Popups! RELOADING LOGIC! SOUNDS!!!!

This commit is contained in:
Fesiug 2023-09-25 17:26:52 -04:00
parent ac374ae803
commit 9a8ad838ff
4 changed files with 321 additions and 73 deletions

View File

@ -25,6 +25,8 @@ function SWEP:SetupDataTables()
self:NetworkVar( "Float", 2, "Delay2" ) self:NetworkVar( "Float", 2, "Delay2" )
self:NetworkVar( "String", 0, "Wep1" ) self:NetworkVar( "String", 0, "Wep1" )
self:NetworkVar( "String", 1, "Wep2" ) self:NetworkVar( "String", 1, "Wep2" )
self:NetworkVar( "Int", 0, "Wep1Clip" )
self:NetworkVar( "Int", 1, "Wep2Clip" )
self:NetworkVarNotify( "Wep1", self.OnVarChanged ) self:NetworkVarNotify( "Wep1", self.OnVarChanged )
self:NetworkVarNotify( "Wep2", self.OnVarChanged ) self:NetworkVarNotify( "Wep2", self.OnVarChanged )
@ -63,17 +65,12 @@ function SWEP:PrimaryAttack()
return return
end end
if self:Clip1() == 0 then if self:Clip1() == 0 then
self:EmitSound( "benny/weapons/common/06-13.ogg", 80, 100, 1, CHAN_STATIC ) B_Sound( self, self.B_ClassT1.Sound_DryFire )
self:SetDelay1( CurTime() + 0.2 ) self:SetDelay1( CurTime() + 0.2 )
return return
end end
-- if CLIENT then
-- AddCaption( "PISTOL", Color( 61, 61, 61 ), "[Pistol shot]", 0.1, 0.5 )
-- end
B_Sound( self, self.B_ClassT1.Sound_Fire ) B_Sound( self, self.B_ClassT1.Sound_Fire )
-- self:EmitSound( "benny/weapons/1911/0".. math.random(1,3) ..".ogg", 110, 100, 1, CHAN_STATIC )
self:B_Ammo1( self:Clip1() - 1 ) self:B_Ammo1( self:Clip1() - 1 )
self:SetDelay1( CurTime() + self.B_ClassT1.Delay ) self:SetDelay1( CurTime() + self.B_ClassT1.Delay )
@ -90,18 +87,21 @@ function SWEP:B_Wep2()
end end
function SWEP:B_Ammo1( value ) function SWEP:B_Ammo1( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip1( value ) self:SetClip1( value )
self:B_Wep1().Ammo = value self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
end end
function SWEP:B_Ammo2( value ) function SWEP:B_Ammo2( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip2( value ) self:SetClip2( value )
self:B_Wep2().Ammo = value self:B_Wep2()["Ammo" .. self:GetWep1Clip()] = value
end end
function SWEP:B_MaxAmmo1( value ) function SWEP:B_MaxAmmo1( value )
assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
self:SetClip1( value ) self:SetClip1( value )
self:B_Wep1().Ammo = value self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
end end
function SWEP:B_Class1() function SWEP:B_Class1()
@ -114,8 +114,28 @@ end
function SWEP:Reload() function SWEP:Reload()
if self:B_Wep1() and self:Clip1() < self:B_Class1().Ammo then if self:B_Wep1() and self:Clip1() < self:B_Class1().Ammo then
B_Sound( self, self.B_ClassT1.Sound_Reload ) if self:GetDelay1() > CurTime() then
self:B_Ammo1( self:B_Class1().Ammo ) return false
end
self:SetDelay1( CurTime() + 0.2 )
if self:GetWep1Clip() != 0 then
B_Sound( self, self.B_ClassT1.Sound_MagOut )
self:SetClip1( 0 )
self:SetWep1Clip( 0 )
self:B_Wep1().Loaded = 0
else
local maglist = { self:B_Wep1().Ammo1, self:B_Wep1().Ammo2, self:B_Wep1().Ammo3 }
for i, v in SortedPairsByValue( maglist, true ) do
if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
self:B_Wep1().Loaded = i
self:SetWep1Clip( i )
self:SetClip1( v )
break
end
B_Sound( self, self.B_ClassT1.Sound_MagIn )
end
-- self:B_Ammo1( self:B_Class1().Ammo )
end end
return true return true
end end

View File

@ -40,7 +40,7 @@ local function genfonts()
surface.CreateFont( "Benny_" .. size, { surface.CreateFont( "Benny_" .. size, {
