parent
bf1dd2f99b
commit
a7825e495a
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@ -60,6 +60,8 @@ function ENT:Think()
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end
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end
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end
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end
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self.Class:EntThink( self )
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if CLIENT then return true end
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if CLIENT then return true end
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self.BAsleep = self.BAsleep or false
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self.BAsleep = self.BAsleep or false
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@ -72,7 +74,7 @@ function ENT:Think()
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net.WriteEntity(self)
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net.WriteEntity(self)
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net.Broadcast()
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net.Broadcast()
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print("SV Stopping prediction on", self)
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print("SV Stopping prediction on", self)
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self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
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--self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
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self.BAsleep = true
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self.BAsleep = true
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end
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end
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elseif self.BAsleep then
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elseif self.BAsleep then
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@ -114,6 +116,7 @@ end
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if SERVER then
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if SERVER then
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function ENT:PhysicsCollide( data, collider )
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function ENT:PhysicsCollide( data, collider )
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self.Class:EntPhysicsCollide( self, data, collider )
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if ( data.DeltaTime > 0.1 ) then
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if ( data.DeltaTime > 0.1 ) then
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--self:EmitSound( str, 70, 100, 1, CHAN_STATIC )
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--self:EmitSound( str, 70, 100, 1, CHAN_STATIC )
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end
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end
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@ -205,14 +205,11 @@ function SWEP:Think()
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local ActiveR_Valid = ActiveR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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if DesireR != ActiveR then
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if DesireR != ActiveR then
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print(DesireR, ActiveR)
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if ActiveR_Valid then
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if ActiveR_Valid then
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if ActiveR:GetHolsterIn() == 0 then
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if ActiveR:GetHolsterIn() == 0 then
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--self:Deactive()
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print("hi?")
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ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
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ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
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else
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else
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-- wait
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-- Waiting for holster to finish
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end
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end
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else
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else
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if DesireR_Valid then
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if DesireR_Valid then
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@ -102,6 +102,12 @@ AddItem( "base", {
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end
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end
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end,
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end,
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["EntThink"] = function( class, ent, handler )
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end,
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["EntPhysicsCollide"] = function( class, ent, data, collider )
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end,
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["Reload"] = function( class, ent, handler )
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["Reload"] = function( class, ent, handler )
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end,
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end,
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})
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})
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@ -129,7 +135,7 @@ local AnimationLookup = {
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},
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},
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["holster"] = {
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["holster"] = {
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["handgun"] = "handgun_holster",
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["handgun"] = "handgun_holster",
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["rifle"] = "holster_handgun",
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["rifle"] = "handgun_holster",
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},
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},
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}
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}
