From 0b062dccbf4c4bb8c9a63df6a51e79e61069da75 Mon Sep 17 00:00:00 2001 From: Fesiug Date: Mon, 2 Oct 2023 01:25:47 -0400 Subject: [PATCH] Weapons, NPC firsts, wephooks, xhair, captions --- .../benny/entities/entities/bnpc_human.lua | 41 ++++ gamemodes/benny/entities/weapons/benny.lua | 38 +++- .../benny/gamemode/modules/audio/sh_audio.lua | 68 +++---- .../gamemode/modules/player/cl_camera.lua | 7 +- .../benny/gamemode/modules/player/cl_hud.lua | 190 ++++++++++++++++++ .../gamemode/modules/player/sh_movement.lua | 2 +- .../gamemode/modules/weapons/sh_weapons.lua | 107 +++++++++- 7 files changed, 409 insertions(+), 44 deletions(-) create mode 100644 gamemodes/benny/entities/entities/bnpc_human.lua diff --git a/gamemodes/benny/entities/entities/bnpc_human.lua b/gamemodes/benny/entities/entities/bnpc_human.lua new file mode 100644 index 0000000..2ba0121 --- /dev/null +++ b/gamemodes/benny/entities/entities/bnpc_human.lua @@ -0,0 +1,41 @@ +AddCSLuaFile() + +ENT.Base = "base_nextbot" +ENT.Spawnable = true + +if CLIENT then + return +end + +function ENT:Initialize() + self:SetModel( "models/barney.mdl" ) + self.loco:SetDesiredSpeed( 100 ) -- Walk speed + self.loco:SetStepHeight( 22 ) +end + +function ENT:RunBehaviour() + while ( true ) do + -- find the furthest away hiding spot + local pos = self:FindSpot( "random", { type = 'hiding', radius = 1000 } ) + + if pos then + self:StartActivity( ACT_WALK ) + self:MoveToPos( pos ) + self:StartActivity( ACT_IDLE ) + end + + coroutine.wait(1) + + coroutine.yield() + end +end + +function ENT:OnContact( ent ) + if ent != game.GetWorld() then + print( ent ) + end +end + + +function ENT:Think() +end \ No newline at end of file diff --git a/gamemodes/benny/entities/weapons/benny.lua b/gamemodes/benny/entities/weapons/benny.lua index 8ba8d17..5e1cfd3 100644 --- a/gamemodes/benny/entities/weapons/benny.lua +++ b/gamemodes/benny/entities/weapons/benny.lua @@ -33,6 +33,9 @@ function SWEP:PrimaryAttack() if !self:BTable() then return end + if self:BClass().Fire then + if self:BClass( false ).Fire( self, false ) then return end + end if self:GetDelay1() > CurTime() then return end @@ -42,9 +45,37 @@ function SWEP:PrimaryAttack() return end - B_Sound( self, self:BClass( false ).Sound_Fire ) - self:B_Ammo( false, self:Clip1() - 1 ) + + B_Sound( self, self:BClass( false ).Sound_Fire ) + if CLIENT and IsFirstTimePredicted() then + local tr = self:GetOwner():GetEyeTrace() + do + local vStart = self:GetAttachment( 1 ).Pos + local vPoint = tr.HitPos + local effectdata = EffectData() + effectdata:SetStart( vStart ) + effectdata:SetOrigin( vPoint ) + effectdata:SetEntity( self ) + effectdata:SetScale( 5000 ) + effectdata:SetFlags( 1 ) + util.Effect( "Tracer", effectdata ) + end + + -- util.DecalEx( Material( util.DecalMaterial( "Impact.Concrete" ) ), tr.Entity, tr.HitPos, tr.HitNormal, color_white, 1, 1 ) + + do + local effectdata = EffectData() + effectdata:SetOrigin( tr.HitPos ) + effectdata:SetStart( tr.StartPos ) + effectdata:SetSurfaceProp( tr.SurfaceProps ) + effectdata:SetEntity( tr.Entity ) + effectdata:SetDamageType( DMG_BULLET ) + util.Effect( "Impact", effectdata ) + end + + end + self:SetDelay1( CurTime() + self:BClass( false ).Delay ) return true end @@ -95,6 +126,9 @@ end function SWEP:Reload() if self:BTable( false ) then + if self:BClass().Reload then + if self:BClass( false ).Reload( self, false ) then return end + end if self:GetDelay1() > CurTime() then return false end diff --git a/gamemodes/benny/gamemode/modules/audio/sh_audio.lua b/gamemodes/benny/gamemode/modules/audio/sh_audio.lua index b5bfd25..f1b8b7d 100644 --- a/gamemodes/benny/gamemode/modules/audio/sh_audio.lua +++ b/gamemodes/benny/gamemode/modules/audio/sh_audio.lua @@ -4,43 +4,39 @@ CAPTIONS = {} CAPTIONS["en-us"] = {} -CAPTIONS["en-us"]["1911.Fire"] = { - Name = "Cobra .45", - Color = color_white, - Text = "[fire]", - Bold = false, - Italic = true, - TypeTime = 0.1, - LifeTime = 0.5, -} -CAPTIONS["en-us"]["1911.Reload"] = { - Name = "Cobra .45", - Color = color_white, - Text = "[reload]", - Bold = false, - Italic = true, - TypeTime = 0.1, - LifeTime = 0.5, -} -CAPTIONS["en-us"]["Bizon.Fire"] = { - Name = "Bizon", - Color = color_white, - Text = "[fire]", - Bold = false, - Italic = true, - TypeTime = 0.1, - LifeTime = 0.5, -} -CAPTIONS["en-us"]["Bizon.Reload"] = { - Name = "Bizon", - Color = color_white, - Text = "[reload]", - Bold = false, - Italic = true, - TypeTime = 0.1, - LifeTime = 0.5, -} +function RegisterCaption( Name, Subject, Color, Text, TypeTime, LifeTime, Bold, Italic ) + CAPTIONS["en-us"][Name] = { + Name = Subject, + Color = Color, + Text = Text, + TypeTime = TypeTime, + LifeTime = LifeTime, + Bold = Bold, + Italic = Italic, + } +end + +RegisterCaption("1911.Fire", "Cobra .45", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("1911.Reload", "Cobra .45", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("Bizon.Fire", "Bizon", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("Bizon.Reload", "Bizon", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("TMP.Fire", "TMP", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("TMP.Reload", "TMP", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("USP.Fire", "USP", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("USP.Reload", "USP", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("Glock.Fire", "Glock", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("Glock.Reload", "Glock", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("MP5K.Fire", "MP5K", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("MP5K.Reload", "MP5K", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("MAC11.Fire", "MAC11", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("MAC11.Reload", "MAC11", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("MP7.Fire", "MP7", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("MP7.Reload", "MP7", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("Anaconda.Fire", "Anaconda", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("Anaconda.Reload", "Anaconda", color_white, "[reload]", 0.1, 0.5, false, true ) +RegisterCaption("Nambu.Fire", "Nambu", color_white, "[fire]", 0.1, 0.5, false, true ) +RegisterCaption("Nambu.Reload", "Nambu", color_white, "[reload]", 0.1, 0.5, false, true ) CAPTIONS = CAPTIONS["en-us"] diff --git a/gamemodes/benny/gamemode/modules/player/cl_camera.lua b/gamemodes/benny/gamemode/modules/player/cl_camera.lua index a986a5c..cf9d43e 100644 --- a/gamemodes/benny/gamemode/modules/player/cl_camera.lua +++ b/gamemodes/benny/gamemode/modules/player/cl_camera.lua @@ -293,7 +293,7 @@ hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov ) view.origin = pos view.angles = ang view.fov = 90 - if camera then + if false and camera then view.origin = camera.Pos view.angles = camera.Ang view.fov = camera.FOV or 60 @@ -322,6 +322,11 @@ hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov ) view.fov = tonumber(st[7]) end + -- if globhit then + globhit:Set( view.origin ) + globang:Set( view.angles ) + -- end + view.fov = Convert( view.fov, (ScrH()/ScrW())/(3/4) ) return view end ) diff --git a/gamemodes/benny/gamemode/modules/player/cl_hud.lua b/gamemodes/benny/gamemode/modules/player/cl_hud.lua index 8db47d0..3d11656 100644 --- a/gamemodes/benny/gamemode/modules/player/cl_hud.lua +++ b/gamemodes/benny/gamemode/modules/player/cl_hud.lua @@ -151,6 +151,22 @@ end local color_caption = Color( 0, 0, 0, 127 ) local mat_grad = Material( "benny/hud/grad.png", "mips smooth" ) +-- Stew port +globhit = Vector() +globang = Angle() +tr1f = Vector() +tr2f = Vector() +local col_1 = Color(255, 