font = "Carbon Plus Bold", font = "Carbon Plus Bold",
size = ss(size), size = ss(size),
weight = 0 weight = 0,
} ) } )
end end
local sizes = { local sizes = {
@ -253,7 +253,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
surface.DrawText( wep1c.Firemode or "???" ) surface.DrawText( wep1c.Firemode or "???" )
surface.SetFont( "Benny_12" ) surface.SetFont( "Benny_12" )
local text = wep:Clip1() .. " - MAG 3" local text = wep:Clip1() .. " - MAG " .. wep:GetWep1Clip()
local tw = surface.GetTextSize( text ) local tw = surface.GetTextSize( text )
surface.SetTextColor( scheme["fg"] ) surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( sw - b - ss(4) - tw, sh - b - ss(24) ) surface.SetTextPos( sw - b - ss(4) - tw, sh - b - ss(24) )
@ -266,6 +266,25 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
surface.DrawRect( sw - b - ss(3+4) - ( ss(5) * (i-1) ), sh - b - ss(8+4), ss(3), ss(8) ) surface.DrawRect( sw - b - ss(3+4) - ( ss(5) * (i-1) ), sh - b - ss(8+4), ss(3), ss(8) )
end end
end end
local amlist = { wep.B_WepT1["Ammo" .. 1], wep.B_WepT1["Ammo" .. 2], wep.B_WepT1["Ammo" .. 3] }
local i = 1
for _, v in ipairs( amlist ) do
if v == 0 then continue end
local perc = v / wep.B_ClassT1.Ammo
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( sw - b - ss(w-4-2) + ss(29) + ( ss(10+2) * (i-1) ),
sh - b + ss(16) - ss(BOXHEIGHT-4),
ss(10),
ss(10),
ss(0.5) )
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( sw - b - ss(w-4-2) + ss(29) + ( ss(10+2) * (i-1) ),
sh - b + ss(16) - ss(BOXHEIGHT-4) + ss(10*(1-perc)),
ss(10),
ss(10*perc) )
i = i + 1
end
end end
end end
@ -308,12 +327,6 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
end end
end end
-- [UUID_generate()] = {
-- Clip1 = 20,
-- Mag1 = 12,
-- Mag2 = 9,
-- Mag3 = 17,
-- }
do -- Inventory do -- Inventory
local gap = 0 local gap = 0
for ID, Data in pairs( p:INV_Get() ) do for ID, Data in pairs( p:INV_Get() ) do

View File

@ -7,7 +7,9 @@ function GM:PlayerSpawn( ply )
end end
if SERVER then if SERVER then
util.AddNetworkString( "benny_sendinv" ) util.AddNetworkString( "benny_syncinv" )
util.AddNetworkString( "benny_sendinvitem" )
util.AddNetworkString( "benny_discardinvitem" )
end end
concommand.Add("benny_debug_give", function(ply, cmd, args) concommand.Add("benny_debug_give", function(ply, cmd, args)
@ -24,13 +26,16 @@ concommand.Add("benny_debug_give", function(ply, cmd, args)
local item = { local item = {
Class = args[3], Class = args[3],
Ammo = class.Ammo, Loaded = 1,
Ammo1 = class.Ammo,
Ammo2 = class.Ammo,
Ammo3 = class.Ammo,
} }
inv[str] = item inv[str] = item
-- PROTO: WriteTable. -- PROTO: WriteTable.
net.Start( "benny_sendinv" ) net.Start( "benny_sendinvitem" )
net.WriteString( str ) net.WriteString( str )
net.WriteTable( item ) net.WriteTable( item )
net.Send( ply ) net.Send( ply )
@ -39,24 +44,17 @@ concommand.Add("benny_debug_give", function(ply, cmd, args)
if slot == 1 then if slot == 1 then
wep:SetWep1( str ) wep:SetWep1( str )
wep:SetClip1( class.Ammo ) wep:SetWep1Clip( item.Loaded )
wep:SetClip1( item[ "Ammo" .. item.Loaded ] )
elseif slot == 2 then elseif slot == 2 then
wep:SetWep2( str ) wep:SetWep2( str )
wep:SetClip2( class.Ammo ) wep:SetWep2Clip( item.Loaded )
wep:SetClip2( item[ "Ammo" .. item.Loaded ] )
else else
end end
end) end)
if CLIENT then
net.Receive( "benny_sendinv", function( len, ply )
assert(CLIENT, "not client")
local ply = LocalPlayer()
assert(IsValid( ply ), "ply is invalid?")
