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if SERVER then
AddCSLuaFile("shared.lua")
end
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
SWEP.PrintName = "PPW-952"
SWEP.IconLetter = "m"
SWEP.Slot = 4
SWEP.Slotpos = 2
end
SWEP.HoldType = "ar2"
SWEP.Base = "rad_base"
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_irifle.mdl"
SWEP.WorldModel = "models/weapons/w_irifle.mdl"
//SWEP.SprintPos = Vector (4.9288, -2.4157, 2.2032)
//SWEP.SprintAng = Vector (0.8736, 40.1165, 28.0526)
SWEP.SprintPos = Vector(0.55, -5.119, -1.025)
SWEP.SprintAng = Vector(7.44, 25.079, 16.26)
SWEP.IsSniper = false
SWEP.AmmoType = "Prototype"
SWEP.LaserOffset = Angle( -90, -0.9, 0 )
SWEP.LaserScale = 0.25
//SWEP.IronsightsFOV = 60
SWEP.Gore = Sound( "npc/roller/mine/rmine_explode_shock1.wav" )
SWEP.Primary.Sound = Sound( "Airboat.FireGunHeavy" )
SWEP.Primary.Sound2 = Sound( "npc/scanner/scanner_electric2.wav" )
SWEP.Primary.Recoil = 19.5
SWEP.Primary.Damage = 350
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.010
SWEP.Primary.Delay = 1.400
SWEP.Primary.ClipSize = 3
SWEP.Primary.Automatic = true
function SWEP:ShootEffects()
if IsFirstTimePredicted() then
self.Owner:ViewPunch( Angle( math.Rand( -0.2, -0.1 ) * self.Primary.Recoil, math.Rand( -0.05, 0.05 ) * self.Primary.Recoil, 0 ) )
end
self.Owner:MuzzleFlash()
self.Owner:SetAnimation( PLAYER_ATTACK1 )
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
end
function SWEP:PrimaryAttack()
if not self.Weapon:CanPrimaryAttack() then
self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
return
end
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:EmitSound( self.Primary.Sound, 100, math.random(90,100) )
self.Weapon:EmitSound( self.Primary.Sound2, 100, math.random(120,130) )
self.Weapon:ShootBullets( self.Primary.Damage, self.Primary.NumShots, self.Primary.Cone, self.Weapon:GetZoomMode() )
self.Weapon:TakePrimaryAmmo( 1 )
self.Weapon:ShootEffects()
if SERVER then
self.Owner:AddAmmo( self.AmmoType, -1 )
end
end
function SWEP:ShootBullets( damage, numbullets, aimcone, zoommode )
if SERVER then
self.Owner:AddStat( "Bullets", numbullets )
end
local scale = aimcone
if self.Owner:KeyDown( IN_FORWARD ) or self.Owner:KeyDown( IN_BACK ) or self.Owner:KeyDown( IN_MOVELEFT ) or self.Owner:KeyDown( IN_MOVERIGHT ) then
scale = aimcone * 1.75
elseif self.Owner:KeyDown( IN_DUCK ) or self.Owner:KeyDown( IN_WALK ) then
scale = math.Clamp( aimcone / 1.75, 0, 10 )
end
local bullet = {}
bullet.Num = numbullets
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( scale, scale, 0 )
bullet.Tracer = 1
bullet.Force = damage * 2
bullet.Damage = 1
bullet.AmmoType = "Pistol"
bullet.TracerName = "AirboatGunHeavyTracer"
bullet.Callback = function ( attacker, tr, dmginfo )
if IsValid( tr.Entity ) and IsValid( self ) and IsValid( self.Owner ) and SERVER then
if tr.Entity:IsPlayer() and tr.Entity:Team() == TEAM_ZOMBIES then
tr.Entity:SetModel( table.Random( GAMEMODE.Corpses ) )
end
local dmg = DamageInfo()
dmg:SetDamage( 500 )
dmg:SetDamageType( DMG_BLAST )
dmg:SetAttacker( self.Owner )
dmg:SetInflictor( self.Weapon )
tr.Entity:EmitSound( self.Gore, 100, math.random(90,110) )
tr.Entity:TakeDamageInfo( dmg )
end
local ed = EffectData()
ed:SetOrigin( tr.HitPos )
ed:SetNormal( tr.HitNormal )
util.Effect( "energy_explosion", ed, true, true )
end
self.Owner:FireBullets( bullet )
end
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