diff --git a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua index fdbfb8a..2256c44 100644 --- a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua +++ b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua @@ -144,969 +144,1023 @@ AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0. AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC ) -WEAPONS["toolgun"] = { - Name = "TOOL GUN", - Description = "Developer development device", - Type = "special", +do -- Toolgun - WModel = "models/weapons/w_toolgun.mdl", - HoldType = "revolver", - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + CreateClientConVar( "benny_toolgun", "", true, true ) + local ToolGunTools = { + ["ammocrate"] = function( self, p, tr ) + if SERVER then + local summon = ents.Create( "bitem_ammo" ) + summon:SetPos( tr.HitPos + tr.HitNormal ) + summon:Spawn() + end + end, + ["summon_human"] = function( self, p, tr ) + if SERVER then + local summon = ents.Create( "bnpc_human" ) + summon:SetPos( tr.HitPos + tr.HitNormal ) + summon:Spawn() + end + end, + } + local function CreateSelect() + local Frame = vgui.Create( "DFrame" ) + Frame:SetSize( 300, 85 ) + Frame:SetTitle( "Toolgun Select" ) + Frame:Center() + Frame:MakePopup() - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 0, - Damage = 0, + local Text = Frame:Add( "DLabel" ) + Text:Dock( TOP ) + Text:DockMargin( 10, 0, 10, 0 ) + Text:SetText( "Select a tool." ) - Fire = function( self, slot ) + local List = Frame:Add( "DComboBox" ) + List:Dock( TOP ) + List:SetValue(GetConVar("benny_toolgun"):GetString()) + List:DockMargin( 10, 0, 10, 0 ) + for i, v in SortedPairs( ToolGunTools ) do + List:AddChoice( i ) + end + List.OnSelect = function( self, index, value ) + RunConsoleCommand( "benny_toolgun", value ) + Frame:Remove() + end + end + WEAPONS["toolgun"] = { + Name = "TOOL GUN", + Description = "Developer development device", + Type = "special", + + WModel = "models/weapons/w_toolgun.mdl", + HoldType = "revolver", + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 0, + Damage = 0, + + Fire = function( self, slot ) + if self:GetDelay1() > CurTime() then + return true + end + self:SetDelay1( CurTime() + 0.2 ) + + local p = self:GetOwner() + + local tr = p:GetEyeTrace() + local tool = p:GetInfo( "benny_toolgun" ) + if ToolGunTools[tool] then ToolGunTools[tool]( self, p, tr ) end + + if CLIENT and IsFirstTimePredicted() then + local vStart = self:GetAttachment( 1 ).Pos + local vPoint = tr.HitPos + local effectdata = EffectData() + effectdata:SetStart( vStart ) + effectdata:SetOrigin( vPoint ) + util.Effect( "ToolTracer", effectdata ) + end + + -- Return true to skip weapon logic + return true + end, + + Reload = function( self, slot ) + if CLIENT and self:GetOwner():KeyPressed( IN_RELOAD ) then + CreateSelect() + end + + -- Return true to skip weapon logic + return true + end, + + Features = "firearm", + } + +end + +do -- Melee + + WEAPONS["melee_bat"] = { + Name = "BAT", + Description = "meow", + Type = "melee", + + WModel = "models/weapons/w_crowbar.mdl", + HoldType = "melee2", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 0, + Damage = 0, + + Features = "melee", + } + + WEAPONS["melee_baton"] = { + Name = "BATON", + Description = "meow", + Type = "melee", + + WModel = "models/weapons/w_eq_tonfa.mdl", + HoldType = "knife", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 0, + Damage = 0, + + Features = "melee", + } + + WEAPONS["melee_knife"] = { + Name = "KNIFE", + Description = "meow", + Type = "melee", + + WModel = "models/weapons/w_knife_ct.mdl", + HoldType = "knife", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 0, + Damage = 0, + + Features = "melee", + } + + WEAPONS["melee_machete"] = { + Name = "MACHETE", + Description = "meow", + Type = "melee", + + WModel = "models/props_canal/mattpipe.mdl", + HoldType = "melee2", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 0, + Damage = 0, + + Features = "melee", + } + +end + +do -- Handguns + + WEAPONS["1911"] = { + Name = "COBRA .45", + Description = "Hits hard. They don't make them like they used to!", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_colt.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "1911.