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
end
-- PROTO: Move this all into weapon code. -- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_equip", function( ply, cmd, args ) concommand.Add("benny_inv_equip", function( ply, cmd, args )
local inv = ply:INV_Get() local inv = ply:INV_Get()
@ -66,12 +64,143 @@ concommand.Add("benny_inv_equip", function( ply, cmd, args )
assert( item, "That item doesn't exist." ) assert( item, "That item doesn't exist." )
wep:SetWep1( args[1] ) wep:SetWep1( args[1] )
wep:SetClip1( item.Ammo ) wep:SetWep1Clip( item.Loaded )
wep:SetClip1( item[ "Ammo" .. item.Loaded ] )
wep:OnReloaded() wep:OnReloaded()
end) end)
concommand.Add("benny_inv_sync", function( ply, cmd, args )
local inv = ply:INV_Get()
-- PROTO: WriteTable.
net.Start("benny_syncinv")
net.WriteUInt( table.Count( inv ), 4 )
for ID, Data in pairs( inv ) do
net.WriteString( ID )
net.WriteTable( Data )
end
net.Send( ply )
end)
concommand.Add("benny_inv_discard", function( ply, cmd, args )
local inv = ply:INV_Get()
local wep = ply:GetActiveWeapon()
local item = inv[args[1]]
-- PROTO: Check that this is the correct 'benny' weapon.
assert( item, "That item doesn't exist." )
inv[args[1]] = nil
net.Start( "benny_discardinvitem" )
net.WriteString( args[1] )
net.Send( ply )
local reload = false
if wep:GetWep1() == args[1] then
wep:SetWep1( "" )
wep:SetWep1Clip( 0 )
wep:SetClip1( 0 )
reload = true
end
if wep:GetWep2() == args[1] then
wep:SetWep2( "" )
wep:SetWep2Clip( 0 )
wep:SetClip2( 0 )
reload = true
end
if reload then
wep:OnReloaded()
end
end)
-- Network to client
if CLIENT then
net.Receive( "benny_syncinv", function( len, ply )
local ply = LocalPlayer()
local inv = ply:INV_Get()
table.Empty( inv )
for i=1, net.ReadUInt( 4 ) do
inv[net.ReadString()] = net.ReadTable()
end
end)
net.Receive( "benny_sendinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
net.Receive( "benny_discardinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = nil
end)
end
function GM:ShowHelp( ply )
if SERVER then
ply:SendLua( [[OpenSMenu()]] )
end
end
-- Debug inv -- Debug inv
if CLIENT then if CLIENT then
function GM:OnSpawnMenuOpen()
RunConsoleCommand( "benny_debug_inv" )
end
function GM:OnSpawnMenuClose()
if IsValid( base ) then base:Remove() end
end
function OpenSMenu()
if IsValid( smenu ) then smenu:Remove() return end
smenu = vgui.Create("DFrame")
smenu:SetSize( ss(400), ss(240) )
smenu:MakePopup()
smenu:SetKeyboardInputEnabled( false )
smenu:Center()
function smenu:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["bg"] )
surface.DrawRect( 0, 0, w, h )
return true
end
local itemlist = smenu:Add("DScrollPanel")
itemlist:Dock( FILL )
for ClassName, Class in SortedPairsByMemberValue( WEAPONS, "Name" ) do
local button = vgui.Create( "DButton" )
itemlist:AddItem( button )
button:SetSize( 1, ss(30) )
button:Dock( TOP )
button:DockMargin( 0, 0, 0, ss(4) )
button.Text_Name = Class.Name
button.Text_Desc = Class.Description
-- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick()
RunConsoleCommand( "benny_debug_give", LocalPlayer():EntIndex(), 0, ClassName )
end
function button:DoRightClick()
end
function button:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes["benny"]["bg"] )
surface.SetFont( "Benny_16" )
surface.SetTextPos( ss(4), ss(4) )
surface.DrawText( self.Text_Name )
surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(4), ss(4 + 12) )
surface.DrawText( self.Text_Desc )
return true
end
end
end
