ) do + ply:SendMessage( "This savegame is empty!", 3, Color( 255, 255, 255, 255 ) ) + ply:StopLoadingBar() + end + return end + + Time = DayTime + + self:LoadMapEntity( savegame, num, 1 ) +end + +--Don't load it all at once +function GM:LoadMapEntity( savegame, max, k ) + local entry = savegame["entries"][k] + + local ent = ents.Create( entry["class"] ) + + if ( !entry["model"] ) then + print( "WARNING! " .. entry["class"] .. " doesn't have a model!" ) + else + ent:SetModel( entry["model"] ) + end + + + ent:SetColor( entry["color"] ) + ent:SetPos( entry["pos"] ) + ent:SetAngles( entry["angles"] ) + + if ( entry["Children"] ) then ent.Children = entry[ "Children" ] end + if ( entry["PlantParentName"] ) then ent.PlantParentName = entry["PlantParentName"] end + if ( entry["PlantName"] ) then ent:SetName( entry["PlantName"] ) end + if ( entry["material"] != "0" ) then ent:SetMaterial( entry["material"] ) end + if ( entry["solid"] ) then ent:SetSolid( entry["solid"] ) end + + for k, v in pairs( entry["keyvalues"] ) do ent:SetKeyValue( k, v ) end + for k, v in pairs( entry["table"] ) do ent[ k ] = v end + + ent:Spawn() + + if ( entry["table"].Resources ) then + ent.Resources = {} + for k1, v1 in pairs( entry["table"].Resources ) do ent.Resources[ k1 ] = tonumber( v1 ) end + end + + if ( player.FindByName( entry["owner"] ) ) then + if ( ent.IsPlant ) then ent:SetNWEntity( "plantowner", player.FindByName( entry["owner"] ) ) end + SPropProtection.PlayerMakePropOwner( player.FindByName( entry["owner"] ), ent ) + elseif ( entry["owner"] == "World" ) then + ent:SetNetworkedString( "Owner", entry["owner"] ) + end + + if ( entry["class"] == "gms_resourcedrop" ) then // RP + ent.Type = entry["type"] + ent.Amount = entry["amount"] + ent:SetResourceDropInfo( ent.Type, ent.Amount ) + end + + local phys = ent:GetPhysicsObject() + if ( phys and phys != NULL and phys:IsValid() ) then + phys:EnableMotion( entry["freezed"] ) + if ( entry["sleeping"] ) then phys:Sleep() else phys:Wake() end + end + + if ( k >= max ) then + for k, ply in pairs( player.GetAll() ) do + ply:SendMessage( "Loaded game \"" .. savegame[ "name" ] .. "\" ( " .. max .. " entries )", 3, Color( 255, 255, 255, 255 ) ) + ply:StopLoadingBar() + end + + -- Fix all plants + for id, ent in pairs( ents.GetAll() ) do + if ( ent.IsPlantChild ) then + ent.PlantParent = ents.FindByName( ent.PlantParentName )[ 1 ] + if ( !IsValid( ent.PlantParent ) ) then continue end + ent.PlantParent:SetName( "gms_plant" .. ent.PlantParent:EntIndex() ) + ent.PlantParentName = ent.PlantParent:GetName() + end + end + + local time = 0 + for _, v in ipairs( table.Add( ents.FindByClass( "gms_resourcepack" ), ents.FindByClass( "gms_fridge" ) ) ) do + for res, num in pairs( v.Resources ) do + timer.Simple( time, function() + umsg.Start( "gms_SetResPackInfo", rp ) + umsg.String( v:EntIndex() ) + umsg.String( string.gsub( res, "_", " " ) ) + umsg.Short( num ) + umsg.End() + end ) + time = time + 0.1 + end + time = time + 0.1 + end + else + timer.Simple( 0.05, function() self:LoadMapEntity( savegame, max, k + 1 ) end ) + end +end + +/* Misc functions */ +hook.Add( "Think", "GM_WaterExtinguish", function() + for _, v in ipairs( ents.FindByClass( "prop_phy*" ) ) do + if ( v:WaterLevel() > 0 and v:IsOnFire() ) then + v:Extinguish() + timer.Remove( "gms_removecampfire_" .. v:EntIndex() ) + end + end +end ) + +function GM:PlayerSwitchFlashlight( ply, SwitchOn ) + return ( ply.Power > 25 && ply.Resources[ "Flashlight" ] != nil && ply.Resources[ "Flashlight" ] > 0 ) or !SwitchOn +end + +local AlertSoundsHunger = { "stranded/need_hunger1.wav", "stranded/need_hunger2.wav" } +local AlertSoundsThirst = { "stranded/need_thirst1.wav" } +local AlertSoundsSleep = { "stranded/need_sleepiness1.wav", "stranded/need_sleepiness2.wav", "stranded/need_sleepiness3.wav", "stranded/need_sleepiness4.wav" } + +/* Alert Messages */ +timer.Create( "AlertTimer", 6, 0, function() + //if ( GetConVarNumber( "gms_alerts" ) != 1 ) then return end + for k, ply in pairs( player.GetAll() ) do + if ( !ply:Alive() ) then continue end + if ( ply.Hunger < 125 ) then ply:EmitSound( Sound( AlertSoundsHunger[ math.random( 1, #AlertSoundsHunger ) ] ), 100, math.random( 95, 105 ) ) end + if ( ply.Thirst < 125 ) then ply:EmitSound( Sound( AlertSoundsThirst[ math.random( 1, #AlertSoundsThirst ) ] ), 100, math.random( 95, 105 ) ) end + if ( ply.Sleepiness < 125 ) then ply:EmitSound( Sound( AlertSoundsSleep[ math.random( 1, #AlertSoundsSleep ) ] ), 100, math.random( 95, 105 ) ) end + end +end ) + +/* Tribe system */ +function CreateTribe( ply, name, red, green, blue, password ) + + name = string.Trim( name ) + if ( name == "" ) then ply:SendMessage( "You should enter tribe name!", 5, Color( 255, 50, 50, 255 ) ) return end + for id, tribe in pairs( GAMEMODE.Tribes ) do + if ( tribe.name == name ) then ply:SendMessage( "Tribe with this name already exists!", 5, Color( 255, 50, 50, 255 ) ) return end + end + + local id = table.insert( GAMEMODE.Tribes, { + name = name, + color = Color( red, green, blue ), + password = password or false + } ) + + local rp = RecipientFilter() + rp:AddAllPlayers() + + umsg.Start( "sendTribe", rp ) + umsg.Short( id ) + umsg.String( name ) + umsg.Vector( Vector( red, green, blue ) ) + if ( Password == false ) then + umsg.Bool( false ) + else + umsg.Bool( true ) + end + umsg.End() + + team.SetUp( id, name, Color( red, green, blue ) ) + ply:SetTeam( id ) + ply:UpdatePlayerColor() + SPropProtection.TribePP( ply ) + ply:SendMessage( "Successfully created " .. name .. ".", 5, Color( 255, 255, 255, 255 ) ) + +end + +function GM.CreateTribeCmd( ply, cmd, args, argv ) + if ( !args[4] or args[4] == "" ) then ply:ChatPrint( "Syntax is: gms_createtribe \"tribename\" red green blue [password( optional )]" ) return end + if ( args[5] and args[5] != "" ) then + CreateTribe( ply, args[1], args[2], args[3], args[4], args[5] ) + else + CreateTribe( ply, args[1], args[2], args[3], args[4], "" ) + end +end +concommand.Add( "gms_createtribe", GM.CreateTribeCmd ) + +function GM.JoinTribeCmd( ply, cmd, args ) + if ( !args[ 1 ] || args[ 1 ] == "" ) then ply:ChatPrint( "Syntax is: gms_join \"tribename\" [password( if needed )]" ) return end + for id, v in pairs( GAMEMODE.Tribes ) do + if ( string.lower( v.name ) != string.lower( args[1] ) ) then continue end + + if ( v.password && v.password != args[ 2 ] ) then ply:SendMessage( "Incorrcet tribal password", 3, Color( 255, 50, 50, 255 ) ) return end + + ply:SetTeam( id ) + ply:UpdatePlayerColor() + SPropProtection.TribePP( ply ) + ply:SendMessage( "Joined " .. v.name .. ".", 5, Color( 255, 255, 255, 255 ) ) + for id, pl in pairs( player.GetAll() ) do + if ( pl:Team() == ply:Team() && pl != ply ) then pl:SendMessage( ply:Name() .. " joined the tribe.", 5, Color( 255, 255, 255, 255 ) ) end + end + end + SPropProtection.CheckForEmptyTribes() +end +concommand.Add( "gms_join", GM.JoinTribeCmd ) + +function GM.LeaveTribeCmd( ply, cmd, args ) + ply:SetTeam( 1 ) + SPropProtection.TribePP( ply ) + ply:SendMessage( "Left the tribe.", 5, Color( 255, 255, 255, 255 ) ) + SPropProtection.CheckForEmptyTribes() + + for id, pl in pairs( player.GetAll() ) do + if ( pl:Team() == ply:Team() && pl != ply ) then pl:SendMessage( ply:Name() .. " left the tribe.", 5, Color( 255, 255, 255, 255 ) ) end + end +end +concommand.Add( "gms_leave", GM.LeaveTribeCmd ) + +/* Resource Box Touch */ +function big_gms_combineresource( ent_a, ent_b ) + local ent_a_owner = ent_a:GetNWString( "Owner" ) + local ent_b_owner = ent_b:GetNWString( "Owner" ) + local ply = player.GetByID( ent_a:GetNWInt( "OwnerID" ) ) + local plyb = player.GetByID( ent_b:GetNWInt( "OwnerID" ) ) + + if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then + if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, ent_b ) and SPropProtection.PlayerCanTouch( plyb, ent_a ) ) ) then + ent_a.Amount = ent_a.Amount + ent_b.Amount + ent_a:SetResourceDropInfoInstant( ent_a.Type, ent_a.Amount ) + ent_b:Remove() + end + end +end + +/* Resource box touches Resource pack */ +function big_gms_combineresourcepack( respack, ent_b ) + local ent_a_owner = respack:GetNWString( "Owner" ) + local ent_b_owner = ent_b:GetNWString( "Owner" ) + local ply = player.GetByID( respack:GetNWInt( "OwnerID" ) ) + local plyb = player.GetByID( ent_b:GetNWInt( "OwnerID" ) ) + + if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then + if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, ent_b ) and SPropProtection.PlayerCanTouch( plyb, respack ) ) ) then + if ( respack.Resources[ ent_b.Type ] ) then + respack.Resources[ ent_b.Type ] = respack.Resources[ ent_b.Type ] + ent_b.Amount + else + respack.Resources[ ent_b.Type ] = ent_b.Amount + end + respack:SetResPackInfo( ent_b.Type, respack.Resources[ ent_b.Type ] ) + ent_b:Remove() + end + end +end + +/* Food touches Fridge */ +function big_gms_combinefood( fridge, food ) + local ent_a_owner = fridge:GetNWString( "Owner" ) + local ent_b_owner = food:GetNWString( "Owner" ) + local ply = player.GetByID( fridge:GetNWInt( "OwnerID" ) ) + local plyb = player.GetByID( food:GetNWInt( "OwnerID" ) ) + local foodname = string.gsub( food.Name, " ", "_" ) + + if ( ent_a_owner != nil and ent_b_owner != nil and ply != nil ) then + if ( ent_a_owner == ent_b_owner or ( SPropProtection.PlayerCanTouch( ply, food ) and SPropProtection.PlayerCanTouch( plyb, fridge ) ) ) then + if ( fridge.Resources[ foodname ] ) then + fridge.Resources[ foodname ] = fridge.Resources[ foodname ] + 1 + else + fridge.Resources[ foodname ] = 1 + end + fridge:SetResPackInfo( foodname, fridge.Resources[ foodname ] ) + food:Remove() + end + end +end + +/* Resource Box Buildsite Touch */ +function gms_addbuildsiteresource( ent_resourcedrop, ent_buildsite ) + local ent_resourcedrop_owner = ent_resourcedrop:GetNWString( "Owner" ) + local ent_buildsite_owner = ent_buildsite:GetNWString( "Owner" ) + local ply = player.GetByID( ent_resourcedrop:GetNWInt( "OwnerID" ) ) + + if ( ent_resourcedrop_owner != nil and ent_buildsite_owner != nil and ply != nil and ent_resourcedrop:IsPlayerHolding() ) then + if ( SPropProtection.PlayerCanTouch( ply, ent_buildsite ) ) then + if ( ent_resourcedrop.Amount > ent_buildsite.Costs[ent_resourcedrop.Type] ) then + ent_resourcedrop.Amount = ent_resourcedrop.Amount - ent_buildsite.Costs[ent_resourcedrop.Type] + ent_resourcedrop:SetResourceDropInfo( ent_resourcedrop.Type, ent_resourcedrop.Amount ) + ent_buildsite.Costs[ent_resourcedrop.Type] = nil + elseif ( ent_resourcedrop.Amount <= ent_buildsite.Costs[ent_resourcedrop.Type] ) then + ent_buildsite.Costs[ent_resourcedrop.Type] = ent_buildsite.Costs[ent_resourcedrop.Type] - ent_resourcedrop.Amount + ent_resourcedrop:Remove() + end + for k, v in pairs( ent_buildsite.Costs ) do + if ( ent_buildsite.Costs[ent_resourcedrop.Type] ) then + if ( ent_buildsite.Costs[ent_resourcedrop.Type] <= 0 ) then + ent_buildsite.Costs[ent_resourcedrop.Type] = nil + end + end + end + + if ( table.Count( ent_buildsite.Costs ) > 0 ) then + local str = "You need: " + for k, v in pairs( ent_buildsite.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + + str = str .. " to finish." + ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) ) + else + ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) ) + ent_buildsite:Finish() + end + + local str = ":" + for k, v in pairs( ent_buildsite.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + ent_buildsite:SetNetworkedString( "Resources", str ) + end + end +end + +/* Resource Pack Buildsite Touch */ +function gms_addbuildsiteresourcePack( ent_resourcepack, ent_buildsite ) + local ent_resourcedrop_owner = ent_resourcepack:GetNWString( "Owner" ) + local ent_buildsite_owner = ent_buildsite:GetNWString( "Owner" ) + local ply = player.GetByID( ent_resourcepack:GetNWInt( "OwnerID" ) ) + + if ( ent_resourcedrop_owner != nil and ent_buildsite_owner != nil and ply != nil and ent_resourcepack:IsPlayerHolding() ) then + if ( SPropProtection.PlayerCanTouch( ply, ent_buildsite ) ) then + for res, num in pairs( ent_resourcepack.Resources ) do + if ( ent_buildsite.Costs[res] and num > ent_buildsite.Costs[res] ) then + ent_resourcepack.Resources[res] = num - ent_buildsite.Costs[res] + ent_resourcepack:SetResPackInfo( res, ent_resourcepack.Resources[res] ) + ent_buildsite.Costs[res] = nil + elseif ( ent_buildsite.Costs[res] and num <= ent_buildsite.Costs[res] ) then + ent_buildsite.Costs[res] = ent_buildsite.Costs[res] - num + ent_resourcepack:SetResPackInfo( res, 0 ) + ent_resourcepack.Resources[res] = nil + end + for k, v in pairs( ent_buildsite.Costs ) do + if ( ent_buildsite.Costs[res] ) then + if ( ent_buildsite.Costs[res] <= 0 ) then + ent_buildsite.Costs[res] = nil + end + end + end + end + + if ( table.Count( ent_buildsite.Costs ) > 0 ) then + local str = "You need: " + for k, v in pairs( ent_buildsite.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + + str = str .. " to finish." + ply:SendMessage( str, 5, Color( 255, 255, 255, 255 ) ) + else + ply:SendMessage( "Finished!", 3, Color( 10, 200, 10, 255 ) ) + ent_buildsite:Finish() + end + + local str = ":" + for k, v in pairs( ent_buildsite.Costs ) do + str = str .. " " .. string.Replace( k, "_", " " ) .. " ( " .. v .. "x )" + end + ent_buildsite:SetNetworkedString( "Resources", str ) + end + end +end + +/* Resource Box versus Player Damage */ +hook.Add( "PlayerShouldTakeDamage", "playershouldtakedamage", function( victim, attacker ) + if ( victim:IsPlayer() and ( attacker:GetClass() == "gms_resourcedrop" or attacker:IsPlayerHolding() or attacker:GetClass() == "gms_resourcepack" or attacker:GetClass() == "gms_fridge" or attacker:GetClass() == "gms_food" ) ) then + return false + end + return true +end ) diff --git a/ftp_gmstranded/gamemode/processes.lua b/ftp_gmstranded/gamemode/processes.lua new file mode 100644 index 0000000..468d03e --- /dev/null +++ b/ftp_gmstranded/gamemode/processes.lua @@ -0,0 +1,1269 @@ + +local PlayerMeta = FindMetaTable( "Player" ) +local EntityMeta = FindMetaTable( "Entity" ) + +GMS.Processes = {} + +function GMS.RegisterProcess( name, tbl ) + GMS.Processes[ name ] = tbl +end + +GM.ProcessThinkHookTable = {} +hook.Add( "Think", "gms_ProcessThinkHooks", function() + for k, v in pairs( GAMEMODE.ProcessThinkHookTable ) do + + local think + if ( v.Think ) then think = v:Think() end + + local basethink = v:BaseThink() + + if ( think or basethink or IsStopped ) then + if ( v.Owner and v.Owner != NULL and v.Owner:IsValid() ) then + v.Owner:Freeze( false ) + v.Owner:StopProcessBar() + v.Owner.InProcess = false + v.Owner:SendMessage( "Cancelled.", 3, Color( 200, 0, 0, 255 ) ) + end + + v.IsStopped = true + timer.Destroy( "GMS_ProcessTimer_" .. v.TimerID ) + GAMEMODE:RemoveProcessThink( v ) + end + end +end ) + +function GM:RemoveProcessThink( tbl ) + for k, v in pairs( self.ProcessThinkHookTable ) do + if ( v == tbl ) then table.remove( self.ProcessThinkHookTable, k ) break end + end +end + +function PlayerMeta:DoProcess( name, time, data ) + if ( self.InProcess ) then self:SendMessage( "You can't do this much at once.", 3, Color( 200, 0, 0, 255 ) ) return end + if ( self:GetNWBool( "AFK" ) ) then self:SendMessage( "You can't do this while afk.", 3, Color( 200, 0, 0, 255 ) ) return end + if ( self:GetNWBool( "Sleeping" ) ) then self:SendMessage( "You can't do this while sleeping.", 3, Color( 200, 0, 0, 255 ) ) return end + + self.ProcessTable = table.Merge( table.Copy( GMS.Processes.BaseProcess ), table.Copy( GMS.Processes[ name ] ) ) + self.ProcessTable.Owner = self + self.ProcessTable.Time = time + self.ProcessTable.StartTime = CurTime() + self.ProcessTable.TimerID = self:UniqueID() + if ( data ) then