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@ -191,7 +197,10 @@ AddItem( "base_firearm", {
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local Topped = ent:GetBurstCount() == class.BurstCount
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local Topped = ent:GetBurstCount() == class.BurstCount
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local Runaway = class.BurstRunaway
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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local BAuto = class.BurstAuto
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local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
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local Firedown = false
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if IsValid(handler) then
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Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
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end
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if Runaway and InProcess and !Topped then
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if Runaway and InProcess and !Topped then
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class:Attack( ent, handler )
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class:Attack( ent, handler )
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else
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else
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@ -213,6 +222,33 @@ AddItem( "base_firearm", {
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BaseClass.Think( class, ent, handler )
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BaseClass.Think( class, ent, handler )
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end,
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end,
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["EntThink"] = function( class, ent, handler )
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if IsValid(handler) then return end
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local InProcess = ent:GetBurstCount() > 0
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local Topped = ent:GetBurstCount() == class.BurstCount
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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local Firedown = false
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if Runaway and InProcess and !Topped then
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class:Attack( ent, handler )
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else
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if !Firedown then
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if !Topped and InProcess then
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ent:SetDelayBurst( CurTime() + class.BurstDelay )
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end
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ent:SetBurstCount( 0 )
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end
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if Topped and BAuto then
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ent:SetBurstCount( 0 )
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ent:SetDelayBurst( CurTime() + class.BurstDelay )
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end
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end
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if ent:GetRefillTime() != 0 and ent:GetRefillTime() <= CurTime() then
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ent:SetClip( class.ClipSize )
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ent:SetRefillTime( 0 )
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end
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end,
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["Attack"] = function( class, ent, handler )
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["Attack"] = function( class, ent, handler )
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if ent:GetClip() <= 0 then return end
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if ent:GetClip() <= 0 then return end
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if ent:GetDelay() > CurTime() then return end
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if ent:GetDelay() > CurTime() then return end
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@ -220,6 +256,9 @@ AddItem( "base_firearm", {
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if ent:GetBurstCount() >= class.BurstCount then return end
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if ent:GetBurstCount() >= class.BurstCount then return end
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if ent:GetHolsterIn() != 0 then return end
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if ent:GetHolsterIn() != 0 then return end
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local HandlerValid = IsValid(handler)
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local handlerorself = HandlerValid and handler or ent
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local Runaway = class.BurstRunaway
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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local BAuto = class.BurstAuto
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ent:SetBurstCount( ent:GetBurstCount() + 1 )
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ent:SetBurstCount( ent:GetBurstCount() + 1 )
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@ -232,29 +271,47 @@ AddItem( "base_firearm", {
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ent:SetClip( ent:GetClip() - 1 )
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ent:SetClip( ent:GetClip() - 1 )
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if ent:GetClip() == 0 then
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if ent:GetClip() == 0 then
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handler:EmitSound( "benny/weapons/1911/slidedrop.ogg", 70, 100, 0.4, CHAN_STATIC )
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handlerorself:EmitSound( "benny/weapons/1911/slidedrop.ogg", 70, 100, 0.4, CHAN_STATIC )
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end
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end
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ent:SetDelay( CurTime() + class.Delay )
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ent:SetDelay( CurTime() + class.Delay )
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handler:EmitSound( istable(class.FireSound) and TSelShared(class.FireSound, "FireSound") or class.FireSound, 140, 100, 0.4, CHAN_STATIC )
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handlerorself:EmitSound( istable(class.FireSound) and TSelShared(class.FireSound, "FireSound") or class.FireSound, 100, 100, 0.5, CHAN_STATIC )