local function regen_items( itemlist ) local function regen_items( itemlist )
local ply = LocalPlayer() local ply = LocalPlayer()
itemlist:Clear() itemlist:Clear()
@ -90,19 +219,23 @@ if CLIENT then
-- PROTO: These functions don't need to be remade over and over like this. -- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick() function button:DoClick()
local Menu = DermaMenu()
Menu:AddOption( "Equip", function()
RunConsoleCommand("benny_inv_equip", button.ID) RunConsoleCommand("benny_inv_equip", button.ID)
end ) timer.Simple( 0.1, function() regen_items( itemlist ) end )
Menu:AddOption( "Discard", function()
RunConsoleCommand("benny_inv_discard", button.ID)
end )
Menu:Open()
end end
function button:DoRightClick() function button:DoRightClick()
RunConsoleCommand("benny_inv_discard", button.ID)
timer.Simple( 0.1, function() regen_items( itemlist ) end )
-- local Menu = DermaMenu()
-- Menu:AddOption( "Equip", function()
-- RunConsoleCommand("benny_inv_equip", button.ID)
-- timer.Simple( 0.1, function() regen_items( itemlist ) end )
-- end )
-- Menu:AddOption( "Discard", function()
-- RunConsoleCommand("benny_inv_discard", button.ID)
-- timer.Simple( 0.1, function() regen_items( itemlist ) end )
-- end )
-- Menu:Open()
end end
function button:Paint( w, h ) function button:Paint( w, h )
@ -115,12 +248,13 @@ if CLIENT then
surface.SetTextPos( ss(4), ss(4) ) surface.SetTextPos( ss(4), ss(4) )
surface.DrawText( self.Text_Name ) surface.DrawText( self.Text_Name )
surface.SetFont( "Benny_10" ) surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(4), ss(4 + 12) ) surface.SetTextPos( ss(4), ss(4 + 12) )
surface.DrawText( self.Text_Desc ) surface.DrawText( self.Text_Desc )
surface.SetFont( "Benny_10" ) surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(4), ss(4 + 20) ) local tx = surface.GetTextSize( self.ID )
surface.SetTextPos( w - ss(4) - tx, ss(4) )
surface.DrawText( self.ID ) surface.DrawText( self.ID )
return true return true
end end
@ -129,8 +263,9 @@ if CLIENT then
concommand.Add("benny_debug_inv", function() concommand.Add("benny_debug_inv", function()
if IsValid( base ) then base:Remove() end if IsValid( base ) then base:Remove() end
base = vgui.Create("DFrame") base = vgui.Create("DFrame")
base:SetSize( ss(340), ss(240) ) base:SetSize( ss(400), ss(240) )
base:MakePopup() base:MakePopup()
base:SetKeyboardInputEnabled( false )
base:Center() base:Center()
function base:Paint( w, h ) function base:Paint( w, h )

View File

@ -13,18 +13,74 @@ AddSound( "Bizon.Fire", {
"benny/weapons/bizon/03.ogg", "benny/weapons/bizon/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC ) }, 140, 100, 0.5, CHAN_STATIC )
AddSound( "1911.Reload", "benny/weapons/1911/slidedrop.ogg", 140, 100, 0.5, CHAN_STATIC ) AddSound( "MP5K.Fire", {
"benny/weapons/mp5k/01.ogg",
"benny/weapons/mp5k/02.ogg",
"benny/weapons/mp5k/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Bizon.Reload", "benny/weapons/bizon/boltdrop.ogg", 140, 100, 0.5, CHAN_STATIC ) AddSound( "TMP.Fire", {
"benny/weapons/tmp/01.ogg",
"benny/weapons/tmp/02.ogg",
"benny/weapons/tmp/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Anaconda.Fire", {
"benny/weapons/anaconda/01.ogg",
"benny/weapons/anaconda/02.ogg",
"benny/weapons/anaconda/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Nambu.Fire", {
"benny/weapons/nambu/01.ogg",
"benny/weapons/nambu/02.ogg",
"benny/weapons/nambu/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "USP.Fire", {
"benny/weapons/usp/01.ogg",