self.ProcessTable.Data = data end + + self.InProcess = true + if ( self.ProcessTable.Freeze ) then self:Freeze( true ) end + if ( self.ProcessTable.OnStart ) then self.ProcessTable:OnStart() end + + table.insert( GAMEMODE.ProcessThinkHookTable, self.ProcessTable ) + + timer.Create( "GMS_ProcessTimer_" .. self:UniqueID(), time, 1, function() self:StopProcess() end ) +end + +function PlayerMeta:MakeProcessBar( name, time, cancel ) + umsg.Start( "gms_MakeProcessBar", self ) + umsg.String( name ) + umsg.Short( time ) + umsg.Bool( cancel ) + umsg.End() +end + +function PlayerMeta:StopProcessBar() + umsg.Start( "gms_StopProcessBar", self ) + umsg.End() +end + +function PlayerMeta:StopProcess() + if ( !IsValid( self ) or self.ProcessTable == nil ) then return end + + local bool = self.ProcessTable:BaseStop() + if ( self.ProcessTable.Freeze ) then self:Freeze( false ) end + if ( self.ProcessTable.OnStop ) then self.ProcessTable:OnStop() end + if ( self.ProcessTable.Think ) then GAMEMODE:RemoveProcessThink( self.ProcessTable ) end + + self.InProcess = false + self.ProcessTable = nil +end + +function PlayerMeta:CancelProcess() + if ( !self.InProcess ) then return end + + local v = self.ProcessTable + if ( !v.Cancel ) then return end + + if ( v.Owner and v.Owner != NULL and IsValid( v.Owner ) ) then + v.Owner:Freeze( false ) + v.Owner:StopProcessBar() + v.Owner.InProcess = false + v.Owner:SendMessage( "Cancelled.", 3, Color( 200, 0, 0, 255 ) ) + end + + v.IsStopped = true + timer.Destroy( "GMS_ProcessTimer_" .. v.TimerID ) + GAMEMODE:RemoveProcessThink( v ) +end + +/* Base process */ +local PROCESS = {} + +function PROCESS:BaseThink() + if ( IsValid( ent ) ) then + if ( self == nil or self.Owner == nil ) then return true end + if ( !self.Owner:IsValid() or !self.Owner:IsConnected() or !self.Owner:Alive() ) then return true end + end +end + +function PROCESS:BaseStop() + if ( !IsValid( self.Owner ) or !self.Owner:Alive() ) then return false end + self.Owner:StopProcessBar() + return true +end + +PROCESS.Cancel = true +PROCESS.Freeze = true + +GMS.Processes.BaseProcess = PROCESS + +/* Stealing */ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Stealing", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + if ( !self.Data.Ent ) then return end + + SPropProtection.PlayerMakePropOwner( self.Owner, self.Data.Ent ) + self.Owner:IncXP( "Stealing", math.Clamp( math.Round( self.Time * 5 / self.Owner:GetSkill( "Stealing" ) ), 1, 1000 ) ) + + self.Owner:SendMessage( "Successfully stolen.", 3, Color( 50, 200, 50, 255 ) ) +end + +GMS.RegisterProcess( "Steal", PROCESS ) + +/* Fruit eating process */ +local PROCESS = {} + +PROCESS.SideGain = {} +PROCESS.SideGain["melon"] = "Melon_Seeds" +PROCESS.SideGain["orange"] = "Orange_Seeds" +PROCESS.SideGain["banana"] = "Banana_Seeds" + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Eating Fruit", self.Time, self.Cancel ) + + self.Owner:EmitSound( Sound( "stranded/eat.wav" ) ) + + local owner = nil + local ent = self.Data.Entity + local plant = ent.PlantParent + + if ( plant ) then owner = plant:GetNWEntity( "plantowner" ) end + + if ( self.Data.Entity:GetModel() == "models/props_junk/watermelon01.mdl" ) then + self.SideGain = "Melon_Seeds" + elseif ( self.Data.Entity:GetModel() == "models/props/cs_italy/orange.mdl" ) then + self.SideGain = "Orange_Seeds" + elseif ( self.Data.Entity:GetModel() == "models/props/cs_italy/bananna_bunch.mdl" ) then + self.SideGain = "Banana_Seeds" + end + + if ( plant ) then + plant.Children = plant.Children - 1 + if ( plant.Children <= 0 ) then + plant:Fadeout() + if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end + end + end + + self.Data.Entity:Fadeout( 2 ) +end + +function PROCESS:OnStop() + if ( self.SideGain ) then + local numto = 1 + local numstart = 0 + if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_woodenspoon" ) then + numto = numto + 2 + numstart = numstart + 1 + end + local num = math.random( numstart, numto ) + if ( num ~= 0 ) then + self.Owner:IncResource( self.SideGain, num ) + self.Owner:SendMessage( string.gsub( self.SideGain, "_", " " ) .. " ( " .. num .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + end + end + + self.Owner:SetFood( self.Owner.Hunger + 250 ) + self.Owner:SendMessage( "You feel a little less hungry now.", 3, Color( 255, 255, 255, 255 ) ) +end + +PROCESS.Cancel = false + +GMS.RegisterProcess( "EatFruit", PROCESS ) + +/* Food eating process */ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Eating", self.Time, self.Cancel ) + self.Owner:EmitSound( Sound( "stranded/eat.wav" ) ) + + local ent = self.Data.Entity + self.Value = ent.Value + ent:Fadeout( 2 ) +end + +function PROCESS:OnStop() + self.Owner:SendMessage( "Restored " .. tostring( ( self.Value / 1000 ) * 100 ) .. "% food.", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:SetFood( self.Owner.Hunger + self.Value ) + self.Owner:Heal( self.Value / 20 ) + self.Owner:SendMessage( "Regained " .. tostring( self.Value / 20 ) .. " hp.", 3, Color( 255, 0, 0, 255 ) ) + + self.Owner:SetFood( self.Owner.Hunger + 250 ) + self.Owner:SendMessage( "You feel a little less hungry now.", 3, Color( 255, 255, 255, 255 ) ) +end + +PROCESS.Cancel = false + +GMS.RegisterProcess( "EatFood", PROCESS ) + +/*--------------------------------------------------------- + Eat Berry +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Eating some berries", self.Time, self.Cancel ) + self.StartTime = CurTime() + + self.Owner:EmitSound( Sound( "stranded/eat.wav" ) ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Berries", 1 ) + self.Owner:SendMessage( "You're a little less hungry and thirsty now.", 3, Color( 10, 200, 10, 255 ) ) + if ( self.Owner.Hunger <= 900 ) then + self.Owner:SetFood( self.Owner.Hunger + 100 ) + elseif ( self.Owner.Hunger >= 900 ) then + self.Owner:SetFood( 1000 ) + end + + if ( self.Owner.Thirst <= 900 ) then + self.Owner:SetThirst( self.Owner.Thirst + 100 ) + elseif ( self.Owner.Thirst >= 900 ) then + self.Owner:SetThirst( 1000 ) + end +end + +PROCESS.Cancel = false + +GMS.RegisterProcess( "EatBerry", PROCESS ) + +/*--------------------------------------------------------- + Foraging process +---------------------------------------------------------*/ +local PROCESS = {} + +PROCESS.Results = {} +PROCESS.Results[1] = "Melon Seeds" +PROCESS.Results[2] = "Banana Seeds" +PROCESS.Results[3] = "Orange Seeds" +PROCESS.Results[4] = "Grain Seeds" +PROCESS.Results[5] = "Herbs" +PROCESS.Results[6] = "Berries" +PROCESS.Results[7] = "Baits" + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Foraging", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) ) then + local res = self.Results[math.random( 1, #self.Results )] + + local amount = math.random( 1, 3 ) + self.Owner:IncResource( string.gsub( res, " ", "_" ), amount ) + self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( res .. " ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + else + self.Owner:SendMessage( "Found nothing of interest", 3, Color( 255, 255, 255, 255 ) ) + end +end + +GMS.RegisterProcess( "Foraging", PROCESS ) + +/*--------------------------------------------------------- + Looting process +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Looting", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Data.Entity:Fadeout( 2 ) + + for k, v in pairs( self.Data.Resources ) do + self.Owner:SendMessage( k .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncResource( k, v ) + end + + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) +end + +GMS.RegisterProcess( "Loot", PROCESS ) + +/*--------------------------------------------------------- + Salvaging process +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Salvaging", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + local ent = self.Data.Entity + local ply = self.Owner + + if ( ent.NormalProp == true && SPropProtection.PlayerCanTouch( ply, ent ) ) then + local vol = ent:GetVolume() + + local res = GMS.MaterialResources[ self.Data.MatType ] + //local cost = math.Round( 0.6 * math.ceil( vol * ( GetConVarNumber( "gms_CostsScale" ) / 2 ) ) ) + local cost = math.Round( 0.6 * math.ceil( vol * 0.5 ) ) + ply:IncResource( res, cost ) + ply:SendMessage( "Gained " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) from salvaging.", 3, Color( 255, 255, 255, 255 ) ) + elseif ( table.HasValue( GMS.StructureEntities, ent:GetClass() ) && SPropProtection.PlayerCanTouch( ply, ent ) ) then + local structures = GMS.Combinations[ "Structures" ] + local costs = {} + for name, t in pairs( structures ) do + if ( t.Results == ent:GetClass() ) then costs = t.Req end + end + + for res, num in pairs( costs ) do + local cost = math.Round( 0.6 * num ) + ply:IncResource( res, cost ) + ply:SendMessage( "Gained " .. string.Replace( res, "_", " " ) .. " ( " .. cost .. "x ) from salvaging.", 3, Color( 255, 255, 255, 255 ) ) + end + end + + ent:Fadeout() + + ply:EmitSound( Sound( "items/ammo_pickup.wav" ) ) +end + +GMS.RegisterProcess( "Salvage", PROCESS ) + +/*--------------------------------------------------------- + Digging +---------------------------------------------------------*/ +local PROCESS = {} + +PROCESS.Rarities = {} +PROCESS.Rarities[1] = "Iron" +PROCESS.Rarities[2] = "Sand" +PROCESS.Rarities[3] = "Rope" +PROCESS.Rarities[4] = "Bass" +PROCESS.Rarities[5] = "Sand" +PROCESS.Rarities[6] = "Stone" + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Digging", self.Time, self.Cancel ) + self.StartTime = CurTime() + + self:PlaySound() +end + +function PROCESS:PlaySound() + if ( CurTime() - self.StartTime > self.Time ) then return end + if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end + + if ( self.Owner:Alive() ) then + self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() ) + self.Owner:EmitSound( Sound( "player/footsteps/gravel" .. math.random( 1, 4 ) .. ".wav" ) ) + + timer.Simple( 1.5, function() self:PlaySound() end ) + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( num < 10 ) then + local res = self.Rarities[math.random( 1, #self.Rarities )] + if ( self.Data and self.Data.Sand and math.random() > 0.50 ) then res = "Sand" end + self.Owner:IncResource( res, 1 ) + self.Owner:SendMessage( res .. " ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:SendMessage( "You found something weird!", 3, Color( 255, 255, 255, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + elseif ( num > 10 and num < 40 ) then + self.Owner:SendMessage( "Found nothing of interest", 3, Color( 255, 255, 255, 255 ) ) + else + local tr = self.Owner:TraceFromEyes( 200 ) + + local ent = ents.Create( "prop_physics" ) + ent:SetPos( tr.HitPos + Vector( 0, 0, 10 ) ) + ent:SetModel( GMS.SmallRockModel ) + ent:Spawn() + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + + ent:Fadein( 2 ) + ent.Uses = 10 + end +end + +GMS.RegisterProcess( "Dig", PROCESS ) + +/*--------------------------------------------------------- + Filter ground process +---------------------------------------------------------*/ +local PROCESS = {} +PROCESS.Results = {} +PROCESS.Results[1] = "Sand" +PROCESS.Results[2] = "Sand" +PROCESS.Results[3] = "Sand" +PROCESS.Results[4] = "Glass" + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Filtering Ground", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) ) then + local res = self.Results[math.random( 1, #self.Results )] + + local amount = math.random( 1, 3 ) + self.Owner:IncResource( string.gsub( res, " ", "_" ), amount ) + self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( res .. " ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + else + self.Owner:SendMessage( "Found nothing of interest", 3, Color( 200, 10, 10, 255 ) ) + end +end + +GMS.RegisterProcess( "FilterGround", PROCESS ) + +/*--------------------------------------------------------- + Grain harvesting +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Harvesting Grain", self.Time, self.Cancel ) + + local ent = self.Data.Entity + + if ( IsValid( ent ) && !ent.Uses ) then + ent.Uses = math.random( 1, 3 ) + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + local add = 0 + if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 30 end + + if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then + local amount = math.random( 1, 2 ) + self.Owner:IncResource( "Grain_Seeds", amount ) + self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Grain Seeds ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + local ent = self.Data.Entity + local owner = ent:GetNWEntity( "plantowner" ) + + if ( IsValid( ent ) && ent.Uses ) then + ent.Uses = ent.Uses - 1 + if ( ent.Uses <= 0 ) then + if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end + ent:Fadeout() + end + end + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end +end + +GMS.RegisterProcess( "HarvestGrain", PROCESS ) + +/*--------------------------------------------------------- + Berry harvesting +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Harvesting Bush", self.Time, self.Cancel ) + local ent = self.Data.Entity + + if ( IsValid( ent ) && !ent.Uses ) then + ent.Uses = math.random( 1, 3 ) + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + local add = 0 + if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 25 end + if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then + local amount = math.random( 1, 2 ) + self.Owner:IncResource( "Berries", amount ) + self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Berries ( " .. amount .