Weapons, NPC firsts, wephooks, xhair, captions
This commit is contained in:
parent
09d56cfaf7
commit
0b062dccbf
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@ -0,0 +1,41 @@
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AddCSLuaFile()
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ENT.Base = "base_nextbot"
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ENT.Spawnable = true
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if CLIENT then
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return
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end
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function ENT:Initialize()
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self:SetModel( "models/barney.mdl" )
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self.loco:SetDesiredSpeed( 100 ) -- Walk speed
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self.loco:SetStepHeight( 22 )
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end
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function ENT:RunBehaviour()
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while ( true ) do
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-- find the furthest away hiding spot
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local pos = self:FindSpot( "random", { type = 'hiding', radius = 1000 } )
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if pos then
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self:StartActivity( ACT_WALK )
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self:MoveToPos( pos )
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self:StartActivity( ACT_IDLE )
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end
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coroutine.wait(1)
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coroutine.yield()
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end
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end
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function ENT:OnContact( ent )
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if ent != game.GetWorld() then
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print( ent )
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end
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end
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function ENT:Think()
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end
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@ -33,6 +33,9 @@ function SWEP:PrimaryAttack()
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if !self:BTable() then
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return
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end
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if self:BClass().Fire then
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if self:BClass( false ).Fire( self, false ) then return end
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end
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if self:GetDelay1() > CurTime() then
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return
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end
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@ -42,9 +45,37 @@ function SWEP:PrimaryAttack()
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return
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end
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B_Sound( self, self:BClass( false ).Sound_Fire )
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self:B_Ammo( false, self:Clip1() - 1 )
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B_Sound( self, self:BClass( false ).Sound_Fire )
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if CLIENT and IsFirstTimePredicted() then
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local tr = self:GetOwner():GetEyeTrace()
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do
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local vStart = self:GetAttachment( 1 ).Pos
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local vPoint = tr.HitPos
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local effectdata = EffectData()
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effectdata:SetStart( vStart )
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effectdata:SetOrigin( vPoint )
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effectdata:SetEntity( self )
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effectdata:SetScale( 5000 )
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effectdata:SetFlags( 1 )
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util.Effect( "Tracer", effectdata )
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end
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-- util.DecalEx( Material( util.DecalMaterial( "Impact.Concrete" ) ), tr.Entity, tr.HitPos, tr.HitNormal, color_white, 1, 1 )
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do
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local effectdata = EffectData()
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effectdata:SetOrigin( tr.HitPos )
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effectdata:SetStart( tr.StartPos )
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effectdata:SetSurfaceProp( tr.SurfaceProps )
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effectdata:SetEntity( tr.Entity )
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effectdata:SetDamageType( DMG_BULLET )
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util.Effect( "Impact", effectdata )
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end
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end
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self:SetDelay1( CurTime() + self:BClass( false ).Delay )
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return true
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end
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@ -95,6 +126,9 @@ end
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function SWEP:Reload()
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if self:BTable( false ) then
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if self:BClass().Reload then
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if self:BClass( false ).Reload( self, false ) then return end
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end
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if self:GetDelay1() > CurTime() then
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return false
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end
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@ -4,43 +4,39 @@
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CAPTIONS = {}
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CAPTIONS["en-us"] = {}
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CAPTIONS["en-us"]["1911.Fire"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[fire]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS["en-us"]["1911.Reload"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[reload]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS["en-us"]["Bizon.Fire"] = {
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Name = "Bizon",
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Color = color_white,
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Text = "[fire]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS["en-us"]["Bizon.Reload"] = {
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Name = "Bizon",
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Color = color_white,
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Text = "[reload]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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function RegisterCaption( Name, Subject, Color, Text, TypeTime, LifeTime, Bold, Italic )
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CAPTIONS["en-us"][Name] = {
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Name = Subject,
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Color = Color,
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Text = Text,
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TypeTime = TypeTime,
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LifeTime = LifeTime,
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Bold = Bold,
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Italic = Italic,
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}
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end