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_Reload = "1911.Reload", + Sound_MagOut = "1911.MagOut", + Sound_MagIn = "1911.MagIn", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 8, + Damage = 30, + + Features = "firearm", + } + + WEAPONS["usp"] = { + Name = "MK. 23", + Description = "If it works for hardasses around the world, it'll work for you.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_usp.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "USP.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_Reload = "USP.Reload", + Sound_MagOut = "USP.MagOut", + Sound_MagIn = "USP.MagIn", + + Delay = (60/300), + Firemodes = FIREMODE_SEMI, + Ammo = 12, + Damage = 30, + + Features = "firearm", + } + + WEAPONS["m92"] = { + Name = "M92FS", + Description = "Accurate pistol, but low caliber won't do much against armor.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_elite_single.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "M92.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_Reload = "USP.Reload", + Sound_MagOut = "USP.MagOut", + Sound_MagIn = "USP.MagIn", + + Delay = (60/400), + Firemodes = FIREMODE_SEMI, + Ammo = 15, + Damage = 30, + + Features = "firearm", + } + + WEAPONS["p226"] = { + Name = "P226", + Description = "Special forces pistol in fast .357 ammo.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_p228.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "P226.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_Reload = "USP.Reload", + Sound_MagOut = "P226.MagOut", + Sound_MagIn = "P226.MagIn", + + Delay = (60/350), + Firemodes = FIREMODE_SEMI, + Ammo = 13, + Damage = 30, + + Features = "firearm", + } + + WEAPONS["glock"] = { + Name = "GLOCK-18", + Description = "Bullet storm. Lasts about a second or so, just like you!", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_glock18.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.25 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "Glock.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_MagOut = "Glock.MagOut", + Sound_MagIn = "Glock.MagIn", + + Delay = (60/800), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 17, + Damage = 18, + + Features = "firearm", + } + + WEAPONS["nambu"] = { + Name = "NAMBU .38", + Description = "Eastern revolver that hits as hard as it costs.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_derringer.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "Nambu.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_MagOut = "Nambu.MagOut", + Sound_MagIn = "Nambu.MagIn", + + Delay = (60/180), + Firemodes = FIREMODE_SEMI, + Ammo = 6, + Damage = 26, + + Features = "firearm", + } + + WEAPONS["anaconda"] = { + Name = "ANACONDA", + Description = "Precise and kicks like a mule.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_357.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.1 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "Anaconda.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_MagOut = "Anaconda.MagOut", + Sound_MagIn = "Anaconda.MagIn", + + Delay = (60/180), + Firemodes = FIREMODE_SEMI, + Ammo = 6, + Damage = 40, + + Features = "firearm", + } + + WEAPONS["deagle"] = { + Name = "DEAGLE", + Description = "Autoloading .50 caliber pistol.", + Type = "pistol", + + Icon = Material( "benny/weapons/mk23.png", "smooth" ), + WModel = "models/weapons/w_pist_deagle.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, + GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, + + Sound_Fire = "Anaconda.Fire", + Sound_DryFire = "Common.Dryfire.Pistol", + Sound_MagOut = "Anaconda.MagOut", + Sound_MagIn = "Anaconda.MagIn", + + Delay = (60/180), + Firemodes = FIREMODE_SEMI, + Ammo = 7, + Damage = 40, + + Features = "firearm", + } + +end + +do -- SMGs & PDWs + + WEAPONS["tmp"] = { + Name = "TMP", + Description = "Small, compact, and fast.", + Type = "smg", + + WModel = "models/weapons/w_smg_tmp_us.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "TMP.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "TMP.Reload", + Sound_MagOut = "TMP.MagOut", + Sound_MagIn = "TMP.MagIn", + + Delay = (60/650), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 15, + Damage = 18, + Spread = 20/60, + + Features = "firearm", + } + + WEAPONS["mp7"] = { + Name = "MP7", + Description = "Small, pistol-sized.", + Type = "smg", + + WModel = "models/weapons/w_smg1.