Comment out some weapons for now, and other stuff

This commit is contained in:
Fesiug 2023-11-28 22:52:37 -05:00
parent 20e2281e34
commit 5520c921c1
4 changed files with 353 additions and 343 deletions

View File

@ -229,7 +229,7 @@ if CLIENT then
Collapse:SetLabel( i ) Collapse:SetLabel( i )
local Lays = itemlist:Add( "DIconLayout" ) local Lays = itemlist:Add( "DIconLayout" )
Collapse:SetContents( Lays ) Collapse:SetContents( Lays )
Collapse:SetExpanded( false ) Collapse:SetExpanded( i!="magazine" )
Lays:Dock( FILL ) Lays:Dock( FILL )
Lays:SetSpaceX( ss(1) ) Lays:SetSpaceX( ss(1) )
Lays:SetSpaceY( ss(1) ) Lays:SetSpaceY( ss(1) )

View File

@ -29,6 +29,8 @@ function PLAYER:SetupDataTables()
self.Player:NetworkVar( "Float", 1, "VaultTransition" ) self.Player:NetworkVar( "Float", 1, "VaultTransition" )
self.Player:NetworkVar( "Vector", 0, "VaultPos1") self.Player:NetworkVar( "Vector", 0, "VaultPos1")
self.Player:NetworkVar( "Vector", 1, "VaultPos2") self.Player:NetworkVar( "Vector", 1, "VaultPos2")
self.Player:NetworkVar( "Float", 2, "Stamina" )
end end
player_manager.RegisterClass( "player_benny", PLAYER, "player_default" ) player_manager.RegisterClass( "player_benny", PLAYER, "player_default" )

View File

@ -414,56 +414,6 @@ do -- Handguns
Features = "firearm", Features = "firearm",
} }
WEAPONS["m92"] = {
Name = "M92FS",
Description = "Accurate pistol, but low caliber won't do much against armor.",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_elite_single.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "M92.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_Reload = "USP.Reload",
Sound_MagOut = "USP.MagOut",
Sound_MagIn = "USP.MagIn",
Delay = (60/400),
Firemodes = FIREMODE_SEMI,
Ammo = 15,
Damage = 30,
Features = "firearm",
}
WEAPONS["p226"] = {
Name = "P226",
Description = "Special forces pistol in fast .357 ammo.",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_p228.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "P226.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_Reload = "USP.Reload",
Sound_MagOut = "P226.MagOut",
Sound_MagIn = "P226.MagIn",
Delay = (60/350),
Firemodes = FIREMODE_SEMI,
Ammo = 13,
Damage = 30,
Features = "firearm",
}
WEAPONS["glock"] = { WEAPONS["glock"] = {
Name = "GLOCK-18", Name = "GLOCK-18",
Description = "Bullet storm. Lasts about a second or so, just like you!", Description = "Bullet storm. Lasts about a second or so, just like you!",
@ -760,78 +710,6 @@ do -- Shotguns
Features = "firearm", Features = "firearm",
} }
WEAPONS["overunder"] = {
Name = "O/U",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_kozlice.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "SPAS12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "SPAS12.MagOut",
Sound_MagIn = "SPAS12.MagIn",
Delay = (60/120),
Firemodes = FIREMODE_SEMI,
Ammo = 2,
Damage = 10,
Pellets = 8,
Spread = 130/60,
Features = "firearm",
}
WEAPONS["cqb70"] = {
Name = "CS-70",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_cs3.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "AA12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "AA12.MagOut",
Sound_MagIn = "AA12.MagIn",
Delay = (60/120),
Firemodes = FIREMODE_SEMI,
Ammo = 4,
Damage = 10,
Pellets = 8,
Spread = 150/60,
Features = "firearm",
}
WEAPONS["m12ak"] = {
Name = "M12AK",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_saiga.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "AA12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "AA12.MagOut",
Sound_MagIn = "AA12.MagIn",
Delay = (60/160),
Firemodes = FIREMODE_SEMI,
Ammo = 5,
Damage = 10,
Pellets = 8,
Spread = 150/60,
Features = "firearm",
}
WEAPONS["aa12"] = { WEAPONS["aa12"] = {
Name = "AA-12", Name = "AA-12",
Description = "meow", Description = "meow",
@ -1180,26 +1058,6 @@ do -- Grenades, nothing here is guaranteed.
Features = "grenade", Features = "grenade",
} }
WEAPONS["g_gas"] = {
Name = "GAS GRENADE",
Description = "Short burst of gas that slows and disorient targets.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_gas",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_prox"] = { WEAPONS["g_prox"] = {
Name = "PROXIMITY MINE", Name = "PROXIMITY MINE",
Description = "Mine that bounces into the air.", Description = "Mine that bounces into the air.",
@ -1220,120 +1078,10 @@ do -- Grenades, nothing here is guaranteed.
Features = "grenade", Features = "grenade",
} }
WEAPONS["g_claymore"] = {
Name = "CLAYMORE",
Description = "Mine that shoots shrapnel in a cone.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_claymore",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_scrambler"] = {
Name = "SCRAMBLER",
Description = "Disrupts enemy radar based on proximity.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_scrambler",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_emp"] = {
Name = "EMP NADE",
Description = "Disrupts enemy equipment based on proximity.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_emp",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_shockcharge"] = {
Name = "SHOCK CHARGE",
Description = "Charge that stuns and forces enemies to fire their weapons.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_shockcharge",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_thermobaric"] = {
Name = "THERMOBARIC GRENADE",
Description = "Burns through armor.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_thermobaric",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
end end
do -- Equipment, nothing here is guaranteed. do -- Equipment, nothing here is guaranteed.
WEAPONS["e_tacinsertion"] = {
Name = "TACTICAL INSERTION",
Description = "Flare that changes your deployment location.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_medkit"] = { WEAPONS["e_medkit"] = {
Name = "MEDKIT", Name = "MEDKIT",
Description = "Station that regenerates a portion of health.", Description = "Station that regenerates a portion of health.",
@ -1354,96 +1102,6 @@ do -- Equipment, nothing here is guaranteed.
Features = "grenade", Features = "grenade",
} }
WEAPONS["e_cover"] = {
Name = "DEPLOYABLE COVER",
Description = ".",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_ddos"] = {
Name = "DDOS",
Description = ".",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_trophysystem"] = {
Name = "TROPHY SYSTEM",
Description = "Disrupts enemy equipment.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_portableradar"] = {
Name = "PORTABLE RADAR",
Description = "Detects nearby enemies based on proximity.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_cameraspike"] = {
Name = "CAMERA SPIKE",
Description = "Mountable camera that gives you a live video feed.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_recondrone"] = {
Name = "RECON DRONE",
Description = "Pilotable hovering recon drone that automatically marks enemies.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_gasdrone"] = {
Name = "GAS DRONE",
Description = "Drone that dispenses toxic gas onto an area.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_suppressionmine"] = {
Name = "SUPPRESSION MINE",
Description = "Mine that detonates to dispense hard-to-see sleeping gas.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_antiarmor"] = {
Name = "ANTI-ARMOR ROUNDS",
Description = "Ammo crate that dispenses armor to disable vehicles.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
end end
-- Ammo generator -- Ammo generator