255, 255, 200) +local col_2 = Color(0, 0, 0, 255) +local col_3 = Color(255, 127, 127, 255) +local col_4 = Color(255, 222, 222, 255) +local mat_dot = Material("benny/hud/xhair/dot.png", "mips smooth") +local mat_long = Material("benny/hud/xhair/long.png", "mips smooth") +local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth") +local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth") +local spacer_long = 2 -- screenscaled +local gap = 24 + hook.Add( "HUDPaint", "Benny_HUDPaint", function() local sw, sh = ScrW(), ScrH() local b = ss(20) @@ -196,6 +212,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() end do -- Weapon + assert( IsValid(wep) and wep:GetClass() == "benny", "Failed to retrieve 'benny' weapon!" ) local inv = p:INV_Get() local wep1 = wep:BTable( false ) local wep1c = wep:BClass( false ) @@ -316,6 +333,179 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() ind = ind + 1 end end + + + do -- Crosshair + local s, w, h = ss, ScrW(), ScrH() + local pl_x, pl_y = w/2, h/2 + + do + local tr1 = util.TraceLine({ + start = p:EyePos(), + endpos = p:EyePos() + (p:EyeAngles():Forward()*16000), + filter = p + }) + + local tr2 = util.TraceLine({ + start = globhit, + endpos = globhit + (globang:Forward()*16000), + filter = p + }) + + tr1f:Set(tr1.HitPos) + tr2f:Set(tr2.HitPos) + end + + pl_x = tr2f:ToScreen().x + pl_y = tr2f:ToScreen().y + ps_x = tr2f:ToScreen().x + ps_y = tr2f:ToScreen().y + + local touse1 = col_1 + local touse2 = col_2 + if ve then + pl_x = tr1f:ToScreen().x + pl_y = tr1f:ToScreen().y + ps_x = tr1f:ToScreen().x + ps_y = tr1f:ToScreen().y + elseif util.TraceLine({start = tr2f, endpos = tr1f, filter = p}).Fraction != 1 and !tr2f:IsEqualTol(tr1f, 1) then + touse1 = col_4 + touse2 = col_3 + pl_x = tr1f:ToScreen().x + pl_y = tr1f:ToScreen().y + end + + for i=1, 2 do + local cooler = i == 1 and touse2 or touse1 + local poosx, poosy = i == 1 and ps_x or pl_x, i == 1 and ps_y or pl_y + local mat1 = i == 1 and mat_long_s or mat_long + local mat2 = i == 1 and mat_dot_s or mat_dot + surface.SetDrawColor( cooler ) + if wep.XHairMode == "rifle" then + surface.SetMaterial( mat1 ) + surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(16), s(16), 0 ) + surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 ) + + surface.SetMaterial( mat2 ) + surface.DrawTexturedRectRotated( poosx, poosy - gap, s(16), s(16), 0 ) + surface.DrawTexturedRectRotated( poosx, poosy + gap, s(16), s(16), 0 ) + elseif wep.XHairMode == "smg" then + surface.SetMaterial( mat1 ) + surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer_long), s(16), s(16), 90 ) + surface.DrawTexturedRectRotated( poosx - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), -45 ) + surface.DrawTexturedRectRotated( poosx + (math.sin(math.rad(45))*gap) + (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), 45 ) + + surface.SetMaterial( mat2 ) + surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 ) + else -- pistol + surface.SetMaterial( mat2 ) + surface.DrawTexturedRectRotated( poosx - gap, poosy, s(24), s(24), 0 ) + surface.DrawTexturedRectRotated( poosx + gap, poosy, s(24), s(24), 0 ) + + surface.SetMaterial( mat2 ) + surface.DrawTexturedRectRotated( poosx, poosy - gap, s(24), s(24), 0 ) + surface.DrawTexturedRectRotated( poosx, poosy + gap, s(24), s(24), 0 ) + end + end + end + end + + do -- Quickinv + local inv = p:INV_Get() + local gap = ss(1) + local size_textx = ss(96) + local size_texty = ss(12) + local size_num = ss(12) + local size_thi = ss(0.5) + + local nextwe = ss(96+2) + local nextwe_no = ss(12+2) + local item_start = ss(14) + local item_gap = ss(12+2) + + local translat = { + ["melee"] = { 1, 1 }, + ["special"] = { 1, 2 }, + ["pistol"] = { 2, 1 }, + ["smg"] = { 3, 1 }, + ["rifle"] = { 3, 2 }, + ["shotgun"] = { 3, 3 }, + } + + local inventorylist = { + [1] = {}, + [2] = {}, + [3] = {}, + [4] = {}, + } + + for i, bucket in ipairs( inventorylist ) do + local temp = {} + for id, data in pairs( inv ) do + local idata = WEAPONS[data.Class] + local translated = translat[idata.Type] + + if i == translated[1] then + table.insert( temp, { data, translated[2] } ) + end + end + table.sort( temp, function(a, b) return b[2] > a[2] end ) + for i, v in ipairs( temp ) do + table.insert( bucket, v[1] ) + end + end + + -- PrintTable( it ) + + local bump = 0 + for i, bucket in ipairs( inventorylist ) do + surface.SetDrawColor( scheme["bg"] ) + surface.DrawRect( bump + b, b, size_num, size_num ) + + if i==2 then + surface.SetDrawColor( scheme["fg"] ) + surface.DrawRect( bump + b + gap, b + gap, size_num - (gap*2), size_num - (gap*2) ) + + surface.SetFont( "Benny_12" ) + surface.SetTextColor( scheme["bg"] ) + surface.SetTextPos( bump + b + ss(3), b + ss(1) ) + surface.DrawText( i ) + else + surface.SetFont( "Benny_12" ) + surface.SetTextColor( scheme["fg"] ) + surface.SetTextPos( bump + b + ss(3), b + ss(1) ) + surface.DrawText( i ) + end + + if i!=2 then + for d, item in ipairs( bucket ) do + surface.SetDrawColor( scheme["bg"] ) + surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_texty, size_texty ) + end + bump = bump + (nextwe_no) + else + for d, item in ipairs( bucket ) do + local idata = WEAPONS[item.Class] + surface.SetDrawColor( scheme["bg"] ) + surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_textx, size_texty ) + if d==2 then + surface.SetDrawColor( scheme["fg"] ) + surface.DrawRect( bump + b + gap, (item_start+item_gap*(d-1)) + b + gap, size_textx - (gap*2), size_texty - (gap*2) ) + + surface.SetFont( "Benny_12" ) + surface.SetTextColor( scheme["bg"] ) + surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) ) + surface.DrawText( idata.Name ) + else + surface.SetFont( "Benny_12" ) + surface.SetTextColor( scheme["fg"] ) + surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) ) + surface.DrawText( idata.Name ) + end + end + bump = bump + (nextwe) + end + end end do -- Captions diff --git a/gamemodes/benny/gamemode/modules/player/sh_movement.lua b/gamemodes/benny/gamemode/modules/player/sh_movement.lua index 50231e5..1f11976 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_movement.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_movement.lua @@ -6,7 +6,7 @@ local wa, wb = 0, 0 local blop = Angle() hook.Add( "CreateMove", "CamFuck", function( cmd ) - if BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then + if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then local x, y = cmd:GetForwardMove(), cmd:GetSideMove() local lx=input.GetAnalogValue(ANALOG_JOY_X) // Left X Axis: left -, right + diff --git a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua index 73598d7..5bcf60e 100644 --- a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua +++ b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua @@ -96,10 +96,80 @@ AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0. AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC ) +local wep = {} +WEAPONS["toolgun"] = wep +wep.Name = "TOOL GUN" +wep.Description = "Developer development device" +wep.Type = "special" + +wep.WModel = "models/weapons/w_toolgun.mdl" + +wep.Delay = (60/300) +wep.Firemodes = FIREMODE_SEMI +wep.Ammo = 0 +wep.Damage = 0 + +function wep.Fire( self, slot ) + if self:GetDelay1() > CurTime() then + return true + end + self:SetDelay1( CurTime() + 0.2 ) + + local p = self:GetOwner() + + local tr = p:GetEyeTrace() + if SERVER then + local summon = ents.Create( "bnpc_human" ) + -- summon:SetModel( "models/props_junk/cardboard_box001a.mdl" ) + -- summon:Give( "weapon_stunstick") + summon:SetPos( tr.HitPos ) + summon:Spawn() + + end + + if CLIENT and IsFirstTimePredicted() then + local vStart = self:GetAttachment( 1 ).Pos + local vPoint = tr.HitPos + local effectdata = EffectData() + effectdata:SetStart( vStart ) + effectdata:SetOrigin( vPoint ) + util.Effect( "ToolTracer", effectdata ) + end + + -- Return true to skip weapon logic + return true +end + +function wep.Reload( self, slot ) + if self:GetOwner():KeyPressed( IN_RELOAD ) then + print( self ) + end + + -- Return true to skip weapon logic + return true +end + +local wep = {} +WEAPONS["melee_bat"] = wep +wep.Name = "BASEBALL BAT" +wep.Description = "meow" +wep.Type = "melee" + +wep.WModel = "models/weapons/w_crowbar.mdl" + +local wep = {} +WEAPONS["melee_baton"] = wep +wep.Name = "POLICE BATON" +wep.Description = "meow" +wep.Type = "melee" + +wep.WModel = "models/weapons/w_crowbar.mdl" + local wep = {} WEAPONS["1911"] = wep wep.Name = "COBRA .45" wep.Description = "Hits hard. They don't make them like they used to!" +wep.Type = "pistol" wep.WModel = "models/weapons/w_pist_usp.mdl" wep.Sound_Fire = "1911.Fire" @@ -117,6 +187,7 @@ local wep = {} WEAPONS["usp"] = wep wep.Name = "USP .45" wep.Description = "If it works for hardasses around the world, it works for you." +wep.Type = "pistol" wep.WModel = "models/weapons/w_pist_usp.mdl" wep.Sound_Fire = "USP.Fire" @@ -134,6 +205,7 @@ local wep = {} WEAPONS["glock"] = wep wep.Name = "GLOCK-18" wep.Description = "Bullet storm. Lasts about a second or so, just like you!" +wep.Type = "pistol" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "Glock.Fire" @@ -150,6 +222,7 @@ local wep = {} WEAPONS["nambu"] = wep wep.Name = "NAMBU .38" wep.Description = "Eastern revolver that hits as hard as it costs." +wep.Type = "pistol" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "Nambu.Fire" @@ -166,6 +239,7 @@ local wep = {} WEAPONS["anaconda"] = wep wep.Name = "ANACONDA" wep.Description = "Precise and kicks like a mule." +wep.Type = "pistol" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "Anaconda.Fire" @@ -182,6 +256,7 @@ local wep = {} WEAPONS["tmp"] = wep wep.Name = "TMP" wep.Description = "Precise and sharp, like a damn suit's pet." +wep.Type = "smg" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "TMP.Fire" @@ -198,7 +273,8 @@ wep.Damage = 18 local wep = {} WEAPONS["mp7"] = wep wep.Name = "MP7" -wep.Description = "Small, pistol-sized, and simple." +wep.Description = "Small, pistol-sized." +wep.Type = "smg" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "MP7.Fire" @@ -209,13 +285,14 @@ wep.Sound_MagIn = "MP7.MagIn" -- placeholder wep.Delay = (60/700) wep.Firemodes = FIREMODE_AUTOSEMI -wep.Ammo = 15 +wep.Ammo = 20 wep.Damage = 16 local wep = {} WEAPONS["mp5k"] = wep wep.Name = "MP5K" wep.Description = "Quality manufacturing, but cumbersome." +wep.Type = "smg" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "MP5K.Fire" @@ -233,6 +310,7 @@ local wep = {} WEAPONS["mac11"] = wep wep.Name = "MAC-11" wep.Description = "More fit for combat in a phone booth." +wep.Type = "smg" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "MAC11.Fire" @@ -250,6 +328,7 @@ local wep = {} WEAPONS["bizon"] = wep wep.Name = "BIZON" wep.Description = "Unwieldy bullet storm." +wep.Type = "smg" wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.Sound_Fire = "Bizon.Fire" @@ -260,5 +339,25 @@ wep.Sound_MagIn = "Bizon.MagIn" -- placeholder wep.Delay = (60/600) wep.Firemodes = FIREMODE_AUTOSEMI -wep.Ammo = 30 -wep.Damage = 16 \ No newline at end of file +wep.Ammo = 40 +wep.Damage = 16 + +-- Shotguns + +local wep = {} +WEAPONS["spas12"] = wep +wep.Name = "SPAS-12" +wep.Description = "meow" +wep.Type = "shotgun" + +wep.WModel = "models/weapons/w_crowbar.mdl" + +-- Rifles + +local wep = {} +WEAPONS["fnc"] = wep +wep.Name = "FNC PARA" +wep.Description = "meow" +wep.Type = "rifle" + +wep.WModel = "models/weapons/w_crowbar.mdl" \ No newline at end of file