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RegisterCaption("1911.Fire", "Cobra .45", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("1911.Reload", "Cobra .45", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("Bizon.Fire", "Bizon", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("Bizon.Reload", "Bizon", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("TMP.Fire", "TMP", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("TMP.Reload", "TMP", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("USP.Fire", "USP", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("USP.Reload", "USP", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("Glock.Fire", "Glock", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("Glock.Reload", "Glock", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("MP5K.Fire", "MP5K", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("MP5K.Reload", "MP5K", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("MAC11.Fire", "MAC11", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("MAC11.Reload", "MAC11", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("MP7.Fire", "MP7", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("MP7.Reload", "MP7", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("Anaconda.Fire", "Anaconda", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("Anaconda.Reload", "Anaconda", color_white, "[reload]", 0.1, 0.5, false, true )
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RegisterCaption("Nambu.Fire", "Nambu", color_white, "[fire]", 0.1, 0.5, false, true )
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RegisterCaption("Nambu.Reload", "Nambu", color_white, "[reload]", 0.1, 0.5, false, true )
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CAPTIONS = CAPTIONS["en-us"]
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@ -293,7 +293,7 @@ hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
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view.origin = pos
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view.angles = ang
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view.fov = 90
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if camera then
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if false and camera then
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view.origin = camera.Pos
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view.angles = camera.Ang
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view.fov = camera.FOV or 60
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@ -322,6 +322,11 @@ hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
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view.fov = tonumber(st[7])
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end
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-- if globhit then
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globhit:Set( view.origin )
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globang:Set( view.angles )
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-- end
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view.fov = Convert( view.fov, (ScrH()/ScrW())/(3/4) )
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return view
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end )
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@ -151,6 +151,22 @@ end
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local color_caption = Color( 0, 0, 0, 127 )
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local mat_grad = Material( "benny/hud/grad.png", "mips smooth" )
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-- Stew port
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globhit = Vector()
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globang = Angle()
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tr1f = Vector()
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tr2f = Vector()
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local col_1 = Color(255, 255, 255, 200)
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local col_2 = Color(0, 0, 0, 255)
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local col_3 = Color(255, 127, 127, 255)
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local col_4 = Color(255, 222, 222, 255)
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local mat_dot = Material("benny/hud/xhair/dot.png", "mips smooth")
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local mat_long = Material("benny/hud/xhair/long.png", "mips smooth")
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local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth")
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local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
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local spacer_long = 2 -- screenscaled
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local gap = 24
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local sw, sh = ScrW(), ScrH()
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local b = ss(20)
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end
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do -- Weapon
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assert( IsValid(wep) and wep:GetClass() == "benny", "Failed to retrieve 'benny' weapon!" )
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local inv = p:INV_Get()
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local wep1 = wep:BTable( false )
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local wep1c = wep:BClass( false )
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@ -316,6 +333,179 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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ind = ind + 1
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end
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end
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do -- Crosshair
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local s, w, h = ss, ScrW(), ScrH()
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local pl_x, pl_y = w/2, h/2
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do
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local tr1 = util.TraceLine({
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start = p:EyePos(),
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endpos = p:EyePos() + (p:EyeAngles():Forward()*16000),
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filter = p
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})
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local tr2 = util.TraceLine({
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start = globhit,
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endpos = globhit + (globang:Forward()*16000),
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filter = p
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})
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tr1f:Set(tr1.HitPos)
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tr2f:Set(tr2.HitPos)
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end
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pl_x = tr2f:ToScreen().x
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pl_y = tr2f:ToScreen().y
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ps_x = tr2f:ToScreen().x
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ps_y = tr2f:ToScreen().y
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local touse1 = col_1
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local touse2 = col_2
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if ve then
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pl_x = tr1f:ToScreen().x
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pl_y = tr1f:ToScreen().y
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ps_x = tr1f:ToScreen().x
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ps_y = tr1f:ToScreen().y
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elseif util.TraceLine({start = tr2f, endpos = tr1f, filter = p}).Fraction != 1 and !tr2f:IsEqualTol(tr1f, 1) then
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touse1 = col_4
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touse2 = col_3
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pl_x = tr1f:ToScreen().x
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pl_y = tr1f:ToScreen().y
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end
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for i=1, 2 do
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local cooler = i == 1 and touse2 or touse1
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local poosx, poosy = i == 1 and ps_x or pl_x, i == 1 and ps_y or pl_y
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local mat1 = i == 1 and mat_long_s or mat_long
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local mat2 = i == 1 and mat_dot_s or mat_dot
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surface.SetDrawColor( cooler )
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if wep.XHairMode == "rifle" then