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + local ent = self.Data.Entity + local owner = ent:GetNWEntity( "plantowner" ) + + if ( IsValid( ent ) && ent.Uses ) then + ent.Uses = ent.Uses - 1 + if ( ent.Uses <= 0 ) then + if ( IsValid( owner ) ) then owner:SetNWInt( "plants", owner:GetNWInt( "plants" ) - 1 ) end + ent:Fadeout() + end + end + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end +end + +GMS.RegisterProcess( "HarvestBush", PROCESS ) + +/*--------------------------------------------------------- + Make Campfire process +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end + self.Owner:MakeProcessBar( "Making Campfire", self.Time, self.Cancel ) + self.Owner:EmitSound( "stranded/start_campfire.wav" ) +end + +function PROCESS:OnStop() + if ( GetConVarNumber( "gms_campfire" ) <= 0 ) then return end + local num = math.random( 1, 3 ) + + if ( num == 1 ) then + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + else + self.Data.Entity:MakeCampfire() + self.Owner:SendMessage( "Made campfire.", 5, Color( 10, 200, 100, 255 ) ) + self.Owner:DecResource( "Wood", 5 ) + end +end + +GMS.RegisterProcess( "Campfire", PROCESS ) + +/*--------------------------------------------------------- + Wood cutting +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Chopping Wood", self.Time, self.Cancel ) + + self.StartTime = CurTime() + + self:PlaySound() + if ( !self.Data.Entity.Uses ) then self.Data.Entity.Uses = 100 end +end + +function PROCESS:PlaySound() + if ( CurTime() - self.StartTime > self.Time ) then return end + if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end + + if ( self.Owner:Alive() ) then + self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() ) + self.Owner:EmitSound( Sound( "physics/wood/wood_solid_impact_bullet" .. tostring( math.random( 1, 5 ) ) .. ".wav" ) ) + + timer.Simple( 1.5, function() self:PlaySound() end ) + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( num < self.Data.Chance + self.Owner:GetSkill( "Lumbering" ) ) then + local num2 = math.random( self.Data.MinAmount, self.Data.MaxAmount ) + self.Owner:IncResource( "Wood", num2 ) + self.Owner:IncXP( "Lumbering", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Lumbering" ) ), 1 , 1000 ) ) + self.Owner:SendMessage( "Wood ( " .. num2 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + + if ( self.Data.Entity and self.Data.Entity.Uses ) then self.Data.Entity.Uses = self.Data.Entity.Uses - num2 end + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end + + if ( self.Data.Entity != NULL ) then + if ( self.Data.Entity.Uses <= 0 ) then + self.Data.Entity:EmitSound( "stranded/tree_fall.wav" ) + self.Data.Entity:Fadeout() + end + end +end + +GMS.RegisterProcess( "WoodCutting", PROCESS ) + +/* --------------------------------------------------------- + Mining +--------------------------------------------------------- */ + +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Mining", self.Time, self.Cancel ) + self.StartTime = CurTime() + + self:PlaySound() + if ( !self.Data.Entity.Uses ) then self.Data.Entity.Uses = 250 end +end + +function PROCESS:PlaySound() + if ( CurTime() - self.StartTime > self.Time ) then return end + if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end + + if ( self.Owner:Alive() ) then + self.Owner:GetActiveWeapon():DoEffects( self.Owner:GetEyeTrace() ) + self.Owner:EmitSound( Sound( "physics/glass/glass_bottle_impact_hard" .. tostring( math.random( 1, 3 ) ) .. ".wav" ) ) + + timer.Simple( 1.5, function() self:PlaySound() end ) + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + local num2 = 1 + + if ( num < self.Data.Chance + self.Owner:GetSkill( "Mining" ) ) then + if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_stonepickaxe" ) then + num2 = math.random( 1, 2 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_copperpickaxe" ) then + num2 = math.random( 1, 3 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_ironpickaxe" ) then + num2 = math.random( 1, 4 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_techpickaxe" ) then + num2 = math.random( 1, 5 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_silverpickaxe" ) then + num2 = math.random( 1, 6 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_goldpickaxe" ) then + num2 = math.random( 1, 7 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_steelpickaxe" ) then + num2 = math.random( 1, 8 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_platinumpickaxe" ) then + num2 = math.random( 1, 9 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_pickaxeofdjarex" ) then + num2 = math.random( 85, 85 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_mithrilpickaxe" ) then + num2 = math.random( 1, 10 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runeapickaxe" ) then + num2 = math.random( 1, 8 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runeepickaxe" ) then + num2 = math.random( 1, 8 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runefpickaxe" ) then + num2 = math.random( 1, 8 ) + elseif ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_runewpickaxe" ) then + num2 = math.random( 1, 8 ) + end + + + local num3 = math.random( self.Data.MinAmount, self.Data.MaxAmount ) + + if ( num2 == 1 ) then + self.Owner:IncResource( "Stone", num3 ) + self.Owner:SendMessage( "Stone ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 2 ) then + self.Owner:IncResource( "Copper_Ore", num3 ) + self.Owner:SendMessage( "Copper Ore ( "..num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 3 ) then + self.Owner:IncResource( "Iron_Ore", num3 ) + self.Owner:SendMessage( "Iron Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 4 ) then + self.Owner:IncResource( "Tech_Ore", num3 ) + self.Owner:SendMessage( "Tech Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 5 ) then + self.Owner:IncResource( "Silver_Ore", num3 ) + self.Owner:SendMessage( "Silver Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 6 ) then + self.Owner:IncResource( "Gold_Ore", num3 ) + self.Owner:SendMessage( "Gold Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 7 ) then + self.Owner:IncResource( "Steel_Ore", num3 ) + self.Owner:SendMessage( "Steel Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 8 ) then + self.Owner:IncResource( "Platinum_Ore", num3 ) + self.Owner:SendMessage( "Platinum Ore ( " .. num3 .. "x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num2 == 85 ) then + self.Owner:IncResource( "Strange_Stone", num3 ) + self.Owner:SendMessage( "Strange Stone ( " .. num3 .. "x ) ", 3, Color( 0, 247, 255, 255) ) + elseif ( num2 == 9 ) then + self.Owner:IncResource( "Mithril_Ore", num3 ) + self.Owner:SendMessage( "Mithril Ore ( " .. num3 .. "x ) ", 3, Color(10, 200, 10, 255) ) + elseif ( num2 == 10) then + self.Owner:IncResource( "Adamantine_Ore", num3 ) + self.Owner:SendMessage( "Adamantine Ore( " .. num3 .. "x ) ", 3, Color(255,0, 111, 255) ) + end + + self.Owner:IncXP( "Mining", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Mining" ) ), 1, 1000 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + if ( self.Data.Entity and self.Data.Entity.Uses ) then self.Data.Entity.Uses = self.Data.Entity.Uses - num3 end + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end + + if ( GetConVarNumber( "gms_FadeRocks" ) == 1 and self.Data.Entity != NULL ) then + if ( self.Data.Entity.Uses <= 0 ) then + self.Data.Entity:Fadeout() + end + end +end + +GMS.RegisterProcess( "Mining", PROCESS ) + +/*--------------------------------------------------------- + Sprout collect +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + if ( self.Owner:HasUnlock( "Sprout_Collecting" ) ) then + self.Owner:MakeProcessBar( "Loosening sprout", self.Time, self.Cancel ) + else + self.IsStopped = true + end +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + local add = 0 + + if ( IsValid( self.Owner:GetActiveWeapon() ) && self.Owner:GetActiveWeapon():GetClass() == "gms_sickle" ) then add = add + 30 end + + if ( num > 50 - self.Owner:GetSkill( "Harvesting" ) - add ) then + self.Owner:IncResource( "Sprouts", 1 ) + self.Owner:IncXP( "Harvesting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Harvesting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Sprout ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "items/ammo_pickup.wav" ) ) + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end +end + +GMS.RegisterProcess( "SproutCollect", PROCESS ) + +/*--------------------------------------------------------- + Plant Melon +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Watermelon", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Melon_Seeds", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "melon", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantMelon", PROCESS ) + +/*--------------------------------------------------------- + Plant Banana +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Banana", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Banana_Seeds", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner , ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "banana", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantBanana", PROCESS ) + +/*--------------------------------------------------------- + Plant Orange +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Orange", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Orange_Seeds", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ) , 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "orange", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantOrange", PROCESS ) + +/*--------------------------------------------------------- + Plant Grain +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Grain", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Grain_Seeds", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "grain", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantGrain", PROCESS ) + +/*--------------------------------------------------------- + Plant Bush +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Berry Bush", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Berries", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "berry", 160 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantBush", PROCESS ) + +/*--------------------------------------------------------- + Plant Tree +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Planting Tree", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Sprouts", 1 ) + self.Owner:IncXP( "Planting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Planting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Successfully planted.", 3, Color( 10, 200, 10, 255 ) ) + + local ent = ents.Create( "gms_seed" ) + SPropProtection.PlayerMakePropOwner( self.Owner, ent ) + ent:SetPos( self.Data.Pos ) + ent:Setup( "tree", 240 - math.Clamp( self.Owner:GetSkill( "Planting" ), 0, 60 ) + math.random( -20, 20 ), self.Owner ) + ent:Spawn() +end + +GMS.RegisterProcess( "PlantTree", PROCESS ) + +/*--------------------------------------------------------- + Assembling +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Assembling", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:SendMessage( "Assembly successful.", 3, Color( 10, 200, 10, 255 ) ) +end + +PROCESS.Cancel = false + +GMS.RegisterProcess( "Assembling", PROCESS ) + +/*--------------------------------------------------------- + Fishing +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Fishing", self.Time, self.Cancel ) + self.Owner:EmitSound( "stranded/start_fishing.wav" ) +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( !self.Owner.Resources['Baits'] or self.Owner.Resources['Baits'] < 1 ) then + self.Data.Chance = self.Data.Chance * 0.25 + end + + if ( num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then + if ( self.Owner.Resources['Baits'] and self.Owner.Resources['Baits'] > 0 ) then + self.Owner:DecResource( "Baits", 1 ) + end + + if ( num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 ) then + self.Owner:IncResource( "Bass", 1 ) + self.Owner:SendMessage( "Bass ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 ) then + self.Owner:IncResource( "Trout", 1 ) + self.Owner:SendMessage( "Trout ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 && num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then + self.Owner:IncResource( "Salmon", 1 ) + self.Owner:SendMessage( "Salmon ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + end + + self.Owner:IncXP( "Fishing", math.Clamp( math.Round( 250 / self.Owner:GetSkill( "Fishing" ) ), 1, 1000 ) ) + self.Owner:EmitSound( Sound( "ambient/water/water_splash" .. math.random( 1, 3 ) .. ".wav" ) ) + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end +end + +GMS.RegisterProcess( "Fishing", PROCESS ) + +/*--------------------------------------------------------- + Advanced Fishing +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Fishing", self.Time, self.Cancel ) + self.Owner:EmitSound( "stranded/start_fishing.wav" ) +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( !self.Owner.Resources['Baits'] or self.Owner.Resources['Baits'] < 1 ) then + self.Data.Chance = self.Data.Chance * 0.25 + end + + if ( num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then + if ( self.Owner.Resources['Baits'] and self.Owner.Resources['Baits'] > 0 ) then + self.Owner:DecResource( "Baits", 1 ) + end + + if ( num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 2 ) then + self.Owner:IncResource( "Bass", 1 ) + self.Owner:SendMessage( "Bass ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 2 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 ) then + self.Owner:IncResource( "Trout", 1 ) + self.Owner:SendMessage( "Trout ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.5 && num < ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 ) then + self.Owner:IncResource( "Salmon", 1 ) + self.Owner:SendMessage( "Salmon ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + elseif ( num >= ( self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) / 1.2 && num < self.Data.Chance + self.Owner:GetSkill( "Fishing" ) ) then + self.Owner:IncResource( "Shark", 1 ) + self.Owner:SendMessage( "Shark ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + end + + self.Owner:IncXP( "Fishing", math.Clamp( math.Round( 250 / self.Owner:GetSkill( "Fishing" ) ), 1, 1000 ) ) + self.Owner:EmitSound( Sound( "ambient/water/water_splash" .. math.random( 1, 3 ) .. ".wav" ) ) + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + end +end + +GMS.RegisterProcess( "AdvancedFishing", PROCESS ) + +/*--------------------------------------------------------- + Bottle Water +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Bottling Water", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + if (self.Owner:GetActiveWeapon():GetClass() == "gms_bucket") then + self.Owner:IncResource( "Water_Bottles", 10 ) + self.Owner:SendMessage( "Water Bottle ( 10x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "ambient/water/water_spray" .. math.random( 1, 3 ) .. ".wav" ) ) + else + self.Owner:IncResource( "Water_Bottles", 1 ) + self.Owner:SendMessage( "Water Bottle ( 1x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:EmitSound( Sound( "ambient/water/water_spray" .. math.random( 1, 3 ) .. ".wav" ) ) + end +end + +GMS.RegisterProcess( "BottleWater", PROCESS ) + +/*--------------------------------------------------------- + Drink bottle +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Drinking Bottle", self.Time, self.Cancel ) + self.StartTime = CurTime() + + self:PlaySound() +end + +function PROCESS:PlaySound() + if ( CurTime() - self.StartTime > self.Time ) then return end + if ( !self.Owner.InProcess || self.StartTime != self.Owner.ProcessTable.StartTime ) then return end + + if ( self.Owner:Alive() ) then + self.Owner:EmitSound( Sound( "npc/barnacle/barnacle_gulp" .. math.random( 1, 2 ) .. ".wav" ) ) + timer.Simple( 0.75, function() self:PlaySound() end ) + end +end + +function PROCESS:OnStop() + self.Owner:DecResource( "Water_Bottles", 1 ) + self.Owner:SendMessage( "You're a little less thirsty now.", 3, Color( 10, 200, 10, 255 ) ) + if ( self.Owner.Thirst <= 750 ) then + self.Owner:SetThirst( self.Owner.Thirst + 250 ) + elseif ( self.Owner.Thirst >= 750 ) then + self.Owner:SetThirst( 1000 ) + end +end + +PROCESS.Cancel = false + +GMS.RegisterProcess( "DrinkBottle", PROCESS ) + +/*--------------------------------------------------------- + Take Medicine +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + if ( self.Owner:Health() >= 200 or ( self.Owner:Health() >= 150 and self.Owner:HasUnlock( "Master_Survivalist" ) != true ) or ( self.Owner:Health() >= 100 and self.Owner:HasUnlock( "Adept_Survivalist" ) != true ) ) then + self.Owner:SendMessage( "You're feeling good, why would you heal yourself.", 3, Color( 200, 0, 0, 255 ) ) + else + self.Owner:MakeProcessBar( "Taking Medicine", self.Time, self.Cancel ) + self.Owner:EmitSound( Sound( "items/smallmedkit1.wav" ) ) + end +end + +function PROCESS:OnStop() + if ( self.Owner:Health() >= 200 or ( self.Owner:Health() >= 150 and self.Owner:HasUnlock( "Master_Survivalist" ) != true ) or ( self.Owner:Health() >= 100 and self.Owner:HasUnlock( "Adept_Survivalist" ) != true ) ) then return end + self.Owner:DecResource( "Medicine", 1 ) + self.Owner:SendMessage( "You're feeling a bit better now.", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:Heal( 10 ) +end + +GMS.RegisterProcess( "TakeMedicine", PROCESS ) + +/*--------------------------------------------------------- + Cooking +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Cooking " .. self.Data.Name, self.Time, self.Cancel ) + self.Sound = CreateSound( self.Owner, Sound( "npc/headcrab/headcrab_burning_loop2.wav" ) ) + self.Sound:Play() +end + +function PROCESS:OnStop() + local num = math.random( 1, 100 ) + + if ( num + self.Owner:GetSkill( "Cooking" ) >= 50 ) then + self.Owner:SendMessage( "Successfully