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local acc = math.rad( class.Accuracy or 0 )
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local acc = math.rad( class.Accuracy or 0 )
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local p = handler:GetOwner()
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if HandlerValid then
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p:LagCompensation(true)
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local p = handler:GetOwner()
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handler:FireBullets( {
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p:LagCompensation(true)
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Attacker = p,
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handler:FireBullets( {
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Damage = 1,
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Attacker = p,
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Force = 1,
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Damage = 1,
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Tracer = 0,
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Force = 5,
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Num = class.Pellets,
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Tracer = 0,
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Dir = p:GetAimVector(),
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Num = class.Pellets,
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Src = p:GetShootPos(),
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Dir = p:GetAimVector(),
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Spread = Vector( acc, acc, 0 ),
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Src = p:GetShootPos(),
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} )
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Spread = Vector( acc, acc, 0 ),
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p:LagCompensation(false)
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} )
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p:LagCompensation(false)
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else
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ent:FireBullets( {
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Attacker = ent,
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Damage = 1,
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Force = 1,
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Tracer = 0,
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Num = class.Pellets,
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Dir = ent:GetForward(),
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Src = ent:GetPos(),
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Spread = Vector( acc, acc, 0 ),
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} )
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local physobj = ent:GetPhysicsObject()
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if physobj:IsValid() then
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physobj:AddVelocity( ent:GetForward() * -300 )
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physobj:AddAngleVelocity( VectorRand( -360*20, 360*20 ) )
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end
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end
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local ply = handler:GetOwner()
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local ply = handlerorself:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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if HandlerValid and (SERVER or CLIENT and IsFirstTimePredicted()) then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
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end
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end
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@ -317,6 +374,12 @@ AddItem( "base_firearm", {
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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end
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end
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end,
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end,
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["EntPhysicsCollide"] = function( class, ent, data, collider )
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if ( data.DeltaTime > 0.1 and data.Speed > 200 ) then
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class:Attack( ent )
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end
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end,
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["FinishHolster"] = function( class, ent, handler )
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["FinishHolster"] = function( class, ent, handler )
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handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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@ -727,6 +790,7 @@ do -- Rifles
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end
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end
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do -- MGs
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do -- MGs
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AddItem( "qbb", {
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AddItem( "qbb", {
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PrintName = "#Item.qbb.Name",
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PrintName = "#Item.qbb.Name",
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Description = "#Item.qbb.Description",
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Description = "#Item.qbb.Description",
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@ -749,6 +813,53 @@ do -- MGs
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Accuracy_Reset = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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Accuracy_Decay = 12,
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})
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})
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AddItem( "stoner", {
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PrintName = "#Item.stoner.Name",
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Description = "#Item.stoner.Description",
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Category = "machinegun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_stoner.mdl",
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HoldType = "rifle",