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "MP7.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "MP7.Reload", + Sound_MagOut = "MP7.MagOut", + Sound_MagIn = "MP7.MagIn", + + Delay = (60/700), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 20, + Damage = 16, + Spread = 20/60, + + Features = "firearm", + } + + WEAPONS["mp5k"] = { + Name = "MP5K", + Description = "Quality manufacturing, but cumbersome.", + Type = "smg", + + WModel = "models/weapons/w_smg_mp5k.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "MP5K.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "MP5K.Reload", + Sound_MagOut = "MP5K.MagOut", + Sound_MagIn = "MP5K.MagIn", + + Delay = (60/700), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 15, + Damage = 18, + Spread = 20/60, + + Features = "firearm", + } + + WEAPONS["mac11"] = { + Name = "MAC-11", + Description = "More fit for combat in a phone booth.", + Type = "smg", + + WModel = "models/weapons/w_smg_mac10.mdl", + HoldType = "revolver", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.1 }, + + Sound_Fire = "MAC11.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "MAC11.Reload", + Sound_MagOut = "MAC11.MagOut", + Sound_MagIn = "MAC11.MagIn", + + Delay = (60/770), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 16, + Damage = 16, + Spread = 30/60, + + Features = "firearm", + } + + WEAPONS["bizon"] = { + Name = "BIZON", + Description = "Unwieldy bullet storm.", + Type = "smg", + + WModel = "models/weapons/w_smg_bizon.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.34 }, + + Sound_Fire = "Bizon.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "Bizon.Reload", + Sound_MagOut = "Bizon.MagOut", + Sound_MagIn = "Bizon.MagIn", + + Delay = (60/525), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 40, + Damage = 16, + Spread = 40/60, + + Features = "firearm", + } + + WEAPONS["chicom"] = { + Name = "QCW-CQB", + Description = "Subsonic bullpup SMG.", + Type = "smg", + + WModel = "models/weapons/w_rif_famas.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.34 }, + + Sound_Fire = "M92.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_Reload = "Bizon.Reload", + Sound_MagOut = "Bizon.MagOut", + Sound_MagIn = "Bizon.MagIn", + + Delay = (60/525), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 36, + Damage = 12, + Spread = 40/60, + + Features = "firearm", + } + +end + +do -- Shotguns + + WEAPONS["spas12"] = { + Name = "SPAS-12", + Description = "meow", + Type = "shotgun", + + WModel = "models/weapons/w_shotgun.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, + + Sound_Fire = "SPAS12.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "SPAS12.MagOut", + Sound_MagIn = "SPAS12.MagIn", + + Delay = (60/120), + Firemodes = FIREMODE_SEMI, + Ammo = 8, + Damage = 10, + Pellets = 8, + Spread = 150/60, + + Features = "firearm", + } + + WEAPONS["cqb70"] = { + Name = "CS-70", + Description = "meow", + Type = "shotgun", + + WModel = "models/weapons/w_shot_cs3.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, + + Sound_Fire = "AA12.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "AA12.MagOut", + Sound_MagIn = "AA12.MagIn", + + Delay = (60/120), + Firemodes = FIREMODE_SEMI, + Ammo = 4, + Damage = 10, + Pellets = 8, + Spread = 150/60, + + Features = "firearm", + } + + WEAPONS["m12ak"] = { + Name = "M12AK", + Description = "meow", + Type = "shotgun", + + WModel = "models/weapons/w_shot_saiga.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, + + Sound_Fire = "AA12.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "AA12.MagOut", + Sound_MagIn = "AA12.MagIn", + + Delay = (60/160), + Firemodes = FIREMODE_SEMI, + Ammo = 5, + Damage = 10, + Pellets = 8, + Spread = 150/60, + + Features = "firearm", + } + + WEAPONS["aa12"] = { + Name = "AA-12", + Description = "meow", + Type = "shotgun", + + WModel = "models/weapons/w_shot_br99.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 = (60/180), + Firemodes = FIREMODE_AUTO, + Ammo = 8, + Damage = 8, + Pellets = 8, + Spread = 250/60, + + Features = "firearm", + } + +end + +do -- Rifles + + WEAPONS["fnc"] = { + Name = "FNC PARA", + Description = "meow", + Type = "rifle", + + Icon = Material( "benny/weapons/fnc.png", "smooth" ), + WModel = "models/weapons/w_rif_ar556.