cooked.", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncXP( "Cooking", math.Clamp( math.Round( 150 / self.Owner:GetSkill( "Cooking" ) ), 1, 1000 ) ) + + local food = ents.Create( "gms_food" ) + food:SetPos( self.Owner:TraceFromEyes( 70 ).HitPos + Vector( 0, 0, 5 ) ) + SPropProtection.PlayerMakePropOwner( self.Owner, food ) + food.Value = self.Data.FoodValue + food.Name = self.Data.Name + food:Spawn() + food:SetFoodInfo( self.Data.Name ) + + timer.Simple( math.random( 240, 320 ), function() if ( IsValid( food ) ) then food:Fadeout( 2 ) end end ) + + for k, v in pairs( self.Data.Cost ) do self.Owner:DecResource( k, v ) end + else + self.Owner:SendMessage( "Failed.", 3, Color( 200, 0, 0, 255 ) ) + + local num = math.random( 1, 2 ) + + if ( num == 1 ) then + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end + self.Owner:SendMessage( "The ingredients was wasted!", 3, Color( 200, 0, 0, 255 ) ) + end + end + + self.Sound:Stop() +end + +GMS.RegisterProcess( "Cook", PROCESS ) + +/*--------------------------------------------------------- + Make Weapon +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Crafting " .. self.Data.Name, self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:SendMessage( "Made a " .. self.Data.Name .. ".", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncXP( "Weapon_Crafting", math.Clamp( math.Round( 50 / self.Owner:GetSkill( "Weapon_Crafting" ) ), 1, 1000 ) ) + + if ( self.Owner:HasWeapon( self.Data.Class ) ) then + local weap = ents.Create( self.Data.Class ) + weap:SetPos( self.Owner:TraceFromEyes( 100 ).HitPos + Vector( 0, 0, 15 ) ) + weap:Spawn() + SPropProtection.PlayerMakePropOwner( self.Owner, weap ) + else + self.Owner:Give( self.Data.Class ) + end + + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end +end + +GMS.RegisterProcess( "MakeWeapon", PROCESS ) + +/*--------------------------------------------------------- + MakeGeneric +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Making " .. self.Data.Name, self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end + + for k, v in pairs( self.Data.Res ) do + self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncResource( k, v ) + end +end + +GMS.RegisterProcess( "MakeGeneric", PROCESS ) + +/*--------------------------------------------------------- + Make Building +---------------------------------------------------------*/ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Setting up " .. self.Data.Name .. " site", self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + self.Owner:SendMessage( "Made a " .. self.Data.Name .. " site.", 3, Color( 10, 200, 10, 255 ) ) + + if ( self.Owner:GetBuildingSite() and self.Owner:GetBuildingSite():IsValid() ) then + ent = self.Owner:GetBuildingSite() + ent:Remove() + end + + local site = self.Owner:CreateStructureBuildingSite( self.Data.Pos, self.Owner:GetAngles(), self.Data.BuildSiteModel, self.Data.Class, self.Data.Cost, self.Data.Name ) +end + +GMS.RegisterProcess( "MakeBuilding", PROCESS ) + +/* Smelt */ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Smelting " .. self.Data.Name, self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end + + for k, v in pairs( self.Data.Res ) do + self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncResource( k, v ) + + self.Owner:IncXP( "Smelting", math.Clamp( math.Round( ( v * 10 ) / self.Owner:GetSkill( "Smelting" ) ), 1, 1000 ) ) + end +end + +GMS.RegisterProcess( "Smelt", PROCESS ) + +/* Crush */ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Crushing " .. self.Data.Name, self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end + + for k, v in pairs( self.Data.Res ) do + self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncResource( k, v ) + end +end + +GMS.RegisterProcess( "Crush", PROCESS ) + +/* Processing */ +local PROCESS = {} + +function PROCESS:OnStart() + self.Owner:MakeProcessBar( "Processing " .. self.Data.Name, self.Time, self.Cancel ) +end + +function PROCESS:OnStop() + for k, v in pairs( self.Data.Cost ) do + self.Owner:DecResource( k, v ) + end + + for k, v in pairs( self.Data.Res ) do + self.Owner:IncXP( "Weapon_Crafting", math.Clamp( math.Round( 150 / self.Owner:GetSkill( "Weapon_Crafting" ) ), 1, 1000 ) ) + self.Owner:SendMessage( "Made " .. string.gsub( k, "_", " " ) .. " ( " .. v .. "x )", 3, Color( 10, 200, 10, 255 ) ) + self.Owner:IncResource( k, v ) + end +end + +GMS.RegisterProcess( "Processing", PROCESS ) diff --git a/ftp_gmstranded/gamemode/resources.lua b/ftp_gmstranded/gamemode/resources.lua new file mode 100644 index 0000000..780c3f5 --- /dev/null +++ b/ftp_gmstranded/gamemode/resources.lua @@ -0,0 +1,68 @@ + +/*------------------------ Models ------------------------*/ + +resource.AddFile( "models/weapons/v_fists.mdl" ) +resource.AddFile( "models/weapons/w_fists.mdl" ) +resource.AddFile( "models/weapons/v_shovel.mdl" ) +resource.AddFile( "models/weapons/w_shovel.mdl" ) +resource.AddFile( "models/weapons/v_copper_pickaxe.mdl" ) +resource.AddFile( "models/weapons/w_copper_pickaxe.mdl" ) +resource.AddFile( "models/weapons/v_iron_pickaxe.mdl" ) +resource.AddFile( "models/weapons/w_iron_pickaxe.mdl" ) +resource.AddFile( "models/weapons/v_stone_pickaxe.mdl" ) +resource.AddFile( "models/weapons/w_stone_pickaxe.mdl" ) +resource.AddFile( "models/weapons/v_copper_hatchet.mdl" ) +resource.AddFile( "models/weapons/v_iron_hatchet.mdl" ) +resource.AddFile( "models/weapons/v_stone_hatchet.mdl" ) +resource.AddFile( "models/weapons/w_copper_hatchet.mdl" ) +resource.AddFile( "models/weapons/w_iron_hatchet.mdl" ) +resource.AddFile( "models/weapons/w_stone_hatchet.mdl" ) + +resource.AddFile( "models/gm_forest/tree_oak1.mdl" ) + +/*------------------------ Materials ------------------------*/ + +resource.AddFile( "materials/models/weapons/shovel/shovel1.vmt" ) +resource.AddFile( "materials/models/weapons/shovel/shovel1.vtf" ) +resource.AddFile( "materials/models/weapons/shovel/shovel1_n.vtf" ) +resource.AddFile( "materials/models/weapons/shovel/shovel2.vmt" ) +resource.AddFile( "materials/models/weapons/shovel/shovel2.vtf" ) +resource.AddFile( "materials/models/weapons/shovel/shovel2_n.vtf" ) +resource.AddFile( "materials/models/weapons/shovel/shovel3.vmt" ) +resource.AddFile( "materials/models/weapons/shovel/shovel3.vtf" ) +resource.AddFile( "materials/models/weapons/shovel/shovel3_n.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/copper/copper.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/copper/copper_n.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/copper/pickaxe01.vmt" ) +resource.AddFile( "materials/models/weapons/pickaxe/stone/pickaxe01.vmt" ) +resource.AddFile( "materials/models/weapons/pickaxe/stone/stone.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/stone/stone_n.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/iron/iron.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/iron/iron_n.vtf" ) +resource.AddFile( "materials/models/weapons/pickaxe/iron/pickaxe01.vmt" ) +resource.AddFile( "materials/models/weapons/hatchet/copper/axe.vmt" ) +resource.AddFile( "materials/models/weapons/hatchet/copper/Copper.vtf" ) +resource.AddFile( "materials/models/weapons/hatchet/copper/Copper_n.vtf" ) +resource.AddFile( "materials/models/weapons/hatchet/stone/axe.vmt" ) +resource.AddFile( "materials/models/weapons/hatchet/stone/stone.vtf" ) +resource.AddFile( "materials/models/weapons/hatchet/stone/stone_n.vtf" ) +resource.AddFile( "materials/models/weapons/hatchet/iron/axe.vmt" ) +resource.AddFile( "materials/models/weapons/hatchet/iron/iron.vtf" ) +resource.AddFile( "materials/models/weapons/hatchet/iron/iron_n.vtf" ) +resource.AddFile( "materials/models/weapons/hands.vmt" ) +resource.AddFile( "materials/models/weapons/hands.vtf" ) +resource.AddFile( "materials/models/weapons/hands_normal.vtf" ) + +resource.AddFile( "materials/gm_forest/oak_brk.vmt" ) +resource.AddFile( "materials/gm_forest/brg_eik_brn2.vmt" ) +resource.AddFile( "materials/gm_forest/brg_eik_brn2.vtf" ) + +/*------------------------ Sounds ------------------------*/ + +resource.AddFile( "sound/citizen_beaten1.wav" ) +resource.AddFile( "sound/citizen_beaten4.wav" ) +resource.AddFile( "sound/citizen_beaten5.wav" ) +resource.AddFile( "sound/cough1.wav" ) +resource.AddFile( "sound/cough2.wav" ) +resource.AddFile( "sound/cough3.wav" ) +resource.AddFile( "sound/cough4.wav" ) diff --git a/ftp_gmstranded/gamemode/shared.lua b/ftp_gmstranded/gamemode/shared.lua new file mode 100644 index 0000000..b8e7ac5 --- /dev/null +++ b/ftp_gmstranded/gamemode/shared.lua @@ -0,0 +1,1029 @@ + +/* + Authors! The Stranded Team! + jA_cOp, prop_dynamic, Chewgum, Wokkel, robotboy655 + + READ THIS: + If you want to add custom content or edit anything in gamemode - DO NOT. Please read customcontent.lua! + + ÏÐÎ×ÒÈ ÝÒÎ: + Åñëè òû ñîáèðàåøüñÿ òóò ÷òî ëèáî èçìåíÿòü - ÍÅ ÄÅËÀÉ ÝÒÎÃÎ. Ïðî÷òè ôàéë customcontent.lua! +*/ + +DeriveGamemode( "sandbox" ) + +GM.Name = "Garry's Mod Stranded" +GM.Author = "Stranded Team" +GM.Email = "robotboy655@gmail.com" +GM.Website = "" + +team.SetUp( 1, "The Stranded", Color( 200, 200, 0, 255 ) ) +team.SetUp( 2, "Survivalists", Color( 255, 255, 255, 255 ) ) +team.SetUp( 3, "Anonymous", Color( 0, 121, 145, 255 ) ) +team.SetUp( 4, "The Gummies", Color( 255, 23, 0, 255 ) ) +team.SetUp( 5, "The Dynamics", Color( 0, 72, 255, 255 ) ) +team.SetUp( 6, "Scavengers", Color( 8, 255, 0, 255 ) ) + +GMS = GMS or {} + +include( "spp/sh_spp.lua" ) +include( "time_weather.lua" ) + +-- Shared includes +include( "unlocks.lua" ) +include( "combinations.lua" ) +include( "combinations2.lua" ) +include( "combirenbuy.lua" ) +include( "combirensell.lua" ) + +/* ---------------------------------------------------------------------------------------------------- + Utility functions +---------------------------------------------------------------------------------------------------- */ + + + +function string.Capitalize( str ) + local str = string.Explode( "_", str ) + for k, v in pairs( str ) do + str[ k ] = string.upper( string.sub( v, 1, 1 ) ) .. string.sub( v, 2 ) + end + + str = string.Implode( "_", str ) + return str +end + +function player.FindByName( str ) + if ( str == nil or str == "" ) then return false end + for id, ply in pairs( player.GetAll() ) do + if ( string.find( string.lower( ply:Name() ), string.lower( str ) ) != nil ) then + return ply + end + end + return false +end + +function GMS_IsAdminOnlyModel( mdl ) + if ( mdl == GMS.SmallRockModel ) then return true end + if ( table.HasValue( GMS.EdibleModels, mdl ) ) then return true end + if ( table.HasValue( GMS.RockModels, mdl ) ) then return true end + if ( table.HasValue( GMS.AdditionalRockModels, mdl ) ) then return true end + if ( table.HasValue( GMS.TreeModels, mdl ) ) then return true end + if ( table.HasValue( GMS.AdditionalTreeModels, mdl ) ) then return true end + return false +end + +function GMS.ClassIsNearby( pos, class, range ) + local nearby = false + for k, v in pairs( ents.FindInSphere( pos, range ) ) do + if ( v:GetClass() == class and ( pos - Vector( v:LocalToWorld( v:OBBCenter() ).x, v:LocalToWorld( v:OBBCenter() ).y, pos.z ) ):Length() <= range ) then + nearby = true + end + end + + return nearby +end + +function GMS.IsInWater( pos ) + local trace = {} + trace.start = pos + trace.endpos = pos + Vector( 0, 0, 1 ) + trace.mask = bit.bor( MASK_WATER, MASK_SOLID ) + + local tr = util.TraceLine( trace ) + return tr.Hit +end + +/* ---------------------------------------------------------------------------------------------------- + Player Functions +---------------------------------------------------------------------------------------------------- */ + +local PlayerMeta = FindMetaTable( "Player" ) + +function PlayerMeta:IsDeveloper() + if ( self:SteamID() == "STEAM_0:0:18313012" ) then return true end + return false +end + +/* ---------------------------------------------------------------------------------------------------- + Entity Functions +---------------------------------------------------------------------------------------------------- */ + +local EntityMeta = FindMetaTable( "Entity" ) + +function EntityMeta:IsTreeModel() + if ( !IsValid( self ) || !self.GetModel || !self:GetModel() ) then return false end + + for k, v in pairs( GMS.TreeModels ) do + if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then return true end + end + + for k, v in pairs( GMS.AdditionalTreeModels ) do + if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then return true end + end + + -- Experemental + if ( SERVER && string.find( self:GetModel(), "tree" ) && self:CreatedByMap() ) then return true end + + return false +end + +function EntityMeta:IsRockModel() + if ( !IsValid( self ) ) then return false end + + local mdl = string.lower( self:GetModel() ) + + if ( mdl == string.lower( GMS.SmallRockModel ) ) then return true end + + for k, v in pairs( GMS.RockModels ) do + if ( string.lower( v ) == mdl or string.gsub( string.lower( v ), "/", "\\" ) == mdl ) then return true end + end + + for k, v in pairs( GMS.AdditionalRockModels ) do + if ( string.lower( v ) == mdl or string.gsub( string.lower( v ), "/", "\\" ) == mdl ) then return true end + end + + -- Experemental + if ( SERVER && string.find( self:GetModel(), "rock" ) && self:CreatedByMap() ) then return true end + + return false +end + +function EntityMeta:IsBerryBushModel() + if ( !IsValid( self ) ) then return false end + + local mdl = "models/props/pi_shrub.mdl" + if ( mdl == self:GetModel() or string.gsub( mdl, "/", "\\" ) == self:GetModel() ) then return true end + + return false +end + +function EntityMeta:IsGrainModel() + if ( !IsValid( self ) ) then return false end + + local mdl = "models/props_foliage/cattails.mdl" + if ( mdl == self:GetModel() or string.gsub( mdl, "/", "\\" ) == self:GetModel() ) then return true end + + return false +end + +function EntityMeta:IsFoodModel() + if ( !IsValid( self ) ) then return false end + + for k, v in pairs( GMS.EdibleModels ) do + if ( string.lower( v ) == string.lower( self:GetModel() ) or string.gsub( string.lower( v ), "/", "\\" ) == string.lower( self:GetModel() ) ) then + return true + end + end + + return false +end + +function EntityMeta:IsProp() + if ( !IsValid( self ) ) then return false end + + local cls = self:GetClass() + if ( cls == "prop_physics" or cls == "prop_physics_multiplayer" or cls == "prop_dynamic" ) then return true end + + return false +end + +function EntityMeta:GetVolume() + local min, max = self:OBBMins(), self:OBBMaxs() + local vol = math.abs( max.x - min.x ) * math.abs( max.y - min.y ) * math.abs( max.z - min.z ) + return vol / ( 16 ^ 3 ) +end + +function EntityMeta:IsSleepingFurniture() + for _, v in ipairs( GMS.SleepingFurniture ) do + if ( string.lower( v ) == self:GetModel() or string.gsub( string.lower( v ), "/", "\\" ) == self:GetModel() ) then + return true + end + end + + return false +end + +function EntityMeta:IsPickupProhibitedModel() + if ( !IsValid( self ) ) then return end + return table.HasValue( GMS.PickupProhibitedClasses, self:GetClass() ) +end + +/* ---------------------------------------------------------------------------------------------------- + Shared Hooks ( for prediction ) +---------------------------------------------------------------------------------------------------- */ + +function GM:PlayerNoClip( pl, on ) + if ( pl:InVehicle() ) then return false end + if ( pl:IsDeveloper() || game.SinglePlayer() ) then return true end + return false +end + +function GM:PhysgunPickup( ply, ent ) + if ( !IsValid( ent ) ) then return self.BaseClass.PhysgunPickup( self, ply, ent ) end + if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() ) then return false end + + if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end + + return self.BaseClass.PhysgunPickup( self, ply, ent ) +end + +function GM:GravGunPunt( ply, ent ) + if ( !IsValid( ent ) ) then return self.BaseClass.GravGunPunt( self, ply, ent ) end + if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end + + if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end + + return self.BaseClass.GravGunPunt( self, ply, ent ) +end + +function GM:GravGunPickupAllowed( ply, ent ) + if ( !IsValid( ent ) ) then return self.BaseClass.GravGunPickupAllowed( self, ply, ent ) end + if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end + + if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end + + return self.BaseClass.GravGunPickupAllowed( self, ply, ent ) +end + +function GM:CanTool( ply, tr, mode ) + + if ( mode == "gms_rope" ) then + if ( SERVER && ply:GetResource( "Rope" ) < 1 ) then ply:SendMessage( "You need rope to use this tool.", 3, Color( 200, 0, 0, 255 ) ) return false end + if ( CLIENT && ( !Resources[ "Rope" ] || Resources[ "Rope" ] < 1 ) ) then return false end + end + + if ( mode == "weld" ) then + if ( SERVER && ply:GetResource( "Welder" ) < 1 ) then ply:SendMessage( "You need a Welder to use this tool.", 3, Color( 200, 0, 0, 255 ) ) return false end + if ( CLIENT && ( !Resources[ "Welder" ] || Resources[ "Welder" ] < 1 ) ) then return false end + end + + if ( table.HasValue( GMS.ProhibitedStools, mode ) && !ply:IsAdmin() ) then ply:SendMessage( "This tool is prohibited.", 3, Color( 200, 0, 0, 255 ) ) return false end + + local ent = tr.Entity + if ( !IsValid( ent ) && ent:GetClass() != "worldspawn" ) then return end + + if ( !SPropProtection.PhysGravGunPickup( ply, ent ) ) then return false end + + if ( ent:IsRockModel() || ent:IsNPC() || ent:IsTreeModel() || ent:IsPlayer() || ent:IsFoodModel() || ent:IsPickupProhibitedModel() || ent:GetClass() == "gms_buildsite" ) then return false end + + return true +end + +/* ---------------------------------------------------------------------------------------------------- + Config +---------------------------------------------------------------------------------------------------- */ + +GMS_SpawnLists = GMS_SpawnLists or {} + +GMS_SpawnLists[ "Wood - Tables / Desks" ] = { + "models/props_c17/FurnitureDrawer003a.mdl", + "models/props_c17/FurnitureDrawer002a.mdl", + "models/props_c17/FurnitureTable003a.mdl", + "models/props_c17/FurnitureDrawer001a.mdl", + "models/props_c17/FurnitureTable001a.mdl", + "models/props_c17/FurnitureTable002a.mdl", + "models/props_interiors/Furniture_Desk01a.mdl", + "models/props_interiors/Furniture_Vanity01a.mdl", + "models/props_wasteland/cafeteria_table001a.mdl" +} + +GMS_SpawnLists[ "Wood - Shelving / Storage" ] = { + "models/props_c17/FurnitureShelf001b.mdl", + "models/props_wasteland/prison_shelf002a.mdl", + "models/props_junk/wood_crate001a.mdl", + "models/props_junk/wood_crate001a_damaged.mdl", + "models/props_junk/wood_crate002a.mdl", + "models/props_wasteland/laundry_cart002.mdl", + "models/props_c17/FurnitureShelf001a.mdl", + "models/props_interiors/Furniture_shelf01a.mdl", + "models/props_c17/shelfunit01a.mdl", + "models/props_c17/FurnitureDresser001a.mdl" +} + +GMS_SpawnLists[ "Wood - Seating" ] = { + "models/props_c17/FurnitureChair001a.mdl", + "models/props_interiors/Furniture_chair01a.mdl", + "models/props_c17/playground_swingset_seat01a.mdl", + "models/props_c17/playground_teetertoter_seat.mdl", + "models/props_wasteland/cafeteria_bench001a.mdl", + "models/props_trainstation/BenchOutdoor01a.mdl", + "models/props_c17/bench01a.mdl", + "models/props_trainstation/bench_indoor001a.mdl" +} + +GMS_SpawnLists[ "Wood - Doors / Plating / Beams" ] = { + "models/props_debris/wood_board02a.mdl", + "models/props_debris/wood_board04a.mdl", + "models/props_debris/wood_board06a.mdl", + "models/props_debris/wood_board01a.mdl", + "models/props_debris/wood_board03a.mdl", + "models/props_debris/wood_board05a.mdl", + "models/props_debris/wood_board07a.mdl", + "models/props_junk/wood_pallet001a.mdl", + "models/props_wasteland/wood_fence02a.mdl", + "models/props_wasteland/wood_fence01a.mdl", + "models/props_c17/Frame002a.mdl", + "models/props_wasteland/barricade001a.mdl", + "models/props_wasteland/barricade002a.mdl", + "models/props_docks/channelmarker_gib01.mdl", + "models/props_docks/channelmarker_gib04.mdl", + "models/props_docks/channelmarker_gib03.mdl", + "models/props_docks/channelmarker_gib02.mdl", + "models/props_docks/dock01_pole01a_128.mdl", + "models/props_docks/dock02_pole02a_256.mdl", + "models/props_docks/dock01_pole01a_256.mdl", + "models/props_docks/dock02_pole02a.mdl", + "models/props_docks/dock03_pole01a_256.mdl", + "models/props_docks/dock03_pole01a.mdl" +} + +GMS_SpawnLists[ "Iron - Kitchen/Appliances" ] = { + "models/props_interiors/SinkKitchen01a.mdl", + "models/props_interiors/Radiator01a.mdl", + "models/props_c17/FurnitureWashingmachine001a.mdl", + "models/props_c17/FurnitureFridge001a.mdl", + "models/props_interiors/refrigerator01a.mdl", + "models/props_c17/FurnitureBoiler001a.mdl", + "models/props_c17/FurnitureFireplace001a.mdl", + "models/props_wasteland/kitchen_counter001d.mdl", + "models/props_wasteland/kitchen_counter001b.mdl", + "models/props_wasteland/kitchen_counter001a.mdl", + "models/props_wasteland/kitchen_counter001c.mdl", + "models/props_wasteland/kitchen_stove001a.mdl", + "models/props_wasteland/kitchen_stove002a.mdl", + "models/props_wasteland/kitchen_fridge001a.mdl", + "models/props_wasteland/laundry_dryer001.mdl", + "models/props_wasteland/laundry_dryer002.mdl", + "models/props_wasteland/laundry_washer003.mdl", + "models/props_wasteland/laundry_washer001a.mdl", + "models/props_wasteland/laundry_basket001.mdl", + "models/props_wasteland/laundry_basket002.mdl" +} + +GMS_SpawnLists[ "Iron - Shelving/Storage" ] = { + "models/props_c17/FurnitureShelf002a.mdl", + "models/props_lab/filecabinet02.mdl", + "models/props_wasteland/controlroom_filecabinet002a.mdl", + "models/props_wasteland/controlroom_storagecloset001a.mdl", + "models/props_wasteland/kitchen_shelf002a.mdl", + "models/props_wasteland/kitchen_shelf001a.mdl", + "models/props_c17/display_cooler01a.mdl" +} + +/*GMS_SpawnLists[ "Iron - Cargo/Tanks" ] = { + "models/props_wasteland/cargo_container01.mdl", + "models/props_wasteland/cargo_container01b.mdl", + "models/props_wasteland/cargo_container01c.mdl", + "models/props_wasteland/horizontalcoolingtank04.mdl", + "models/props_wasteland/coolingtank02.mdl", + "models/props_wasteland/coolingtank01.mdl", + "models/props_junk/TrashDumpster01a.mdl", + "models/props_junk/TrashDumpster02.mdl" +} + +GMS_SpawnLists[ "Iron - Lighting" ] = { + "models/props_c17/light_cagelight02_on.mdl", + "models/props_c17/light_cagelight01_on.mdl", + "models/props_wasteland/prison_lamp001c.mdl", + "models/props_wasteland/prison_lamp001a.mdl", + "models/props_wasteland/prison_lamp001b.mdl", + "models/props_c17/lamp_standard_off01.mdl", + "models/props_c17/lamp_bell_on.mdl", + "models/props_c17/light_decklight01_on.mdl", + "models/props_c17/light_floodlight02_off.mdl", + "models/props_wasteland/light_spotlight02_base.mdl", + "models/props_wasteland/light_spotlight02_lamp.mdl", + "models/props_wasteland/light_spotlight01_base.mdl", + "models/props_wasteland/light_spotlight01_lamp.mdl", + "models/props_trainstation/Column_Light001b.mdl", + "models/props_trainstation/Column_Light001a.mdl", + "models/props_trainstation/light_128wallMounted001a.mdl", + "models/props_c17/LampFixture01a.mdl", + "models/props_c17/lamppost03a_on.mdl", + "models/props_c17/Traffic_Light001a.mdl", + "models/props_trainstation/TrackLight01.mdl", + "models/props_trainstation/light_Signal002a.mdl", + "models/props_trainstation/light_Signal001a.mdl", + "models/props_trainstation/light_Signal001b.mdl" +}*/ + +GMS_SpawnLists[ "Iron - Containers" ] = { + "models/props_junk/garbage_metalcan001a.mdl", + "models/props_junk/garbage_metalcan002a.mdl", + "models/props_junk/PopCan01a.mdl", + "models/props_interiors/pot01a.mdl", + "models/props_c17/metalPot002a.mdl", + "models/props_interiors/pot02a.mdl", + "models/props_c17/metalPot001a.mdl", + "models/props_junk/metal_paintcan001a.mdl", + "models/props_junk/metalgascan.mdl", + "models/props_junk/MetalBucket01a.mdl", + "models/props_junk/MetalBucket02a.mdl", + "models/props_trainstation/trashcan_indoor001b.mdl", + "models/props_trainstation/trashcan_indoor001a.mdl", + "models/props_c17/oildrum001.mdl", + "models/props_c17/canister01a.mdl", + "models/props_c17/canister02a.mdl", + "models/props_c17/canister_propane01a.mdl" +} + +GMS_SpawnLists[ "Iron - Signs" ] = { + "models/props_c17/streetsign005d.mdl", + "models/props_c17/streetsign005c.mdl", + "models/props_c17/streetsign005b.mdl", + "models/props_c17/streetsign004f.mdl", + "models/props_c17/streetsign004e.mdl", + "models/props_c17/streetsign003b.mdl", + "models/props_c17/streetsign002b.mdl", + "models/props_c17/streetsign001c.mdl", + "models/props_trainstation/TrackSign01.mdl", + "models/props_trainstation/clock01.mdl", + "models/props_trainstation/trainstation_clock001.mdl" +} + +GMS_SpawnLists[ "Copper - Signs" ] = { + "models/props_trainstation/TrackSign02.mdl", + "models/props_trainstation/TrackSign03.mdl", + "models/props_trainstation/TrackSign10.mdl", + "models/props_trainstation/TrackSign09.mdl", + "models/props_trainstation/TrackSign08.mdl", + "models/props_trainstation/TrackSign07.mdl" +} + +GMS_SpawnLists[ "Iron - Rails" ] = { + "models/props_trainstation/handrail_64decoration001a.mdl", + "models/props_c17/Handrail04_short.mdl", + "models/props_c17/Handrail04_Medium.mdl", + "models/props_c17/Handrail04_corner.mdl", + "models/props_c17/Handrail04_long.mdl", + "models/props_c17/Handrail04_SingleRise.mdl", + "models/props_c17/Handrail04_DoubleRise.mdl" +} + +GMS_SpawnLists[ "Copper - Fencing" ] = { + "models/props_wasteland/interior_fence002a.mdl", + "models/props_wasteland/interior_fence002e.mdl", + "models/props_wasteland/interior_fence001g.mdl", + "models/props_wasteland/interior_fence002f.mdl", + "models/props_wasteland/interior_fence002c.mdl", + "models/props_wasteland/interior_fence002d.mdl", + "models/props_wasteland/interior_fence004b.mdl", + "models/props_wasteland/interior_fence004a.mdl", + "models/props_wasteland/exterior_fence002a.mdl", + "models/props_wasteland/exterior_fence003a.mdl", + "models/props_wasteland/exterior_fence003b.mdl", + "models/props_wasteland/exterior_fence002c.mdl", + "models/props_wasteland/exterior_fence002d.mdl", + "models/props_wasteland/exterior_fence001a.mdl", + "models/props_wasteland/exterior_fence002e.mdl" +} + +GMS_SpawnLists[ "Iron - Doors/Plating/Beams" ] = { + "models/props_c17/door02_double.mdl", + "models/props_c17/door01_left.mdl", + "models/props_borealis/borealis_door001a.mdl", + "models/props_interiors/refrigeratorDoor02a.mdl", + "models/props_interiors/refrigeratorDoor01a.mdl", + "models/props_building_details/Storefront_Template001a_Bars.mdl", + "models/props_c17/gate_door01a.mdl", + "models/props_c17/gate_door02a.mdl", + "models/props_junk/ravenholmsign.mdl", + "models/props_debris/metal_panel02a.mdl", + "models/props_debris/metal_panel01a.mdl", + "models/props_junk/TrashDumpster02b.mdl", + "models/props_lab/blastdoor001a.mdl", + "models/props_lab/blastdoor001b.mdl", + "models/props_lab/blastdoor001c.mdl", + "models/props_trainstation/trainstation_post001.mdl", + "models/props_c17/signpole001.mdl", + "models/props_junk/harpoon002a.mdl", + "models/props_c17/metalladder002b.mdl", + "models/props_c17/metalladder002.mdl", + "models/props_c17/metalladder003.mdl", + "models/props_c17/metalladder001.mdl", + "models/props_junk/iBeam01a.mdl", + "models/props_junk/iBeam01a_cluster01.mdl" +} + +GMS_SpawnLists[ "Iron - Vehicles" ] = { + "models/props_junk/Wheebarrow01a.mdl", + "models/props_junk/PushCart01a.mdl", + "models/props_wasteland/gaspump001a.mdl", + "models/props_wasteland/wheel01.mdl", + "models/props_wasteland/wheel01a.mdl", + "models/props_wasteland/wheel03b.mdl", + "models/props_wasteland/wheel02b.mdl", + "models/props_wasteland/wheel02a.mdl", + "models/props_wasteland/wheel03a.mdl", + "models/props_citizen_tech/windmill_blade002a.mdl", + "models/airboat.mdl", + "models/buggy.mdl", + "models/props_vehicles/car002a_physics.mdl", + "models/props_vehicles/car001b_hatchback.mdl", + "models/props_vehicles/car001a_hatchback.mdl", + "models/props_vehicles/car003a_physics.mdl", + "models/props_vehicles/car003b_physics.mdl", + "models/props_vehicles/car004a_physics.mdl", + "models/props_vehicles/car004b_physics.mdl", + "models/props_vehicles/car005a_physics.mdl", + "models/props_vehicles/car005b_physics.mdl", + "models/props_vehicles/van001a_physics.mdl", + "models/props_vehicles/truck003a.mdl", + "models/props_vehicles/truck002a_cab.mdl", + "models/props_vehicles/trailer002a.mdl", + "models/props_vehicles/truck001a.mdl", + "models/props_vehicles/generatortrailer01.mdl", + "models/props_vehicles/apc001.mdl", + "models/combine_apc_wheelcollision.mdl", + "models/props_vehicles/trailer001a.mdl", + "models/props_trainstation/train003.mdl", + "models/props_trainstation/train002.mdl", + "models/props_combine/combine_train02a.mdl", + "models/props_combine/CombineTrain01a.mdl", + "models/props_combine/combine_train02b.mdl", + "models/props_trainstation/train005.mdl" +} + +GMS_SpawnLists[ "Iron - Seating" ] = { + "models/props_c17/chair_stool01a.mdl", + "models/props_c17/chair02a.mdl", + "models/props_c17/chair_office01a.mdl", + "models/props_wasteland/controlroom_chair001a.mdl", + "models/props_c17/chair_kleiner03a.mdl", + "models/props_trainstation/traincar_seats001.mdl", + "models/props_c17/FurnitureBed001a.mdl", + "models/props_wasteland/prison_bedframe001b.mdl", + "models/props_c17/FurnitureBathtub001a.mdl", + "models/props_interiors/BathTub01a.mdl" +} + +GMS_SpawnLists[ "Iron - Misc/Buttons" ] = { + "models/props_c17/TrapPropeller_Lever.mdl", + "models/props_c17/TrapPropeller_Engine.mdl", + "models/props_c17/TrapPropeller_Blade.mdl", + "models/props_junk/sawblade001a.mdl", + "models/props_trainstation/payphone001a.mdl", + "models/props_wasteland/prison_throwswitchlever001.mdl", + "models/props_wasteland/prison_throwswitchbase001.mdl", + "models/props_wasteland/tram_lever01.mdl", + "models/props_wasteland/tram_leverbase01.mdl", + "models/props_wasteland/panel_leverHandle001a.mdl", + "models/props_wasteland/panel_leverBase001a.mdl", + "models/props_lab/tpplug.mdl", + "models/props_lab/tpplugholder_single.mdl", + "models/props_lab/tpplugholder.mdl", + "models/props_c17/cashregister01a.mdl" +} + +GMS_SpawnLists[ "Wood - PHX" ] = { + "models/props_phx/construct/wood/wood_boardx1.mdl", + "models/props_phx/construct/wood/wood_boardx2.mdl", + "models/props_phx/construct/wood/wood_boardx4.mdl", + "models/props_phx/construct/wood/wood_panel1x1.mdl", + "models/props_phx/construct/wood/wood_panel1x2.mdl", + "models/props_phx/construct/wood/wood_panel2x2.mdl", + "models/props_phx/construct/wood/wood_panel2x4.mdl", + "models/props_phx/construct/wood/wood_panel4x4.mdl", + "models/props_phx/construct/wood/wood_wire1x1.mdl", + "models/props_phx/construct/wood/wood_wire1x1x1.mdl", + "models/props_phx/construct/wood/wood_wire1x1x2.mdl", + "models/props_phx/construct/wood/wood_wire1x1x2b.mdl", + "models/props_phx/construct/wood/wood_wire1x2.mdl", + "models/props_phx/construct/wood/wood_wire1x2b.mdl", + "models/props_phx/construct/wood/wood_wire1x2x2b.mdl", + "models/props_phx/construct/wood/wood_wire2x2.mdl", + "models/props_phx/construct/wood/wood_wire2x2b.mdl", + "models/props_phx/construct/wood/wood_wire2x2x2b.mdl" +} + +GMS_SpawnLists[ "Iron - PHX" ] = { + "models/props_phx/construct/metal_plate1.mdl", + "models/props_phx/construct/metal_plate1x2.mdl", + "models/props_phx/construct/metal_plate2x2.mdl", + "models/props_phx/construct/metal_plate2x4.mdl", + "models/props_phx/construct/metal_plate4x4.mdl", + "models/props_phx/construct/metal_wire1x1.mdl", + "models/props_phx/construct/metal_wire1x1x1.mdl", + "models/props_phx/construct/metal_wire1x1x2.mdl", + "models/props_phx/construct/metal_wire1x1x2b.mdl", + "models/props_phx/construct/metal_wire1x2.mdl", + "models/props_phx/construct/metal_wire1x2b.mdl", + "models/props_phx/construct/metal_wire1x2x2b.mdl", + "models/props_phx/construct/metal_wire2x2.mdl", + "models/props_phx/construct/metal_wire2x2b.mdl", + "models/props_phx/construct/metal_wire2x2x2b.mdl" +} + +GMS.SleepingFurniture = { + "models/props_interiors/Furniture_Couch01a.mdl", + "models/props_c17/FurnitureCouch002a.mdl", + "models/props_c17/FurnitureCouch001a.mdl", + "models/props_c17/FurnitureBed001a.mdl", + "models/props_wasteland/prison_bedframe001b.mdl", + "models/props_trainstation/traincar_seats001.mdl" +} +GMS_SpawnLists[ "Mixed - Sleeping Furniture" ] = GMS.SleepingFurniture + +GMS.TreeModels = { + "models/props_foliage/oak_tree01.mdl", + "models/props_foliage/tree_deciduous_01a-lod.mdl", + "models/props_foliage/tree_deciduous_01a.mdl", + "models/props_foliage/tree_deciduous_02a.mdl", + "models/props_foliage/tree_deciduous_03a.mdl", + "models/props_foliage/tree_deciduous_03b.mdl", + "models/props_foliage/tree_poplar_01.mdl", + + "models/gm_forest/tree_oak1.mdl", -- These are in the content of the gamemode + "models/gm_forest/tree_orientalspruce1.mdl" +} + +// These models cannot be dynamically spawned. Because if someone doesn't have them. +GMS.AdditionalTreeModels = { + "models/props_foliage/tree_cliff_01a.mdl", -- Half-Life 2, We don't want these to be plantable, they are weird + "models/props_foliage/tree_cliff_02a.mdl", + + "models/props_foliage/tree_pine04.mdl", -- Episode 2 + "models/props_foliage/tree_pine05.mdl", + "models/props_foliage/tree_pine06.mdl", + "models/props_foliage/tree_dead01.mdl", + "models/props_foliage/tree_dead02.mdl", + "models/props_foliage/tree_dead03.mdl", + "models/props_foliage/tree_dead04.mdl", + "models/props_foliage/tree_dry01.mdl", + "models/props_foliage/tree_dry02.mdl", + "models/props_foliage/tree_pine_large.mdl", + + "models/props_foliage/tree_pine_01.mdl", -- Episode 1 + "models/props_foliage/tree_pine_02.mdl", + "models/props_foliage/tree_pine_03.mdl", + + "models/props/de_inferno/tree_small.mdl", -- CSS + "models/props/de_inferno/tree_large.mdl", + "models/props/cs_militia/tree_large_militia.mdl", + + "models/jtwoods/woods_spruce.mdl", -- Models from gms_paradise_islands_v1 / gm_forest + "models/gm_forest/trunk_a.mdl", + "models/gm_forest/tree_commonlinden_1.mdl", + "models/gm_forest/tree_alder.mdl", + "models/gm_forest/tree_birch1.mdl", + "models/gm_forest/tree_b.mdl", + "models/gm_forest/tree_g.mdl" +} + +GMS.EdibleModels = { + "models/props/cs_italy/orange.mdl", + "models/props_junk/watermelon01.mdl", + "models/props/cs_italy/bananna_bunch.mdl" +} + +GMS.RockModels = { + "models/props_wasteland/rockgranite02a.mdl", + "models/props_wasteland/rockgranite02b.mdl", + "models/props_wasteland/rockgranite02c.mdl", + "models/props_wasteland/rockgranite04b.mdl", + "models/props_wasteland/rockcliff_cluster01b.mdl", + "models/props_wasteland/rockcliff_cluster02a.mdl", + "models/props_wasteland/rockcliff_cluster02b.mdl", + "models/props_wasteland/rockcliff_cluster02c.mdl", + "models/props_wasteland/rockcliff_cluster03a.mdl", + "models/props_wasteland/rockcliff_cluster03b.mdl", + "models/props_wasteland/rockcliff_cluster03c.mdl", + "models/props_wasteland/rockcliff01b.mdl", + "models/props_wasteland/rockcliff01c.mdl", + "models/props_wasteland/rockcliff01e.mdl", + "models/props_wasteland/rockcliff01f.mdl", + "models/props_wasteland/rockcliff01g.mdl", + "models/props_wasteland/rockcliff01J.mdl", + "models/props_wasteland/rockcliff01k.mdl", + "models/props_wasteland/rockcliff05a.mdl", + "models/props_wasteland/rockcliff05b.mdl", + "models/props_wasteland/rockcliff05e.mdl", + "models/props_wasteland/rockcliff05f.mdl", + "models/props_wasteland/rockcliff06d.mdl", + "models/props_wasteland/rockcliff06i.mdl", + "models/props_wasteland/rockcliff07b.mdl" +} + +GMS.AdditionalRockModels = { + "models/props_wasteland/rockgranite01a.mdl", -- Half-Life 2 + "models/props_wasteland/rockgranite01b.mdl", + "models/props_wasteland/rockgranite01c.mdl", + "models/props_wasteland/rockgranite03a.mdl", + "models/props_wasteland/rockgranite03b.mdl", + "models/props_wasteland/rockgranite03c.mdl", + "models/props_wasteland/rockgranite04a.mdl", + "models/props_wasteland/rockgranite04c.mdl", + "models/props_canal/rock_riverbed01a.mdl", + "models/props_canal/rock_riverbed01b.mdl", + "models/props_canal/rock_riverbed01c.mdl", + "models/props_canal/rock_riverbed01d.mdl", + "models/props_canal/rock_riverbed02a.mdl", + "models/props_canal/rock_riverbed02b.mdl", + "models/props_canal/rock_riverbed02c.mdl", + "models/props_lab/bigrock.mdl", + + "models/props_mining/caverocks_cluster01.mdl", -- Episode 2 + "models/props_mining/caverocks_cluster02.mdl", + "models/Cliffs/rockcluster01.mdl", + "models/Cliffs/rockcluster02.mdl", + "models/Cliffs/rocks_large01.mdl", + "models/Cliffs/rocks_large01_veg.mdl", + "models/Cliffs/rocks_large02.mdl", + "models/Cliffs/rocks_large02_veg.mdl", + "models/cliffs/rocks_large03.mdl", + "models/cliffs/rocks_large03_veg.mdl", + "models/Cliffs/rocks_medium01.mdl", + "models/Cliffs/rocks_medium01_veg.mdl", + "models/Cliffs/rocks_xlarge01.mdl", + "models/Cliffs/rocks_xlarge01_veg.mdl", + "models/Cliffs/rocks_xlarge02.mdl", + "models/Cliffs/rocks_xlarge02_veg.mdl", + "models/Cliffs/rocks_xlarge03.mdl", + "models/Cliffs/rocks_xlarge03_veg.mdl", + + "models/props/de_inferno/de_inferno_boulder_03.mdl", -- CSS + "models/props_canal/rock_riverbed02b.mdl", + "models/props/cs_militia/boulder01.mdl", + "models/props/cs_militia/militiarock01.mdl", + "models/props/cs_militia/militiarock02.mdl", + "models/props/cs_militia/militiarock03.mdl", + "models/props/cs_militia/militiarock05.mdl", + "models/props_wasteland/rockcliff07e.mdl", + "models/props_wasteland/rockcliff_cluster01a.mdl" +} + +GMS.SmallRockModel = "models/props_junk/rock001a.mdl" + +GMS.MaterialResources = {} +GMS.MaterialResources[ MAT_CONCRETE ] = "Concrete" +GMS.MaterialResources[ MAT_METAL ] = "Iron" +GMS.MaterialResources[ MAT_DIRT ] = "Wood" +GMS.MaterialResources[ MAT_VENT ] = "Copper" +GMS.MaterialResources[ MAT_GRATE ] = "Copper" +GMS.MaterialResources[ MAT_TILE ] = "Stone" +GMS.MaterialResources[ MAT_SLOSH ] = "Wood" +GMS.MaterialResources[ MAT_WOOD ] = "Wood" +GMS.MaterialResources[ MAT_COMPUTER ] = "Copper" +GMS.MaterialResources[ MAT_GLASS ] = "Glass" +GMS.MaterialResources[ MAT_FLESH ] = "Wood" +GMS.MaterialResources[ MAT_BLOODYFLESH ] = "Wood" +GMS.MaterialResources[ MAT_CLIP ] = "Wood" +GMS.MaterialResources[ MAT_ANTLION ] = "Wood" +GMS.MaterialResources[ MAT_ALIENFLESH ] = "Wood" +GMS.MaterialResources[ MAT_FOLIAGE ] = "Wood" +GMS.MaterialResources[ MAT_SAND ] = "Sand" +GMS.MaterialResources[ MAT_PLASTIC ] = "Plastic" + +GMS.PickupProhibitedClasses = { + "gms_seed" +} + +GMS.SavedClasses = { + "prop_physics", + "prop_physics_override", + "prop_physics_multiplayer", + "prop_dynamic", + "gms_stoneworkbench", + "gms_copperworkbench", + "gms_ironworkbench", + "gms_techworkbench", + "gms_silverworkbench", + "gms_goldworkbench", + "gms_steelworkbench", + "gms_platinumworkbench", + "gms_stove", + "gms_buildsite", + "gms_fridge", + "gms_resourcedrop", + "gms_resourcepack", + "gms_stonefurnace", + "gms_copperfurnace", + "gms_ironfurnace", + "gms_techfurnace", + "gms_silverfurnace", + "gms_goldfurnace", + "gms_steelfurnace", + "gms_platinumfurnace", + "gms_antlionbarrow", + "gms_loot", + "gms_factory", + "gms_gunchunks", + "gms_pistolgunlab", + "gms_smggunlab", + "gms_hightechgunlab", + "gms_transmutator", + "gms_advancedtransmutator", + "gms_seed", + "gms_grindingstone", + "gms_waterfountain", + "gms_clock_big", + "gms_renbuyshop", + "gms_rensellshop", + "gms_obelisk", + "gms_mithrilfactory", + "gms_mithrilworkbench", + "gms_runealtar", + "gms_runicinfuser" +} + +GMS.StructureEntities = { + "gms_stoneworkbench", + "gms_stonefurnace", + "gms_copperworkbench", + "gms_copperfurnace", + "gms_ironworkbench", + "gms_ironfurnace", + "gms_techworkbench", + "gms_techfurnace", + "gms_silverworkbench", + "gms_silverfurnace", + "gms_goldworkbench", + "gms_goldfurnace", + "gms_steelworkbench", + "gms_steelfurnace", + "gms_platinumworkbench", + "gms_platinumfurnace", + "gms_pistolgunlab", + "gms_smggunlab", + "gms_hightechgunlab", + "gms_transmutator", + "gms_advancedtransmutator", + "gms_gunchunks", + "gms_stove", + "gms_fridge", + "gms_factory", + "gms_grindingstone", + "gms_waterfountain", + "gms_resourcepack", + "gms_buildsite", + "gms_renbuyshop", + "gms_rensellshop", + "gms_obelisk", + "gms_mithrilfactory", + "gms_mithrilworkbench", + "gms_runealtar", + "gms_runicinfuser" +} + +GMS.ProhibitedStools = { + "hydraulic", + "motor", + "muscle", + "nail", + "pulley", + "slider", + "balloon", + "rope", // We use gms_rope + "button", + "duplicator", + "dynamite", + "emitter", + "hoverball", + "ignite", + "keepupright", + "magnetise", + //"nocollide", + "physprop", + "spawner", + "thruster", + "turret", + "wheel", + "eyeposer", + "faceposer", + "finger", + "inflator", + "statue", + "trails", + "camera", + "paint", + "rtcamera", + "rb655_lightsaber" +} + +GMS.AllWeapons = { + "gms_stonepickaxe", + "gms_stonehatchet", + "gms_copperpickaxe", + "gms_wrench", + "gms_copperhatchet", + "gms_pickaxeofdjarex", + "gms_mithrilpickaxe", + "gms_chisel", + "gms_runeapickaxe", + "gms_runeepickaxe", + "gms_runefpickaxe", + "gms_runewpickaxe", + "gms_ironpickaxe", + "gms_ironhatchet", + "gms_techpickaxe", + "gms_techhatchet", + "gms_silverpickaxe", + "gms_silverhatchet", + "gms_goldpickaxe", + "gms_goldhatchet", + "gms_steelpickaxe", + "gms_steelhatchet", + "gms_platinumpickaxe", + "gms_platinumhatchet", + "gms_woodenfishingrod", + "gms_advancedfishingrod", + "gms_fryingpan", + "gms_shovel", + "gms_strainer", + "gms_sickle", + "gms_woodenspoon", + "gmod_tool", + "weapon_crowbar", + "weapon_stunstick", + "weapon_pistol", + "weapon_smg1", + "gms_bucket", + "gms_inventory" +} + +GMS.NonDropWeapons = { + "gms_fists", + "gmod_tool", + "gmod_camera", + "weapon_physgun", + "weapon_physcannon", + "pill_pigeon", + "gms_bucket", + "gms_inventory", +} + +/* ---------------------------------------------- + Console Variables +------------------------------------------------ */ + +if ( GMSCVars ) then return end -- Auto-Refresh protection + +GMSCVars = {} + +function CreateGMSCVar( name, def, flag ) + if ( SERVER ) then + + table.insert( GMSCVars, "gms_" .. name ) + CreateConVar( "gms_" .. name, def, flag ) + + cvars.AddChangeCallback( "gms_" .. name, function( cvar, old, new ) + + if ( math.floor( old ) == math.floor( new ) ) then return end + for id, pl in pairs( player.GetAll() ) do pl:ConCommand( "gms_" .. name .. " " .. math.floor( new ) ) end + + end ) + + else + + CreateConVar( "gms_" .. name, def ) + cvars.AddChangeCallback( "gms_" .. name, function( cvar, old, new ) + + if ( math.floor( old ) == math.floor( new ) ) then return end + timer.Destroy( "gms_update" .. name ) + timer.Create( "gms_update" .. name, 2, 1, function() RunConsoleCommand( "gms_update", name, math.floor( new ) ) end ) + + end ) + + end +end + +CreateGMSCVar( "FreeBuild", "0" ) +CreateGMSCVar( "FreeBuildSA", "0" ) +CreateGMSCVar( "AllTools", "0", FCVAR_ARCHIVE ) +CreateGMSCVar( "AutoSave", "1", FCVAR_ARCHIVE ) +CreateGMSCVar( "AutoSaveTime", "3", FCVAR_ARCHIVE ) +CreateGMSCVar( "ReproduceTrees", "3" ) +CreateGMSCVar( "MaxReproducedTrees", "50", FCVAR_ARCHIVE ) +CreateGMSCVar( "SpreadFire", "0" ) +CreateGMSCVar( "FadeRocks", "0" ) +//CreateGMSCVar( "CostsScale", "1" ) +//CreateGMSCVar( "alerts", "1" ) +CreateGMSCVar( "campfire", "1" ) +CreateGMSCVar( "PlantLimit", "25", FCVAR_ARCHIVE ) + +CreateGMSCVar( "PVPDamage", "0", FCVAR_ARCHIVE ) +CreateGMSCVar( "TeamColors", "1", FCVAR_ARCHIVE ) + +-- Daynight +CreateGMSCVar( "daynight", "1" ) +CreateGMSCVar( "night_cleanup", "1" ) +CreateGMSCVar( "zombies", "1" ) + +if ( CLIENT ) then return end + +concommand.Add( "gms_update", function( ply, cmd, args ) + + if ( !ply:IsAdmin() ) then return end + + local cmd = args[ 1 ] + local val = args[ 2 ] + + if ( math.floor( GetConVarNumber( "gms_" .. cmd ) ) == math.floor( val ) ) then return end + + RunConsoleCommand( "gms_" .. cmd, math.floor( val ) ) + +end ) + +hook.Add( "PlayerInitialSpawn", "gms.sync_cvars", function( ply ) + for id, cvar in pairs( GMSCVars ) do ply:ConCommand( cvar .. " " .. math.floor( GetConVarNumber( cvar ) ) ) end +end ) diff --git a/ftp_gmstranded/gamemode/spp/cl_init.lua b/ftp_gmstranded/gamemode/spp/cl_init.lua new file mode 100644 index 0000000..ca14f49 --- /dev/null +++ b/ftp_gmstranded/gamemode/spp/cl_init.lua @@ -0,0 +1,101 @@ + +function SPropProtection.PlayerIsPropOwner( ply, ent ) + if ( !IsValid( ent ) or ent:IsPlayer() ) then return false end + + if ( ent:GetNWString( "Owner" ) == ply:Nick() && ent:GetNWInt( "OwnerID" ) == ply:EntIndex() ) then + return true + end + + local HisTribe = GAMEMODE.FindTribeByID( ent:GetNWString( "TribeID" ) ) + + if ( !HisTribe ) then return false end + + if ( ent:GetNWString( "TribeID" ) == ply:Team() && HisTribe.pass == true ) then return true end + if ( ent:GetNWString( "TribeID" ) == ply:Team() && HisTribe.pass == true ) then return true end + + return false +end + +function SPropProtection.PlayerCanTouch( ply, ent ) + if ( GetConVarNumber( "spp_enabled" ) == 0 or ent:GetClass() == "worldspawn" ) then return true end + if ( ent:IsPlayer() or ent:IsNPC() ) then return false end + + /* Stranded Plants & Respacks*/ + local isResource = ent:GetClass() == "gms_resourcepack" or ent:GetClass() == "gms_resourcedrop" or ent:GetClass() == "gms_fridge" + local isPlant = ent:IsBerryBushModel() or ent:IsGrainModel() or ent:IsFoodModel() + if ( ( ent:GetNWString( "Owner" ) == "World" or GetConVarNumber( "spp_use" ) <= 0 ) && ( isResource or isPlant ) ) then + return true + end + + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end + + if ( SPropProtection.PlayerIsPropOwner( ply, ent ) ) then return true end + + -- Find the player + if ( !SPropProtection[ ply:SteamID() ] ) then return false end + for id, p in pairs( player.GetAll() ) do + if ( p:EntIndex() == ent:GetNWString( "OwnerID" ) ) then + if ( table.HasValue( SPropProtection[ ply:SteamID() ], p:SteamID() ) ) then return true end + end + end + + return false +end + +local UndoneStuff = {} +hook.Add( "HUDPaint", "spp.hudpaint", function() + if ( !IsValid( LocalPlayer() ) ) then return end + if ( #UndoneStuff > 0 ) then for id, s in pairs( UndoneStuff ) do table.insert( SPropProtection[ LocalPlayer():SteamID() ], s ) end end + local tr = LocalPlayer():GetEyeTrace() + + if ( !tr.HitNonWorld ) then return end + local ent = tr.Entity + + if ( !IsValid( ent ) || ent:IsPlayer() || ent:IsNPC() || LocalPlayer():InVehicle() ) then return end + + local OwnerName = ent:GetNWString( "Owner", "None" ) + local OwnerObj = ent:GetNWEntity( "OwnerObj" ) + if ( IsValid( OwnerObj ) ) then OwnerName = OwnerObj:Name() end + + local TribeOwner = false + local PropOwner = "Owner: " .. OwnerName + local PropOwnerTribe = "Owner tribe: " + + local HisTribe = GAMEMODE.FindTribeByID( ent:GetNWInt( "TribeID", 1 ) ) + if ( HisTribe && HisTribe.pass == true ) then TribeOwner = true PropOwnerTribe = PropOwnerTribe .. HisTribe.name end + + surface.SetFont( "DefaultBold" ) + local tw = surface.GetTextSize( PropOwner ) + local tw2 = surface.GetTextSize( PropOwnerTribe ) + + local w = math.max( ScrW() / 5, tw + 20, tw2 + 20 ) + local h = ScrH() / 24 + local x = ScrW() / 2 - w / 2 + local y = ScrH() - ScrH() / 16 + + if ( TribeOwner ) then h = ScrH() / 18 end + + surface.SetDrawColor( StrandedBackgroundColor ) + surface.DrawRect( x, y, w, h ) + + surface.SetDrawColor( StrandedBorderColor ) + surface.DrawOutlinedRect( x, y, w, h ) + + if ( TribeOwner ) then + draw.SimpleTextOutlined( PropOwner, "DefaultBold", x + w / 2, y + h / 4, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + draw.SimpleTextOutlined( PropOwnerTribe, "DefaultBold", x + w / 2, y + h / 1.5, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + else + draw.SimpleTextOutlined( PropOwner, "DefaultBold", x + w / 2, y + h / 2, StrandedTextColor, 1, 1, 0.5, StrandedTextShadowColor ) + end +end ) + +usermessage.Hook( "spp_addbuddy", function( um ) + if ( !IsValid( LocalPlayer() ) || !LocalPlayer().SteamID ) then table.insert( UndoneStuff, um:ReadString() ) return end + table.insert( SPropProtection[ LocalPlayer():SteamID() ], um:ReadString() ) +end ) + +usermessage.Hook( "spp_clearbuddy", function( um ) + if ( !IsValid( LocalPlayer() ) || !LocalPlayer().SteamID ) then UndoneStuff = {} return end + SPropProtection[ LocalPlayer():SteamID() ] = {} +end ) diff --git a/ftp_gmstranded/gamemode/spp/sh_cppi.lua b/ftp_gmstranded/gamemode/spp/sh_cppi.lua new file mode 100644 index 0000000..6bf923e --- /dev/null +++ b/ftp_gmstranded/gamemode/spp/sh_cppi.lua @@ -0,0 +1,88 @@ + +function CPPI:GetName() + return "Simple Prop Protection" +end + +function CPPI:GetVersion() + return SPropProtection.Version +end + +function CPPI:GetInterfaceVersion() + return 1.1 +end + +function CPPI:GetNameFromUID( uid ) + return CPPI_NOTIMPLEMENTED +end + +local Player = FindMetaTable( "Player" ) +if ( !Player ) then print( "EXTREME ERROR 1" ) return end + +function Player:CPPIGetFriends() + if ( SERVER ) then + local Table = {} + for k, v in pairs( player.GetAll() ) do + if ( table.HasValue( SPropProtection[ self:SteamID() ], v:SteamID() ) ) then table.insert( Table, v ) end + end + return Table + else + return CPPI_NOTIMPLEMENTED + end +end + +local Entity = FindMetaTable( "Entity" ) +if ( !Entity ) then print( "EXTREME ERROR 2" ) return end + +function Entity:CPPIGetOwner() + local Player = self:GetNetworkedEntity( "OwnerObj", false ) + if ( SERVER ) then Player = SPropProtection[ "Props" ][ self:EntIndex() ][ 3 ] end + if ( !IsValid( Player ) ) then return nil, CPPI_NOTIMPLEMENTED end + local UID = CPPI_NOTIMPLEMENTED + if ( SERVER ) then UID = Player:UniqueID() end + return Player, UID +end + +if ( SERVER ) then + function Entity:CPPISetOwner( ply ) + if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end + return SPropProtection.PlayerMakePropOwner( ply, self ) + end + + function Entity:CPPISetOwnerUID( uid ) + if ( !uid ) then return false end + local ply = player.GetByUniqueID( tostring( uid ) ) + if ( !ply ) then return false end + return SPropProtection.PlayerMakePropOwner( ply, self ) + end + + function Entity:CPPICanTool( ply, toolmode ) + if ( !IsValid( ply ) or !ply:IsPlayer() or !toolmode ) then return false end + return SPropProtection.PlayerCanTouch( ply, self ) + end + + function Entity:CPPICanPhysgun( ply ) + if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end + if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end + if ( self:GetClass() == "gms_gravestone" ) then return false end + return true + end + + function Entity:CPPICanPickup( ply ) + if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end + if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end + return true + end + + function Entity:CPPICanPunt(ply) + if ( !IsValid( ply ) or !ply:IsPlayer() ) then return false end + if ( SPropProtection.PhysGravGunPickup( ply, self ) == false ) then return false end + return true + end +end + +hook.Add( "Initialize", "CPPIInitGM", function() + function GAMEMODE:CPPIAssignOwnership( ply, ent ) + end + function GAMEMODE:CPPIFriendsChanged( ply, ent ) + end +end ) diff --git a/ftp_gmstranded/gamemode/spp/sh_spp.lua b/ftp_gmstranded/gamemode/spp/sh_spp.lua new file mode 100644 index 0000000..8421192 --- /dev/null +++ b/ftp_gmstranded/gamemode/spp/sh_spp.lua @@ -0,0 +1,97 @@ + +AddCSLuaFile( "sh_cppi.lua" ) +AddCSLuaFile( "sh_spp.lua" ) +AddCSLuaFile( "cl_init.lua" ) + +SPropProtection = SPropProtection or {} +SPropProtection.Version = 2 + +CPPI = CPPI or {} +CPPI_NOTIMPLEMENTED = 26 +CPPI_DEFER = 16 + +include( "sh_cppi.lua" ) + +if ( SERVER ) then + include( "sv_init.lua" ) +else + include( "cl_init.lua" ) +end + +/* ---------------------------------------------- + Keep these shared, so client can predict +------------------------------------------------ */ + +function SPropProtection.PhysGravGunPickup( ply, ent ) + if ( !IsValid( ent ) && ent:GetClass() != "worldspawn") then return end + if ( ent:GetClass() == "gms_gravestone" and !ply:IsAdmin() ) then return end + if ( ent:GetNWString( "Owner" ) == "World" && ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 ) then return true end + if ( SPropProtection.PlayerCanTouch( ply, ent ) ) then return true end +end +/*hook.Add( "GravGunPunt", "SPropProtection.GravGunPunt", PhysGravGunPickup ) +hook.Add( "GravGunPickupAllowed", "SPropProtection.GravGunPickupAllowed", PhysGravGunPickup ) +hook.Add( "PhysgunPickup", "SPropProtection.PhysgunPickup", PhysGravGunPickup ) +hook.Add( "CanTool", "SPropProtection.CanTool", PhysGravGunPickup )*/ + +/* ---------------------------------------------- + SPP Console Variables +------------------------------------------------ */ + +if ( SPPCVars ) then return end -- Auto-Refresh protection + +SPPCVars = {} + +function CreateSPPCVar( name, def ) + if ( SERVER ) then + + table.insert( SPPCVars, "spp_" .. name ) + CreateConVar( "spp_" .. name, def, FCVAR_ARCHIVE ) + + cvars.AddChangeCallback( "spp_" .. name, function( cvar, old, new ) + + if ( math.floor( old ) == math.floor( new ) ) then return end + for id, pl in pairs( player.GetAll() ) do pl:ConCommand( "spp_" .. name .. " " .. math.floor( new ) ) end + + end ) + + else + + CreateConVar( "spp_" .. name, def ) + cvars.AddChangeCallback( "spp_" .. name, function( cvar, old, new ) + + if ( math.floor( old ) == math.floor( new ) ) then return end + timer.Destroy( "spp_update" .. name ) + timer.Create("spp_update" .. name, 2, 1, function() RunConsoleCommand( "spp_update", name, math.floor( new ) ) end ) + + end ) + + end +end + +CreateSPPCVar( "enabled", "1" ) +CreateSPPCVar( "admin", "0" ) +CreateSPPCVar( "admin_wp", "0" ) +CreateSPPCVar( "use", "1" ) +CreateSPPCVar( "entdmg", "1" ) +CreateSPPCVar( "del_disconnected", "1" ) +CreateSPPCVar( "del_adminprops", "1" ) +CreateSPPCVar( "del_delay", "120" ) + +if ( CLIENT ) then return end + +concommand.Add( "spp_update", function( ply, cmd, args ) + + if ( !ply:IsAdmin() ) then return end + + local cmd = args[ 1 ] + local val = args[ 2 ] + + if ( math.floor( GetConVarNumber( "spp_" .. cmd ) ) == math.floor( val ) ) then return end + + RunConsoleCommand( "spp_" .. cmd, math.floor( val ) ) + +end ) + +hook.Add( "PlayerInitialSpawn", "spp.sync_cvars", function( ply ) + for id, cvar in pairs( SPPCVars ) do ply:ConCommand( cvar .. " " .. math.floor( GetConVarNumber( cvar ) ) ) end +end ) diff --git a/ftp_gmstranded/gamemode/spp/sv_init.lua b/ftp_gmstranded/gamemode/spp/sv_init.lua new file mode 100644 index 0000000..a4df311 --- /dev/null +++ b/ftp_gmstranded/gamemode/spp/sv_init.lua @@ -0,0 +1,369 @@ + +SPropProtection[ "Props" ] = SPropProtection[ "Props" ] or {} + +if ( cleanup ) then + local Clean = cleanup.Add + function cleanup.Add( ply, Type, ent ) + if ( IsValid( ent ) && ply:IsPlayer() ) then SPropProtection.PlayerMakePropOwner( ply, ent ) end + Clean( ply, Type, ent ) + end +end + +local Meta = FindMetaTable("Player") +if ( Meta.AddCount ) then + local Backup = Meta.AddCount + function Meta:AddCount( Type, ent ) + SPropProtection.PlayerMakePropOwner( self, ent ) + Backup( self, Type, ent ) + end +end + +function SPropProtection.NofityAll( Text ) + for k, ply in pairs( player.GetAll() ) do + SPropProtection.Nofity( ply, Text ) + end +end + +function SPropProtection.Nofity( ply, Text ) + ply:SendLua("GAMEMODE:AddNotify(\"" .. Text .. "\", NOTIFY_GENERIC, 5); surface.PlaySound(\"ambient/water/drip" .. math.random(1, 4) .. ".wav\")") + ply:PrintMessage( HUD_PRINTCONSOLE, Text ) +end + +function SPropProtection.PlayerMakePropOwner( ply, ent ) + if ( !IsValid( ent ) or ent:IsPlayer() ) then return end + + if ( ply && type( ply ) == "table" ) then + SPropProtection[ "Props" ][ ent:EntIndex() ] = { ply.SteamID, ent } + ent:SetNWString( "Owner", ply.Nick ) + ent:SetNWInt( "OwnerID", ply.EntIndex ) + ent:SetNWInt( "TribeID", ply.Team ) + return true + end + + if ( !IsValid( ply ) or !ply:IsPlayer() ) then return end + + SPropProtection[ "Props" ][ ent:EntIndex() ] = { ply:SteamID(), ent } + ent:SetNWString( "Owner", ply:Nick() ) + ent:SetNWInt( "OwnerID", ply:EntIndex() ) + ent:SetNWInt( "TribeID", ply:Team() ) + gamemode.Call( "CPPIAssignOwnership", ply, ent ) + return true +end + +function SPropProtection.PlayerIsPropOwner( ply, ent ) + if ( !IsValid( ent ) or ent:IsPlayer() ) then return false end + if ( !SPropProtection[ "Props" ][ ent:EntIndex() ] ) then return false end + + if ( SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == ply:SteamID() && ent:GetNWString( "Owner" ) == ply:Nick() && ent:GetNWInt( "OwnerID" ) == ply:EntIndex() ) then + return true + else + return false + end +end + +function SPropProtection.IsBuddy( ply, ent ) + if ( SPropProtection.PlayerIsPropOwner( ply, ent ) ) then return true end + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end + if ( ply:Team() == ent:GetNWInt( "TribeID", 1 ) && GAMEMODE.FindTribeByID( ply:Team() ).password != false ) then return true end + if ( ent:IsPlayer() or ent:IsNPC() ) then return false end + if ( ent:GetNWString( "Owner" ) == "World" ) then return false end + + for k, v in pairs( player.GetAll() ) do + if ( IsValid( v ) && v != ply ) then + if ( !SPropProtection[ "Props" ][ ent:EntIndex() ] ) then continue end + if ( SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == v:SteamID() ) then + if ( !SPropProtection[ v:SteamID() ] ) then return false end + + if ( table.HasValue( SPropProtection[ v:SteamID() ], ply:SteamID() ) ) then + return true + else + return false + end + end + end + end +end + +function SPropProtection.PlayerCanTouch( ply, ent ) + if ( GetConVarNumber( "spp_enabled" ) == 0 or ent:GetClass() == "worldspawn" ) then return true end + if ( ent:IsPlayer() or ent:IsNPC() ) then return false end + + if ( ent:GetNWString( "Owner" ) == "Everyone" && !ent:IsPlayer() ) then + return true + end + + /* Stranded Plants & Respacks*/ + local isResource = ent:GetClass() == "gms_resourcepack" or ent:GetClass() == "gms_resourcedrop" or ent:GetClass() == "gms_fridge" + local isPlant = ent:IsBerryBushModel() or ent:IsGrainModel() or ent:IsFoodModel() + if ( ( ent:GetNWString( "Owner" ) == "World" or GetConVarNumber( "spp_use" ) <= 0 ) && ( isResource or isPlant ) ) then + return true + end + + if ( ( !ent:GetNWString( "Owner" ) or ent:GetNWString( "Owner" ) == "" ) && !ent:IsPlayer() ) then + SPropProtection.PlayerMakePropOwner( ply, ent ) + SPropProtection.Nofity( ply, "You now own this prop" ) + return true + end + + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin" ) == 1 && ent:GetNWString( "Owner" ) != "World" ) then return true end + if ( ply:IsAdmin() && GetConVarNumber( "spp_admin_wp" ) == 1 && ent:GetNWString( "Owner" ) == "World" ) then return true end + if ( SPropProtection.IsBuddy( ply, ent ) ) then return true end + if ( SPropProtection[ "Props" ][ ent:EntIndex() ] != nil && SPropProtection[ "Props" ][ ent:EntIndex() ][ 1 ] == ply:SteamID() ) then + return true + end + + return false +end + +function SPropProtection.DRemove( SteamID, PlayerName ) + for k, v in pairs( SPropProtection[ "Props" ] ) do + if ( v[ 1 ] == SteamID and IsValid( v[ 2 ] ) ) then + v[ 2 ]:Remove() + SPropProtection[ "Props" ][ k ] = nil + end + end + SPropProtection.NofityAll( tostring( PlayerName ) .. "'s props have been cleaned up" ) +end + +/* Tribe PP */ + +SPropProtection.EmptifiedTribes = SPropProtection.EmptifiedTribes or {} +function SPropProtection.RemoveTribeProps( TribeID ) + for k, v in pairs( SPropProtection[ "Props" ] ) do + if ( IsValid(v[2]) and tonumber(v[2]:GetNWInt( "TribeID" ) ) == TribeID ) then + v[2]:Remove() + SPropProtection["Props"][k] = nil + end + end + SPropProtection.NofityAll( "Props of " .. GAMEMODE.FindTribeByID( TribeID ).name .. " have been cleaned up" ) + SPropProtection.EmptifiedTribes[ TribeID ] = true +end + +function SPropProtection.CheckForEmptyTribes() + for id, t in pairs( GAMEMODE.Tribes ) do + if ( team.NumPlayers( id ) == 0 && t.password != false && !timer.Exists( "SPropProtection.RemoveTribeProps: " .. id ) && !SPropProtection.EmptifiedTribes[ id ] ) then + timer.Create( "SPropProtection.RemoveTribeProps: " .. id, GetConVarNumber( "spp_del_delay" ), 1, function() SPropProtection.RemoveTribeProps( id ) end ) + elseif ( team.NumPlayers( id ) > 0 ) then + SPropProtection.EmptifiedTribes[ id ] = false + timer.Remove( "SPropProtection.RemoveTribeProps: " .. id ) + end + end +end + +function SPropProtection.TribePP( ply ) + for k, v in pairs( SPropProtection[ "Props" ] ) do + if ( v[ 1 ] == ply:SteamID() && IsValid( v[ 2 ] ) ) then + v[ 2 ]:SetNWInt( "TribeID", ply:Team() ) + + timer.Remove( "SPropProtection.RemoveTribeProps: " .. ply:Team() ) + SPropProtection.CheckForEmptyTribes() + end + end +end + +/* Hooks */ + +hook.Add( "PlayerInitialSpawn", "SPropProtection.PlayerInitialSpawn", function( ply ) + ply:SetNWString( "SPPSteamID", string.gsub( ply:SteamID(), ":", "_" ) ) + SPropProtection[ ply:SteamID() ] = {} + SPropProtection.LoadBuddies( ply ) + SPropProtection.TribePP( ply ) + + timer.Remove( "SPropProtection.DRemove: " .. ply:SteamID() ) +end ) + +hook.Add( "PlayerDisconnected", "SPropProtection.Disconnect", function( ply ) + if ( GetConVarNumber( "spp_del_disconnected" ) == 0 ) then return end + if ( ply:IsAdmin() && GetConVarNumber( "spp_del_adminprops" ) <= 0 ) then return end + if ( GAMEMODE.FindTribeByID( ply:Team() ).password == false ) then + local nick = ply:Nick() + local id = ply:SteamID() + timer.Create( "SPropProtection.DRemove: " .. ply:SteamID(), GetConVarNumber( "spp_del_delay" ), 1, function() SPropProtection.DRemove( id, nick ) end ) + end + SPropProtection.CheckForEmptyTribes() +end ) + +hook.Add( "EntityTakeDamage", "SPropProtection.EntityTakeDamage", function( ent, inflictor, attacker, amount, dmginfo ) + if ( !IsValid( ent ) || !IsValid( attacker ) ) then return end + if ( string.find( ent:GetClass(), "npc_" ) ) then return end + if ( GetConVarNumber( "spp_entdmg" ) == 0 ) then return end + if ( ent:IsPlayer() or !attacker:IsPlayer() ) then return end + if ( !SPropProtection.PlayerCanTouch( attacker, ent ) ) then + local total = ent:Health() + amount + if ( ent:GetMaxHealth() > total ) then ent:SetMaxHealth( total ) else ent:SetHealth( total ) end + end +end ) + +hook.Add( "PlayerUse", "SPropProtection.PlayerUse", function(ply, ent) + if ( ent:IsValid() && GetConVarNumber( "spp_use" ) >= 1 ) then + return SPropProtection.PlayerCanTouch( ply, ent ) + end +end ) + +hook.Add( "OnPhysgunReload", "SPropProtection.OnPhysgunReload", function( weapon, ply ) + local tr = ply:GetEyeTrace() + if ( !tr.HitNonWorld or !IsValid( tr.Entity ) or tr.Entity:IsPlayer() ) then return end + if ( !SPropProtection.PlayerCanTouch( ply, tr.Entity ) ) then return false end +end ) + +hook.Add( "EntityRemoved", "SPropProtection.EntityRemoved", function( ent ) + SPropProtection[ "Props" ][ ent:EntIndex() ] = nil +end ) + +hook.Add( "PlayerSpawnedSENT", "SPropProtection.PlayerSpawnedSENT", function( ply, ent ) + SPropProtection.PlayerMakePropOwner( ply, ent ) +end ) + +hook.Add( "PlayerSpawnedVehicle", "SPropProtection.PlayerSpawnedVehicle", function( ply, ent ) + SPropProtection.PlayerMakePropOwner( ply, ent ) +end ) + +hook.Add( "InitPostEntity", "spp_map_ents", function() + local WorldEnts = 0 + for k, v in pairs( ents.GetAll() ) do + if ( !v:IsPlayer() and !v:GetNWString( "Owner", false ) ) then + v:SetNetworkedString( "Owner", "World" ) + WorldEnts = WorldEnts + 1 + end + end + MsgC( Color( 64, 176, 255 ), "\n[ Simple Prop Protection ] " .. tostring( WorldEnts ) .. " props belong to world\n\n" ) +end ) + +/* Commands */ + +concommand.Add( "spp_cleanup_props_left", function( ply, cmd, args ) + if ( !ply:IsAdmin() ) then return end + for k1, v1 in pairs( SPropProtection[ "Props" ] ) do + local FoundUID = false + for k2, v2 in pairs( player.GetAll() ) do + if( v1[ 1 ] == v2:SteamID() ) then + FoundUID = true + end + end + if ( FoundUID == false and IsValid( v1[ 2 ] ) ) then + v1[ 2 ]:Remove() + SPropProtection[ "Props" ][ k1 ] = nil + end + end + SPropProtection.NofityAll("Disconnected players props have been cleaned up") +end ) + +concommand.Add( "spp_cleanup_props", function( ply, cmd, args ) + if ( !args[1] or args[1] == "" ) then + for k, v in pairs( SPropProtection["Props"] ) do + if (v[1] == ply:SteamID()) then + if (v[2]:IsValid()) then + v[2]:Remove() + SPropProtection["Props"][k] = nil + end + end + end + SPropProtection.Nofity(ply, "Your props have been cleaned up") + elseif ( ply:IsAdmin() ) then + for k, v in pairs(player.GetAll()) do + local NWSteamID = v:GetNWString( "SPPSteamID" ) + if ( args[1] == NWSteamID or args[2] == NWSteamID or string.find( string.Implode( " ", args ), NWSteamID ) != nil) then + for a, b in pairs( SPropProtection[ "Props" ] ) do + if ( b[1] == v:SteamID() && IsValid( b[ 2 ] ) ) then + b[2]:Remove() + SPropProtection[ "Props" ][ a ] = nil + end + end + SPropProtection.NofityAll( v:Nick() .. "'s props have been cleaned up" ) + end + end + end + ply:SetNWInt( "plants", 0 ) +end ) + +/* Buddies */ + +function SPropProtection.SyncBuddies( ply ) + for id, pl in pairs( player.GetAll() ) do + umsg.Start( "spp_clearbuddy", pl ) umsg.End() + if ( table.HasValue( SPropProtection[ ply:SteamID() ], pl:SteamID() ) ) then + umsg.Start( "spp_addbuddy", pl ) + umsg.String( ply:SteamID() ) + umsg.End() + end + end +end + +function SPropProtection.LoadBuddies( ply ) + local PData = ply:GetPData( "SPPBuddies", "" ) + if ( PData == "" ) then return end + for k, v in pairs( string.Explode( ";", PData ) ) do + local v = string.Trim( v ) + if ( v != "" ) then table.insert( SPropProtection[ ply:SteamID() ], v ) end + end + + SPropProtection.SyncBuddies( ply ) +end + +concommand.Add( "spp_apply_buddies", function( ply, cmd, args ) + if ( table.Count( player.GetAll() ) > 1 ) then + local ChangedFriends = false + for k, v in pairs( player.GetAll() ) do + local PlayersSteamID = v:SteamID() + local PData = ply:GetPData( "SPPBuddies", "" ) + if ( tonumber( ply:GetInfo( "spp_buddy_" .. v:GetNWString("SPPSteamID") ) ) == 1 ) then + if ( !table.HasValue( SPropProtection[ ply:SteamID() ], PlayersSteamID ) ) then + ChangedFriends = true + table.insert( SPropProtection[ ply:SteamID() ], PlayersSteamID ) + if ( PData == "" ) then + ply:SetPData( "SPPBuddies", PlayersSteamID .. ";") + else + ply:SetPData( "SPPBuddies", PData .. PlayersSteamID .. ";") + end + end + else + if ( table.HasValue( SPropProtection[ ply:SteamID() ], PlayersSteamID ) ) then + for k2, v2 in pairs( SPropProtection[ply:SteamID() ] ) do + if ( v2 == PlayersSteamID ) then + ChangedFriends = true + table.remove( SPropProtection[ ply:SteamID() ], k2 ) + ply:SetPData( "SPPBuddies", string.gsub( PData, PlayersSteamID .. ";", "" ) ) + end + end + end + end + end + + if ( ChangedFriends ) then + local Table = {} + for k, v in pairs( SPropProtection[ ply:SteamID() ] ) do + for k2, v2 in pairs( player.GetAll() ) do + if ( v == v2:SteamID() ) then + table.insert( Table, v2 ) + end + end + end + gamemode.Call( "CPPIFriendsChanged", ply, Table ) + end + end + + SPropProtection.SyncBuddies( ply ) + SPropProtection.Nofity( ply, "Your buddies have been updated" ) +end ) + +concommand.Add( "spp_clear_buddies", function( ply, cmd, args ) + local PData = ply:GetPData( "SPPBuddies", "" ) + if ( PData != "" ) then + for k, v in pairs( string.Explode( ";", PData ) ) do + local v = string.Trim( v ) + if ( v != "" ) then + ply:ConCommand( "spp_buddy_" .. string.gsub( v, ":", "_" ) .. " 0\n" ) + end + end + ply:SetPData( "SPPBuddies", "" ) + end + + for k, v in pairs( SPropProtection[ ply:SteamID() ] ) do + ply:ConCommand( "spp_buddy_" .. string.gsub( v, ":", "_" ) .. " 0\n" ) + end + SPropProtection[ ply:SteamID() ] = {} + + SPropProtection.SyncBuddies( ply ) + SPropProtection.Nofity( ply, "Your buddies have been cleared" ) +end ) diff --git a/ftp_gmstranded/gamemode/time_weather.lua b/ftp_gmstranded/gamemode/time_weather.lua new file mode 100644 index 0000000..bc34fac --- /dev/null +++ b/ftp_gmstranded/gamemode/time_weather.lua @@ -0,0 +1,185 @@ + +NightLight = string.byte( "a" ) +DayLight = string.byte( "m" ) + +NextPattern = NextPattern or DayLight +CurrentPattern = CurrentPattern or DayLight + +RiseTime = 300 +DayTime = 480 +SetTime = 960 +NightTime = 1200 + +StealTime = 0 +Time = Time or RiseTime + 1 + +IsNight = false + +if ( CLIENT ) then + timer.Simple( 5, function() + RunConsoleCommand( "pp_sunbeams", "0" ) + end ) + + hook.Add( "RenderScreenspaceEffects", "RenderSunbeams", function() + if ( !render.SupportsPixelShaders_2_0() ) then return end + local sun = util.GetSunInfo() + + if ( !sun ) then return end + if ( sun.obstruction == 0 ) then return end + + local sunpos = EyePos() + sun.direction * 4096 + local scrpos = sunpos:ToScreen() + + local dot = ( sun.direction:Dot( EyeVector() ) - 0.8 ) * 5 + if ( dot <= 0 ) then return end + + DrawSunbeams( 0.85, 1 * dot * sun.obstruction, 0.25, scrpos.x / ScrW(), scrpos.y / ScrH() ) + end ) + + timer.Create( "DayTime.TimerClient", 1, 0, function() + if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end + + Time = Time + 1 + if ( Time > 1440 ) then Time = 0 end + end ) +elseif ( SERVER ) then + + RunConsoleCommand( "sv_skyname", "painted" ) + + local GMS_DayColorTop = Vector( 0.22, 0.51, 1.0 ) + local GMS_DayColorBottom = Vector( 0.92, 0.93, 0.99 ) + local GMS_DayColorDusk = Vector( 1.0, 0.2, 0.0 ) + local GMS_Clouds = "skybox/clouds" + local GMS_Stars = "skybox/starfield" + local GMS_StarFade = 1//0.5 + local GMS_StarScale = 1.75 + local GMS_StarSpeed = 0.03 + theSky = theSky or nil + + hook.Add( "InitPostEntity", "gms_create_skypaint", function() + if ( table.Count( ents.FindByClass( "env_skypaint" ) ) >= 1 ) then theSky = ents.FindByClass( "env_skypaint" )[ 1 ] return end + theSky = ents.Create( "env_skypaint" ) + theSky:Spawn() + end ) + + timer.Create( "DayTime.TimerServer", 1, 0, function() + if ( GetConVarNumber( "gms_daynight" ) <= 0 ) then return end + + Time = Time + 1 + if ( Time > 1440 ) then Time = 0 end + + //Time = CurTime() - math.floor( CurTime() / 1440 ) * 1440 + + for id, sun in pairs( ents.FindByClass( "env_sun" ) or {} ) do + sun:SetKeyValue( "pitch", math.NormalizeAngle( ( Time / 1440 * 360 ) + 90 ) ) + sun:Activate() + end + + local coef = 0 + if ( Time >= NightTime && Time < RiseTime ) then // Night + IsNight = true + coef = 0 + elseif ( Time >= RiseTime && Time < DayTime ) then // Sunrise + IsNight = false + coef = 1 - ( DayTime - Time ) / ( DayTime - RiseTime ) // Calculate progress + elseif ( Time >= DayTime && Time < SetTime ) then // Day + IsNight = false + coef = 1 + elseif ( Time >= SetTime && Time < NightTime ) then // Sunset + IsNight = false + coef = ( NightTime - Time ) / ( NightTime - SetTime ) // Calculate progress + end + + local dusk_coef = coef + if ( dusk_coef > 0.5 ) then + dusk_coef = 1 - dusk_coef + if ( IsValid( theSky ) ) then + if ( theSky:GetStarTexture() != GMS_Clouds ) then + theSky:SetStarTexture( GMS_Clouds ) + theSky:SetStarScale( GMS_StarScale ) + end + end + else + if ( IsValid( theSky ) ) then + if ( theSky:GetStarTexture() != GMS_Stars ) then + theSky:SetStarTexture( GMS_Stars ) + theSky:SetStarScale( 0.5 ) + end + end + end + + if ( IsValid( theSky ) ) then + theSky:SetTopColor( GMS_DayColorTop * coef ) + theSky:SetBottomColor( GMS_DayColorBottom * coef ) + theSky:SetStarFade( GMS_StarFade * ( 0.5 - dusk_coef ) ) + theSky:SetSunSize( 1 ) + + if ( IsNight ) then dusk_coef = 0 end + theSky:SetDuskColor( GMS_DayColorDusk * dusk_coef ) + end + + NextPattern = math.Clamp( NightLight + math.ceil( ( DayLight - NightLight ) * coef ), NightLight, DayLight ) + + if ( NextPattern != CurrentPattern ) then + for _, light in pairs( ents.FindByClass( "light_environment" ) or {} ) do + light:Fire( "FadeToPattern", string.char( NextPattern ) ) + light:Activate() + end + + //engine.LightStyle( 0, string.char( NextPattern - 1 ) ) + //for id, ply in pairs( player.GetAll() ) do ply:SendLua( "render.RedownloadAllLightmaps()" ) end + + CurrentPattern = NextPattern + end + + if ( Time == StealTime && GetConVarNumber( "gms_night_cleanup" ) >= 1 ) then + local drops = ents.FindByClass( "gms_resourcedrop" ) + local weaps = ents.FindByClass( "gms_resourcedrop" ) + local msg = false + + if ( #drops > 8 ) then for id, ent in pairs( drops ) do msg = true ent:Fadeout() end end + if ( #weaps > 4 ) then for id, ent in pairs( weaps ) do msg = true ent:Fadeout() end end + + if ( msg ) then + for id, ply in pairs( player.GetAll() ) do + ply:SendMessage( "Something happened outside...", 5, Color( 255, 10, 10, 255 ) ) + + timer.Simple( 10, function() + ply:SendMessage( "So they dont't get stolen at night.", 5, Color( 255, 150, 150, 255 ) ) + ply:SendMessage( "Remember to store your resources in resoucepack, ", 5, Color( 255, 150, 150, 255 ) ) + end ) + end + end + + for i = 0, math.random( 2, 6 ) do + local zombies = #ents.FindByClass( "npc_zombie" ) + local fzombies = #ents.FindByClass( "npc_fastzombie" ) + if ( zombies + fzombies > 14 ) then break end + local pos = Vector( math.random( -6000, 6000 ), math.random( -6000, 6000 ), 1800 ) + local tr = util.TraceLine( { + start = pos, endpos = pos - Vector( 0, 0, 9999 ) + } ) + + if ( tr.HitWorld ) then + local class = "npc_zombie" + if ( math.random( 0, 100 ) < 25 ) then class = "npc_fastzombie" end + local zombie = ents.Create( class ) + zombie:SetPos( tr.HitPos + Vector( 0, 0, 64 ) ) + zombie:SetHealth( 128 ) + zombie:SetNWString( "Owner", "World" ) + zombie:SetKeyValue( "spawnflags", "1280" ) + zombie:Spawn() + zombie:Fire( "Wake" ) + zombie:Activate() + + local ourEnemy = player.GetByID( math.random( 1, #player.GetAll() ) ) + if ( IsValid( ourEnemy ) ) then + zombie:SetEnemy( ourEnemy ) + zombie:SetLastPosition( ourEnemy:GetPos() ) + zombie:SetSchedule( SCHED_FORCED_GO ) + end + end + end + end + end ) +end diff --git a/ftp_gmstranded/gamemode/unlocks.lua b/ftp_gmstranded/gamemode/unlocks.lua new file mode 100644 index 0000000..25d2050 --- /dev/null +++ b/ftp_gmstranded/gamemode/unlocks.lua @@ -0,0 +1,153 @@ + +GMS.FeatureUnlocks = {} + +function GMS.RegisterUnlock( tbl ) + GMS.FeatureUnlocks[ string.Replace( tbl.Name, " ", "_" ) ] = tbl +end + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Sprinting I" +UNLOCK.Description = "You can now hold down shift to sprint." + +UNLOCK.Req = {} +UNLOCK.Req[ "Survival" ] = 4 + +function UNLOCK.OnUnlock( ply ) + if ( !ply:HasUnlock( "Sprinting_II" ) ) then + if ( ply.CROW ) then ply.CROW.speeds.run = 250 ply.CROW.speeds.sprint = 400 return end + GAMEMODE:SetPlayerSpeed( ply, 250, 400 ) + end +end + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Sprinting II" +UNLOCK.Description = "Your movement speed has got permanent increase. Also, your sprint is now walk." + +UNLOCK.Req = {} +UNLOCK.Req[ "Survival" ] = 12 + +function UNLOCK.OnUnlock( ply ) + if ( ply.CROW ) then ply.CROW.speeds.run = 400 ply.CROW.speeds.sprint = 100 return end + GAMEMODE:SetPlayerSpeed( ply, 400, 100 ) +end + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Adept Survivalist" +UNLOCK.Description = "Your max health has been increased by 50%." + +UNLOCK.Req = {} +UNLOCK.Req[ "Survival" ] = 16 + +function UNLOCK.OnUnlock( ply ) + if ( ply:GetMaxHealth() < 150 ) then ply:SetMaxHealth( 150 ) end + ply:Heal( 50 ) +end + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Master Survivalist" +UNLOCK.Description = "Your max health has been increased by 33%." + +UNLOCK.Req = {} +UNLOCK.Req[ "Survival" ] = 32 + +function UNLOCK.OnUnlock( ply ) + ply:SetMaxHealth( 200 ) + ply:Heal( 50 ) +end + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Extreme Survivalist" +UNLOCK.Description = "You can now become a crow and fly around." + +UNLOCK.Req = {} +UNLOCK.Req[ "Survival" ] = 48 + +function UNLOCK.OnUnlock( ply ) + ply:Give( "pill_pigeon" ) +end + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Sprout Collecting" +UNLOCK.Description = "You can now press use on a tree to attempt to loosen a sprout.\nSprouts can be planted if you have the skill, and they will grow into trees." + +UNLOCK.Req = {} +UNLOCK.Req[ "Lumbering" ] = 5 +UNLOCK.Req[ "Harvesting" ] = 5 + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Grain Planting" +UNLOCK.Description = "You can now plant grain." + +UNLOCK.Req = {} +UNLOCK.Req[ "Planting" ] = 3 + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Sprout Planting" +UNLOCK.Description = "You can now plant sprouts, which will grow into trees." + +UNLOCK.Req = {} +UNLOCK.Req[ "Planting" ] = 5 + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Adept Farmer" +UNLOCK.Description = "Your melon, orange and banana vines can now carry up to 2 fruits instead of one." + +UNLOCK.Req = {} +UNLOCK.Req[ "Planting" ] = 12 + +GMS.RegisterUnlock( UNLOCK ) + +---------------------------------------------------------------------------------------------------- + +local UNLOCK = {} + +UNLOCK.Name = "Expert Farmer" +UNLOCK.Description = "Your melon, orange and banana vines can now carry up to 3 fruits instead of one." + +UNLOCK.Req = {} +UNLOCK.Req[ "Planting" ] = 24 + +GMS.RegisterUnlock( UNLOCK ) diff --git a/ftp_gmstranded/gms_changelog.txt b/ftp_gmstranded/gms_changelog.txt new file mode 100644 index 0000000..56c38a1 --- /dev/null +++ b/ftp_gmstranded/gms_changelog.txt @@ -0,0 +1,18 @@ + +Done: + +To-Do: + +* Make sure we don't get players inside NEWLY SPAWNED BUILDINGS/PROPS +* Tribal leader? + +* Change Assembling process? +* Rewrite CROW +* Add weather +* Improve daynight +* Remake UI, HUD +* Remake scoreboard? ( we need a way to mute players ) +* Fix antlion in darkness +* Add anti prop surfing? +* A weapon rack? +* Make zombies find players better? diff --git a/ftp_gmstranded/gmstranded.txt b/ftp_gmstranded/gmstranded.txt new file mode 100644 index 0000000..b7f30fb --- /dev/null +++ b/ftp_gmstranded/gmstranded.txt @@ -0,0 +1,7 @@ +"gmstranded" { + "base" "sandbox" + "title" "Garry's Mod Stranded" + "maps" "^gms_" + "menusystem" "1" + "workshopid" "133364818" +}
\ No newline at end of file diff --git a/ftp_gmstranded/icon24.png b/ftp_gmstranded/icon24.png Binary files differnew file mode 100644 index 0000000..1232179 --- /dev/null +++ b/ftp_gmstranded/icon24.png diff --git a/ftp_gmstranded/logo.png b/ftp_gmstranded/logo.png Binary files differnew file mode 100644 index 0000000..92553d3 --- /dev/null +++ b/ftp_gmstranded/logo.png |