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ClipSize = 100,
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Delay = (60/880),
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FireSound = {
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"benny/weapons/stoner63/01.ogg",
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"benny/weapons/stoner63/02.ogg",
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"benny/weapons/stoner63/03.ogg",
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},
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Accuracy = 1,
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Accuracy_Add = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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})
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AddItem( "hk21", {
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PrintName = "#Item.hk21.Name",
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Description = "#Item.hk21.Description",
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Category = "machinegun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_hk21.mdl",
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HoldType = "rifle",
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ClipSize = 70,
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Delay = (60/640),
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FireSound = {
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"benny/weapons/hk21/39_01.ogg",
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"benny/weapons/hk21/39_02.ogg",
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"benny/weapons/hk21/39_03.ogg",
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},
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Accuracy = 1,
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Accuracy_Add = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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})
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end
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end
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do -- SMGs
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do -- SMGs
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@ -835,7 +946,7 @@ do -- Shotguns
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Category = "shotgun",
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Category = "shotgun",
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Base = "base_firearm",
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Base = "base_firearm",
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Model = "models/weapons/w_shotgun.mdl",
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Model = "models/benny/weapons/test_spas12.mdl",
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HoldType = "rifle",
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HoldType = "rifle",
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ClipSize = 8,
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ClipSize = 8,
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@ -858,6 +969,180 @@ do -- Shotguns
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Accuracy_Decay = 12,
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Accuracy_Decay = 12,
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})
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})
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AddItem( "aa12", {
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PrintName = "#Item.aa12.Name",
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Description = "#Item.aa12.Description",
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Category = "shotgun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_aa12.mdl",
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HoldType = "rifle",
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ClipSize = 8,
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Pellets = 8,
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Delay = 0.4,
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BurstCount = 1,
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FireSound = {
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"benny/weapons/spas12/01.ogg",
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"benny/weapons/spas12/02.ogg",
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"benny/weapons/spas12/03.ogg",
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},
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MagOutSound = "benny/weapons/spas12/magout-01.ogg",
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MagInSound = "benny/weapons/spas12/magout-02.ogg",
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BoltDropSound = "benny/weapons/spas12/magin.ogg",
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BoltPullSound = "benny/weapons/glock/magin.ogg",
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Accuracy = 8,
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Accuracy_Add = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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})
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AddItem( "db", {
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PrintName = "#Item.db.Name",
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Description = "#Item.db.Description",
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Category = "shotgun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_db.mdl",
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HoldType = "rifle",
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ClipSize = 2,
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Pellets = 8,
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Delay = 0.4,
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BurstCount = 1,
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FireSound = {
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"benny/weapons/spas12/01.ogg",
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"benny/weapons/spas12/02.ogg",
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"benny/weapons/spas12/03.ogg",
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},
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MagOutSound = "benny/weapons/spas12/magout-01.ogg",
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MagInSound = "benny/weapons/spas12/magout-02.ogg",
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BoltDropSound = "benny/weapons/spas12/magin.ogg",
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BoltPullSound = "benny/weapons/glock/magin.ogg",
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Accuracy = 4,
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Accuracy_Add = 0.4,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 12,
