Comment out some weapons for now, and other stuff
This commit is contained in:
parent
20e2281e34
commit
5520c921c1
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@ -229,7 +229,7 @@ if CLIENT then
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Collapse:SetLabel( i )
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local Lays = itemlist:Add( "DIconLayout" )
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Collapse:SetContents( Lays )
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Collapse:SetExpanded( false )
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Collapse:SetExpanded( i!="magazine" )
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Lays:Dock( FILL )
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Lays:SetSpaceX( ss(1) )
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Lays:SetSpaceY( ss(1) )
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@ -29,6 +29,8 @@ function PLAYER:SetupDataTables()
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self.Player:NetworkVar( "Float", 1, "VaultTransition" )
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self.Player:NetworkVar( "Vector", 0, "VaultPos1")
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self.Player:NetworkVar( "Vector", 1, "VaultPos2")
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self.Player:NetworkVar( "Float", 2, "Stamina" )
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end
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player_manager.RegisterClass( "player_benny", PLAYER, "player_default" )
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@ -414,56 +414,6 @@ do -- Handguns
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Features = "firearm",
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}
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WEAPONS["m92"] = {
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Name = "M92FS",
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Description = "Accurate pistol, but low caliber won't do much against armor.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_elite_single.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "M92.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "USP.MagOut",
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Sound_MagIn = "USP.MagIn",
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Delay = (60/400),
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Firemodes = FIREMODE_SEMI,
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Ammo = 15,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["p226"] = {
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Name = "P226",
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Description = "Special forces pistol in fast .357 ammo.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_p228.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "P226.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "P226.MagOut",
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Sound_MagIn = "P226.MagIn",
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Delay = (60/350),
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Firemodes = FIREMODE_SEMI,
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Ammo = 13,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["glock"] = {
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Name = "GLOCK-18",
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Description = "Bullet storm. Lasts about a second or so, just like you!",
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@ -760,78 +710,6 @@ do -- Shotguns
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Features = "firearm",
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}
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WEAPONS["overunder"] = {
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Name = "O/U",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_kozlice.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 2,
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Damage = 10,
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Pellets = 8,
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Spread = 130/60,
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Features = "firearm",
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}
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WEAPONS["cqb70"] = {
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Name = "CS-70",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_cs3.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "AA12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "AA12.MagOut",
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Sound_MagIn = "AA12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 4,
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Damage = 10,
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Pellets = 8,
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Spread = 150/60,
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Features = "firearm",
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}
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WEAPONS["m12ak"] = {
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Name = "M12AK",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_saiga.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "AA12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "AA12.MagOut",
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Sound_MagIn = "AA12.MagIn",
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Delay = (60/160),
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Firemodes = FIREMODE_SEMI,
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Ammo = 5,
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Damage = 10,
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Pellets = 8,
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Spread = 150/60,
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Features = "firearm",
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}
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WEAPONS["aa12"] = {
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Name = "AA-12",
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Description = "meow",
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@ -1180,26 +1058,6 @@ do -- Grenades, nothing here is guaranteed.
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Features = "grenade",
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}
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WEAPONS["g_gas"] = {
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Name = "GAS GRENADE",
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Description = "Short burst of gas that slows and disorient targets.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_gas",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_prox"] = {
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Name = "PROXIMITY MINE",
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Description = "Mine that bounces into the air.",
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@ -1220,120 +1078,10 @@ do -- Grenades, nothing here is guaranteed.
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Features = "grenade",
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}
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WEAPONS["g_claymore"] = {
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Name = "CLAYMORE",
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Description = "Mine that shoots shrapnel in a cone.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_claymore",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_scrambler"] = {
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Name = "SCRAMBLER",
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Description = "Disrupts enemy radar based on proximity.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_scrambler",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_emp"] = {
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Name = "EMP NADE",
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Description = "Disrupts enemy equipment based on proximity.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_emp",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_shockcharge"] = {
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Name = "SHOCK CHARGE",
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Description = "Charge that stuns and forces enemies to fire their weapons.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_shockcharge",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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WEAPONS["g_thermobaric"] = {
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Name = "THERMOBARIC GRENADE",
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Description = "Burns through armor.",
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Type = "grenade",
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Custom_Fire = GrenadeFire,
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Custom_Reload = GrenadeReload,
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Custom_Think = GrenadeThink,
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Custom_Holster = GrenadeHolster,
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GrenadeEnt = "benny_grenade_thermobaric",
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GrenadeFuse = 4,
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GrenadeCharge = true,
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WModel = "models/weapons/w_eq_flashbang.mdl",
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HoldType = "grenade",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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end
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do -- Equipment, nothing here is guaranteed.
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WEAPONS["e_tacinsertion"] = {
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Name = "TACTICAL INSERTION",
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Description = "Flare that changes your deployment location.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_medkit"] = {
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Name = "MEDKIT",
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Description = "Station that regenerates a portion of health.",
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@ -1354,96 +1102,6 @@ do -- Equipment, nothing here is guaranteed.
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Features = "grenade",
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}
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WEAPONS["e_cover"] = {
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Name = "DEPLOYABLE COVER",
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Description = ".",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_ddos"] = {
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Name = "DDOS",
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Description = ".",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_trophysystem"] = {
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Name = "TROPHY SYSTEM",
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Description = "Disrupts enemy equipment.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_portableradar"] = {
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Name = "PORTABLE RADAR",
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Description = "Detects nearby enemies based on proximity.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_cameraspike"] = {
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Name = "CAMERA SPIKE",
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Description = "Mountable camera that gives you a live video feed.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_recondrone"] = {
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Name = "RECON DRONE",
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Description = "Pilotable hovering recon drone that automatically marks enemies.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_gasdrone"] = {
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Name = "GAS DRONE",
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Description = "Drone that dispenses toxic gas onto an area.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_suppressionmine"] = {
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Name = "SUPPRESSION MINE",
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Description = "Mine that detonates to dispense hard-to-see sleeping gas.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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WEAPONS["e_antiarmor"] = {
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Name = "ANTI-ARMOR ROUNDS",
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Description = "Ammo crate that dispenses armor to disable vehicles.",
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Type = "equipment",
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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end
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-- Ammo generator
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@ -0,0 +1,350 @@
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--[[
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WEAPONS["m92"] = {
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Name = "M92FS",
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Description = "Accurate pistol, but low caliber won't do much against armor.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_elite_single.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "M92.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "USP.MagOut",
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Sound_MagIn = "USP.MagIn",
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Delay = (60/400),
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Firemodes = FIREMODE_SEMI,
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Ammo = 15,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["p226"] = {
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Name = "P226",
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Description = "Special forces pistol in fast .357 ammo.",
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Type = "pistol",
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_p228.mdl",
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HoldType = "revolver",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 },
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Sound_Fire = "P226.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "P226.MagOut",
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Sound_MagIn = "P226.MagIn",
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Delay = (60/350),
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Firemodes = FIREMODE_SEMI,
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Ammo = 13,
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Damage = 30,
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Features = "firearm",
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}
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WEAPONS["overunder"] = {
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Name = "O/U",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_kozlice.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 2,
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Damage = 10,
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Pellets = 8,
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Spread = 130/60,
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Features = "firearm",
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}
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WEAPONS["cqb70"] = {
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Name = "CS-70",
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Description = "meow",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_cs3.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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|
||||
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",
|
||||
}
|
||||
|
||||
]]
|
Loading…
Reference in New Issue