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-- 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
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