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surface.SetMaterial( mat1 )
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surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(16), s(16), 0 )
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surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 )
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx, poosy - gap, s(16), s(16), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap, s(16), s(16), 0 )
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elseif wep.XHairMode == "smg" then
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surface.SetMaterial( mat1 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer_long), s(16), s(16), 90 )
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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 )
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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 )
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 )
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else -- pistol
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx - gap, poosy, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx + gap, poosy, s(24), s(24), 0 )
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surface.SetMaterial( mat2 )
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surface.DrawTexturedRectRotated( poosx, poosy - gap, s(24), s(24), 0 )
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surface.DrawTexturedRectRotated( poosx, poosy + gap, s(24), s(24), 0 )
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end
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end
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end
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end
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do -- Quickinv
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local inv = p:INV_Get()
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local gap = ss(1)
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local size_textx = ss(96)
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local size_texty = ss(12)
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local size_num = ss(12)
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local size_thi = ss(0.5)
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local nextwe = ss(96+2)
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local nextwe_no = ss(12+2)
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local item_start = ss(14)
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local item_gap = ss(12+2)
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local translat = {
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["melee"] = { 1, 1 },
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["special"] = { 1, 2 },
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["pistol"] = { 2, 1 },
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["smg"] = { 3, 1 },
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["rifle"] = { 3, 2 },
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["shotgun"] = { 3, 3 },
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}
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local inventorylist = {
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[1] = {},
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[2] = {},
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[3] = {},
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[4] = {},
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}
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for i, bucket in ipairs( inventorylist ) do
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local temp = {}
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for id, data in pairs( inv ) do
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local idata = WEAPONS[data.Class]
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local translated = translat[idata.Type]
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if i == translated[1] then
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table.insert( temp, { data, translated[2] } )
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end
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end
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table.sort( temp, function(a, b) return b[2] > a[2] end )
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for i, v in ipairs( temp ) do
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table.insert( bucket, v[1] )
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end
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end
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-- PrintTable( it )
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local bump = 0
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for i, bucket in ipairs( inventorylist ) do
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, b, size_num, size_num )
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if i==2 then
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawRect( bump + b + gap, b + gap, size_num - (gap*2), size_num - (gap*2) )
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surface.SetFont( "Benny_12" )
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surface.SetTextColor( scheme["bg"] )
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surface.SetTextPos( bump + b + ss(3), b + ss(1) )
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surface.DrawText( i )
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else
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surface.SetFont( "Benny_12" )
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surface.SetTextColor( scheme["fg"] )
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surface.SetTextPos( bump + b + ss(3), b + ss(1) )
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surface.DrawText( i )
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end
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if i!=2 then
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for d, item in ipairs( bucket ) do
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_texty, size_texty )
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end
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bump = bump + (nextwe_no)
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else
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for d, item in ipairs( bucket ) do
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local idata = WEAPONS[item.Class]
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_textx, size_texty )
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if d==2 then
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawRect( bump + b + gap, (item_start+item_gap*(d-1)) + b + gap, size_textx - (gap*2), size_texty - (gap*2) )
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surface.SetFont( "Benny_12" )
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surface.SetTextColor( scheme["bg"] )
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surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) )
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surface.DrawText( idata.Name )
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else
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surface.SetFont( "Benny_12" )
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surface.SetTextColor( scheme["fg"] )
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surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) )
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surface.DrawText( idata.Name )
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end
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end
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bump = bump + (nextwe)
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end
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end
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end
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do -- Captions
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@ -6,7 +6,7 @@ local wa, wb = 0, 0
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local blop = Angle()
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hook.Add( "CreateMove", "CamFuck", function( cmd )
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if BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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local lx=input.GetAnalogValue(ANALOG_JOY_X) // Left X Axis: left -, right +
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@ -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.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"
|
Loading…
Reference in New Issue