View File

@ -0,0 +1,350 @@
--[[
WEAPONS["m92"] = {
Name = "M92FS",
Description = "Accurate pistol, but low caliber won't do much against armor.",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_elite_single.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "M92.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_Reload = "USP.Reload",
Sound_MagOut = "USP.MagOut",
Sound_MagIn = "USP.MagIn",
Delay = (60/400),
Firemodes = FIREMODE_SEMI,
Ammo = 15,
Damage = 30,
Features = "firearm",
}
WEAPONS["p226"] = {
Name = "P226",
Description = "Special forces pistol in fast .357 ammo.",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_p228.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "P226.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_Reload = "USP.Reload",
Sound_MagOut = "P226.MagOut",
Sound_MagIn = "P226.MagIn",
Delay = (60/350),
Firemodes = FIREMODE_SEMI,
Ammo = 13,
Damage = 30,
Features = "firearm",
}
WEAPONS["overunder"] = {
Name = "O/U",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_kozlice.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "SPAS12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "SPAS12.MagOut",
Sound_MagIn = "SPAS12.MagIn",
Delay = (60/120),
Firemodes = FIREMODE_SEMI,
Ammo = 2,
Damage = 10,
Pellets = 8,
Spread = 130/60,
Features = "firearm",
}
WEAPONS["cqb70"] = {
Name = "CS-70",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_cs3.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "AA12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "AA12.MagOut",
Sound_MagIn = "AA12.MagIn",
Delay = (60/120),
Firemodes = FIREMODE_SEMI,
Ammo = 4,
Damage = 10,
Pellets = 8,
Spread = 150/60,
Features = "firearm",
}
WEAPONS["m12ak"] = {
Name = "M12AK",
Description = "meow",
Type = "shotgun",
WModel = "models/weapons/w_shot_saiga.mdl",
HoldType = "rpg",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
Sound_Fire = "AA12.Fire",
Sound_DryFire = "Common.Dryfire.Rifle",
Sound_MagOut = "AA12.MagOut",
Sound_MagIn = "AA12.MagIn",
Delay = (60/160),
Firemodes = FIREMODE_SEMI,
Ammo = 5,
Damage = 10,
Pellets = 8,
Spread = 150/60,
Features = "firearm",
}
WEAPONS["g_gas"] = {
Name = "GAS GRENADE",
Description = "Short burst of gas that slows and disorient targets.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_gas",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_claymore"] = {
Name = "CLAYMORE",
Description = "Mine that shoots shrapnel in a cone.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_claymore",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_scrambler"] = {
Name = "SCRAMBLER",
Description = "Disrupts enemy radar based on proximity.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_scrambler",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_emp"] = {
Name = "EMP NADE",
Description = "Disrupts enemy equipment based on proximity.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_emp",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_shockcharge"] = {
Name = "SHOCK CHARGE",
Description = "Charge that stuns and forces enemies to fire their weapons.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_shockcharge",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["g_thermobaric"] = {
Name = "THERMOBARIC GRENADE",
Description = "Burns through armor.",
Type = "grenade",
Custom_Fire = GrenadeFire,
Custom_Reload = GrenadeReload,
Custom_Think = GrenadeThink,
Custom_Holster = GrenadeHolster,
GrenadeEnt = "benny_grenade_thermobaric",
GrenadeFuse = 4,
GrenadeCharge = true,
WModel = "models/weapons/w_eq_flashbang.mdl",
HoldType = "grenade",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
Features = "grenade",
}
WEAPONS["e_tacinsertion"] = {
Name = "TACTICAL INSERTION",
Description = "Flare that changes your deployment location.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_cover"] = {
Name = "DEPLOYABLE COVER",
Description = ".",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_ddos"] = {
Name = "DDOS",
Description = ".",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_trophysystem"] = {
Name = "TROPHY SYSTEM",
Description = "Disrupts enemy equipment.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_portableradar"] = {
Name = "PORTABLE RADAR",
Description = "Detects nearby enemies based on proximity.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_cameraspike"] = {
Name = "CAMERA SPIKE",
Description = "Mountable camera that gives you a live video feed.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_recondrone"] = {
Name = "RECON DRONE",
Description = "Pilotable hovering recon drone that automatically marks enemies.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_gasdrone"] = {
Name = "GAS DRONE",
Description = "Drone that dispenses toxic gas onto an area.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_suppressionmine"] = {
Name = "SUPPRESSION MINE",
Description = "Mine that detonates to dispense hard-to-see sleeping gas.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
WEAPONS["e_antiarmor"] = {
Name = "ANTI-ARMOR ROUNDS",
Description = "Ammo crate that dispenses armor to disable vehicles.",
Type = "equipment",
WModel = "models/weapons/w_eq_flashbang.mdl",
Features = "grenade",
}
]]