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-- 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
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