"benny/weapons/usp/02.ogg",
"benny/weapons/usp/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.Fire", {
"benny/weapons/glock/01.ogg",
"benny/weapons/glock/02.ogg",
"benny/weapons/glock/03.ogg",
}, 140, 100, 0.5, CHAN_STATIC )
AddSound( "MP5K.MagOut", "benny/weapons/mp5k/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "MP5K.MagIn", "benny/weapons/mp5k/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "TMP.MagOut", "benny/weapons/tmp/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "TMP.MagIn", "benny/weapons/tmp/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Bizon.MagOut", "benny/weapons/bizon/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Bizon.MagIn", "benny/weapons/bizon/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Anaconda.MagOut", "benny/weapons/anaconda/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Anaconda.MagIn", "benny/weapons/anaconda/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Nambu.MagOut", "benny/weapons/nambu/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Nambu.MagIn", "benny/weapons/nambu/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "1911.MagOut", "benny/weapons/1911/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "1911.MagIn", "benny/weapons/1911/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "USP.MagOut", "benny/weapons/usp/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "USP.MagIn", "benny/weapons/usp/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.MagOut", "benny/weapons/glock/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Glock.MagIn", "benny/weapons/glock/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.NoAmmo", "benny/weapons/common/30-01.ogg", 70, 100, 0.5, CHAN_STATIC )
local wep = {} local wep = {}
WEAPONS["1911"] = wep WEAPONS["1911"] = wep
wep.Name = "COBRA .45" wep.Name = "COBRA .45"
wep.Description = "Hits hard. They don't make them like they used to! Low capacity." wep.Description = "Hits hard. They don't make them like they used to!"
wep.WModel = "models/weapons/w_pist_usp.mdl" wep.WModel = "models/weapons/w_pist_usp.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "1911.Fire"
wep.Sound_DryFire = "Common.Dryfire.Pistol"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_Reload = "1911.Reload" -- placeholder
wep.Sound_MagOut = "1911.MagOut" -- placeholder
wep.Sound_MagIn = "1911.MagIn" -- placeholder
wep.Delay = (60/300) wep.Delay = (60/300)
wep.Ammo = 8 wep.Ammo = 8
@ -33,11 +89,14 @@ wep.Damage = 30
local wep = {} local wep = {}
WEAPONS["usp"] = wep WEAPONS["usp"] = wep
wep.Name = "USP .45" wep.Name = "USP .45"
wep.Description = "It works for hardasses around the world, it works for you. Higher capacity." wep.Description = "It works for hardasses around the world, it works for you."
wep.WModel = "models/weapons/w_pist_usp.mdl" wep.WModel = "models/weapons/w_pist_usp.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "USP.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Pistol"
wep.Sound_Reload = "USP.Reload" -- placeholder
wep.Sound_MagOut = "USP.MagOut" -- placeholder
wep.Sound_MagIn = "USP.MagIn" -- placeholder
wep.Delay = (60/300) wep.Delay = (60/300)
wep.Ammo = 12 wep.Ammo = 12
@ -46,11 +105,13 @@ wep.Damage = 30
local wep = {} local wep = {}
WEAPONS["glock"] = wep WEAPONS["glock"] = wep
wep.Name = "GLOCK-18" wep.Name = "GLOCK-18"
wep.Description = "Superb precision but poor capacity." wep.Description = "Bullet storm. Lasts about a second or so, just like you!"