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})
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AddItem( "1887", {
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PrintName = "#Item.1887.Name",
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Description = "#Item.1887.Description",
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Category = "shotgun",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_1887.mdl",
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HoldType = "rifle",
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ClipSize = 5,
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Pellets = 8,
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Delay = 0.4,
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BurstCount = 1,
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FireSound = {
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"benny/weapons/spas12/01.ogg",
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"benny/weapons/spas12/02.ogg",
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"benny/weapons/spas12/03.ogg",
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},
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MagOutSound = "benny/weapons/spas12/magout-01.ogg",
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MagInSound = "benny/weapons/spas12/magout-02.ogg",
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BoltDropSound = "benny/weapons/spas12/magin.ogg",
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BoltPullSound = "benny/weapons/glock/magin.ogg",
|
||||||
|
|
||||||
|
Accuracy = 8,
|
||||||
|
Accuracy_Add = 0.4,
|
||||||
|
Accuracy_Reset = 0.4,
|
||||||
|
Accuracy_Decay = 12,
|
||||||
|
})
|
||||||
|
|
||||||
|
AddItem( "spas15", {
|
||||||
|
PrintName = "#Item.spas15.Name",
|
||||||
|
Description = "#Item.spas15.Description",
|
||||||
|
Category = "shotgun",
|
||||||
|
Base = "base_firearm",
|
||||||
|
|
||||||
|
Model = "models/benny/weapons/test_spas15.mdl",
|
||||||
|
HoldType = "rifle",
|
||||||
|
|
||||||
|
ClipSize = 6,
|
||||||
|
Pellets = 8,
|
||||||
|
Delay = 0.6,
|
||||||
|
BurstCount = 1,
|
||||||
|
FireSound = {
|
||||||
|
"benny/weapons/spas12/01.ogg",
|
||||||
|
"benny/weapons/spas12/02.ogg",
|
||||||
|
"benny/weapons/spas12/03.ogg",
|
||||||
|
},
|
||||||
|
MagOutSound = "benny/weapons/spas12/magout-01.ogg",
|
||||||
|
MagInSound = "benny/weapons/spas12/magout-02.ogg",
|
||||||
|
BoltDropSound = "benny/weapons/spas12/magin.ogg",
|
||||||
|
BoltPullSound = "benny/weapons/glock/magin.ogg",
|
||||||
|
|
||||||
|
Accuracy = 8,
|
||||||
|
Accuracy_Add = 0.4,
|
||||||
|
Accuracy_Reset = 0.4,
|
||||||
|
Accuracy_Decay = 12,
|
||||||
|
})
|
||||||
|
|
||||||
|
AddItem( "r870", {
|
||||||
|
PrintName = "#Item.r870.Name",
|
||||||
|
Description = "#Item.r870.Description",
|
||||||
|
Category = "shotgun",
|
||||||
|
Base = "base_firearm",
|
||||||
|
|
||||||
|
Model = "models/benny/weapons/test_r870.mdl",
|
||||||
|
HoldType = "rifle",
|
||||||
|
|
||||||
|
ClipSize = 4,
|
||||||
|
Pellets = 8,
|
||||||
|
Delay = 0.6,
|
||||||
|
BurstCount = 1,
|
||||||
|
FireSound = {
|
||||||
|
"benny/weapons/spas12/01.ogg",
|
||||||
|
"benny/weapons/spas12/02.ogg",
|
||||||
|
"benny/weapons/spas12/03.ogg",
|
||||||
|
},
|
||||||
|
MagOutSound = "benny/weapons/spas12/magout-01.ogg",
|
||||||
|
MagInSound = "benny/weapons/spas12/magout-02.ogg",
|
||||||
|
BoltDropSound = "benny/weapons/spas12/magin.ogg",
|
||||||
|
BoltPullSound = "benny/weapons/glock/magin.ogg",
|
||||||
|
|
||||||
|
Accuracy = 8,
|
||||||
|
Accuracy_Add = 0.4,
|
||||||
|
Accuracy_Reset = 0.4,
|
||||||
|
Accuracy_Decay = 12,
|
||||||
|
})
|
||||||
|
|
||||||
|
AddItem( "striker", {
|
||||||
|
PrintName = "#Item.striker.Name",
|
||||||
|
Description = "#Item.striker.Description",
|
||||||
|
Category = "shotgun",
|
||||||
|
Base = "base_firearm",
|
||||||
|
|
||||||
|
Model = "models/benny/weapons/test_striker.mdl",
|
||||||
|
HoldType = "rifle",
|
||||||
|
|
||||||
|
ClipSize = 12,
|
||||||
|
Pellets = 8,
|
||||||
|
Delay = 0.3,
|
||||||
|
BurstCount = 1,
|
||||||
|
FireSound = {
|
||||||
|
"benny/weapons/spas12/01.ogg",
|
||||||
|
"benny/weapons/spas12/02.ogg",
|
||||||
|
"benny/weapons/spas12/03.ogg",
|
||||||
|
},
|
||||||
|
MagOutSound = "benny/weapons/spas12/magout-01.ogg",
|
||||||
|
MagInSound = "benny/weapons/spas12/magout-02.ogg",
|
||||||
|
BoltDropSound = "benny/weapons/spas12/magin.ogg",
|
||||||
|
BoltPullSound = "benny/weapons/glock/magin.ogg",
|
||||||
|
|
||||||
|
Accuracy = 8,
|
||||||
|
Accuracy_Add = 0.4,
|
||||||
|
Accuracy_Reset = 0.4,
|
||||||
|
Accuracy_Decay = 12,
|
||||||
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- bat
|
-- bat
|
||||||
|
|
|
@ -35,6 +35,12 @@ L["#Item.qbz.Description"] = "Low-profile bullpup assault rifle"
|
||||||
L["#Item.qbb.Name"] = "QBB-LSW"
|
L["#Item.qbb.Name"] = "QBB-LSW"
|
||||||
L["#Item.qbb.Description"] = "Bullpup machine gun"
|
L["#Item.qbb.Description"] = "Bullpup machine gun"
|
||||||
|
|
||||||
|
L["#Item.stoner.Name"] = "STONER-63"
|
||||||
|
L["#Item.stoner.Description"] = "Modular machine gun"
|
||||||
|
|
||||||
|
L["#Item.hk21.Name"] = "HK-21"
|
||||||
|
L["#Item.hk21.Description"] = "Powerful medium machine gun"
|
||||||
|
|
||||||
L["#Item.m16a2.Name"] = "M16A2"
|
L["#Item.m16a2.Name"] = "M16A2"
|
||||||
L["#Item.m16a2.Description"] = "Rugged burst rifle"
|
L["#Item.m16a2.Description"] = "Rugged burst rifle"
|
||||||
|
|
||||||
|
@ -56,6 +62,24 @@ L["#Item.mp7.Description"] = "Special forces PDW"
|
||||||
L["#Item.mac11.Name"] = "MAC-11"
|
L["#Item.mac11.Name"] = "MAC-11"
|
||||||
L["#Item.mac11.Description"] = "Tiny hornet gun"
|
L["#Item.mac11.Description"] = "Tiny hornet gun"
|
||||||
|
|
||||||
|
L["#Item.1887.Name"] = "1887"
|
||||||
|
L["#Item.1887.Description"] = "Lever-action"
|
||||||
|
|
||||||
|
L["#Item.db.Name"] = "DB"
|
||||||
|
L["#Item.db.Description"] = "Side-by-side shotgun"
|
||||||
|
|
||||||
|
L["#Item.aa12.Name"] = "AA-12"
|
||||||
|
L["#Item.aa12.Description"] = "Automatic combat shotgun"
|
||||||
|
|
||||||
|
L["#Item.striker.Name"] = "Streetsweeper"
|
||||||
|
L["#Item.striker.Description"] = "Semi-automatic drum-fed shotgun"
|
||||||
|
|
||||||
|
L["#Item.r870.Name"] = "R870"
|
||||||
|
L["#Item.r870.Description"] = "Sawn-off pump-action shotgun"
|
||||||
|
|
||||||
|
L["#Item.spas15.Name"] = "SPAS-15"
|
||||||
|
L["#Item.spas15.Description"] = "Mag-fed pump-action shotgun"
|
||||||
|
|
||||||
L["#Item.satchels.Name"] = "Satchels"
|
L["#Item.satchels.Name"] = "Satchels"
|
||||||
L["#Item.satchels.Description"] = "Packs of bombs and a detonator"
|
L["#Item.satchels.Description"] = "Packs of bombs and a detonator"
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue