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-- 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
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