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "Glock.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Pistol"
wep.Sound_MagOut = "Glock.MagOut" -- placeholder
wep.Sound_MagIn = "Glock.MagIn" -- placeholder
wep.Delay = (60/800) wep.Delay = (60/800)
wep.Ammo = 17 wep.Ammo = 17
@ -59,11 +120,13 @@ wep.Damage = 18
local wep = {} local wep = {}
WEAPONS["nambu"] = wep WEAPONS["nambu"] = wep
wep.Name = "NAMBU .38" wep.Name = "NAMBU .38"
wep.Description = "Eastern revolver that hits as much as it costs. Low capacity." wep.Description = "Eastern revolver that hits as much as it costs."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "Nambu.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Pistol"
wep.Sound_MagOut = "Nambu.MagOut" -- placeholder
wep.Sound_MagIn = "Nambu.MagIn" -- placeholder
wep.Delay = (60/180) wep.Delay = (60/180)
wep.Ammo = 6 wep.Ammo = 6
@ -72,11 +135,13 @@ wep.Damage = 26
local wep = {} local wep = {}
WEAPONS["anaconda"] = wep WEAPONS["anaconda"] = wep
wep.Name = "ANACONDA" wep.Name = "ANACONDA"
wep.Description = "Precise and kicks like a mule, but low capacity." wep.Description = "Precise and kicks like a mule."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "Anaconda.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Pistol"
wep.Sound_MagOut = "Anaconda.MagOut" -- placeholder
wep.Sound_MagIn = "Anaconda.MagIn" -- placeholder
wep.Delay = (60/180) wep.Delay = (60/180)
wep.Ammo = 6 wep.Ammo = 6
@ -85,13 +150,16 @@ wep.Damage = 40
local wep = {} local wep = {}
WEAPONS["tmp"] = wep WEAPONS["tmp"] = wep
wep.Name = "TMP" wep.Name = "TMP"
wep.Description = "Precise." wep.Description = "Precise and sharp, like a damn suit's pet."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "MP5K.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Rifle"
wep.Sound_Reload = "TMP.Reload" -- placeholder
wep.Sound_MagOut = "TMP.MagOut" -- placeholder
wep.Sound_MagIn = "TMP.MagIn" -- placeholder
wep.Delay = (60/800) wep.Delay = (60/700)
wep.Ammo = 15 wep.Ammo = 15
wep.Damage = 18 wep.Damage = 18
@ -101,8 +169,11 @@ wep.Name = "MP7"
wep.Description = "Small, pistol-sized, and simple." wep.Description = "Small, pistol-sized, and simple."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "MP5K.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Rifle"
wep.Sound_Reload = "MP5K.Reload" -- placeholder
wep.Sound_MagOut = "MP5K.MagOut" -- placeholder
wep.Sound_MagIn = "MP5K.MagIn" -- placeholder
wep.Delay = (60/700) wep.Delay = (60/700)
wep.Ammo = 15 wep.Ammo = 15
@ -114,8 +185,11 @@ wep.Name = "MP5K"
wep.Description = "Quality manufacturing, but cumbersome." wep.Description = "Quality manufacturing, but cumbersome."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "MP5K.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Rifle"
wep.Sound_Reload = "MP5K.Reload" -- placeholder
wep.Sound_MagOut = "MP5K.MagOut" -- placeholder
wep.Sound_MagIn = "MP5K.MagIn" -- placeholder
wep.Delay = (60/700) wep.Delay = (60/700)
wep.Ammo = 15 wep.Ammo = 15
@ -127,8 +201,11 @@ wep.Name = "MAC-11"
wep.Description = "More fit for combat in a phone booth." wep.Description = "More fit for combat in a phone booth."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "1911.Fire" wep.Sound_Fire = "MP5K.Fire"
wep.Sound_Reload = "1911.Reload" -- placeholder wep.Sound_DryFire = "Common.Dryfire.Rifle"
wep.Sound_Reload = "MP5K.Reload" -- placeholder
wep.Sound_MagOut = "MP5K.MagOut" -- placeholder
wep.Sound_MagIn = "MP5K.MagIn" -- placeholder
wep.Delay = (60/800) wep.Delay = (60/800)
wep.Ammo = 16 wep.Ammo = 16
@ -141,7 +218,10 @@ wep.Description = "Unwieldy bullet storm."
wep.WModel = "models/weapons/w_pist_glock18.mdl" wep.WModel = "models/weapons/w_pist_glock18.mdl"
wep.Sound_Fire = "Bizon.Fire" wep.Sound_Fire = "Bizon.Fire"
wep.Sound_DryFire = "Common.Dryfire.Rifle"
wep.Sound_Reload = "Bizon.Reload" -- placeholder wep.Sound_Reload = "Bizon.Reload" -- placeholder
wep.Sound_MagOut = "Bizon.MagOut" -- placeholder
wep.Sound_MagIn = "Bizon.MagIn" -- placeholder
wep.Delay = (60/600) wep.Delay = (60/600)
wep.Ammo = 40 wep.Ammo = 40