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "FNC.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "FNC.MagOut", + Sound_MagIn = "FNC.MagIn", + + Delay = (60/600), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 30, + Damage = 10, + + Features = "firearm", + } + + WEAPONS["qbz"] = { + Name = "QBZ-95", + Description = "Bullpup assault rifle.", + Type = "rifle", + + Icon = Material( "benny/weapons/fnc.png", "smooth" ), + WModel = "models/weapons/w_rif_bakm.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "FNC.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "FNC.MagOut", + Sound_MagIn = "FNC.MagIn", + + Delay = (60/600), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 30, + Damage = 10, + + Features = "firearm", + } + + WEAPONS["m16a2"] = { + Name = "M16A2", + Description = "meow", + Type = "rifle", + + Icon = Material( "benny/weapons/m16a2.png", "smooth" ), + WModel = "models/weapons/w_rif_m16a2.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, + + Sound_Fire = "M16A2.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "M16A2.MagOut", + Sound_MagIn = "M16A2.MagIn", + + Delay = (60/700), + Firemodes = { + { Mode = 3 }, + { Mode = 1 }, + }, + Ammo = 30, + Damage = 10, + + Features = "firearm", + } + +end + +do -- Machine guns + + WEAPONS["stoner63"] = { + Name = "STONER 63", + Description = "meow", + Type = "machinegun", + + WModel = "models/weapons/w_mach_hk21e.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, + + Sound_Fire = "FNC.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "M16A2.MagOut", + Sound_MagIn = "M16A2.MagIn", + + Delay = (60/550), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 75, + Damage = 10, + + Features = "firearm", + } + + WEAPONS["qbblsw"] = { + Name = "QBB-LSW", + Description = "Bullpup light machine gun.", + Type = "machinegun", + + WModel = "models/weapons/w_mach_mg36.mdl", + HoldType = "rpg", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, + + Sound_Fire = "FNC.Fire", + Sound_DryFire = "Common.Dryfire.Rifle", + Sound_MagOut = "M16A2.MagOut", + Sound_MagIn = "M16A2.MagIn", + + Delay = (60/550), + Firemodes = FIREMODE_AUTOSEMI, + Ammo = 60, + Damage = 10, + + Features = "firearm", + } + +end + +do -- Grenades, nothing here is guaranteed. + + local function GrenadeFire( self ) + local p = self:GetOwner() if self:GetDelay1() > CurTime() then return true end - self:SetDelay1( CurTime() + 0.2 ) - - local p = self:GetOwner() - - local tr = p:GetEyeTrace() - if SERVER then - local summon = ents.Create( "bitem_ammo" ) - -- summon:SetModel( "models/props_junk/cardboard_box001a.mdl" ) - -- summon:Give( "weapon_stunstick") - summon:SetPos( tr.HitPos + tr.HitNormal ) - summon:Spawn() - + self:SetDelay1( CurTime() + 0.1 ) + + self:TPFire() + + -- PROTO: See to getting this done better. Maybe it's spawned while priming the nade for low CL-SV/phys delay? + if SERVER then + local GENT = ents.Create( "bgrenade_frag" ) + GENT:SetOwner( p ) + GENT:SetPos( p:EyePos() + (p:EyeAngles():Forward()*16) ) + GENT:SetAngles( p:EyeAngles() + Angle( 0, 0, -90 ) ) + GENT.Fuse = CurTime() + 4 + GENT:Spawn() + + local velocity = p:EyeAngles():Forward() * 1500 + velocity:Mul( Lerp( math.TimeFraction( 90, 0, p:EyeAngles().p ), 0, 1 ) ) + -- velocity:Add( p:EyeAngles():Up() * 500 * Lerp( math.TimeFraction( 0, -90, p:EyeAngles().p ), 0, 1 ) ) + + GENT:GetPhysicsObject():SetVelocity( velocity ) end - - if CLIENT and IsFirstTimePredicted() then - local vStart = self:GetAttachment( 1 ).Pos - local vPoint = tr.HitPos - local effectdata = EffectData() - effectdata:SetStart( vStart ) - effectdata:SetOrigin( vPoint ) - util.Effect( "ToolTracer", effectdata ) - end - - -- Return true to skip weapon logic - return true - end, - - Reload = function( self, slot ) - if self:GetOwner():KeyPressed( IN_RELOAD ) then - print( self ) - end - - -- Return true to skip weapon logic - return true - end, - Features = "firearm", -} - --- Melee - -WEAPONS["melee_bat"] = { - Name = "BAT", - Description = "meow", - Type = "melee", - - WModel = "models/weapons/w_crowbar.mdl", - HoldType = "melee2", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 0, - Damage = 0, - - Features = "melee", -} - -WEAPONS["melee_baton"] = { - Name = "BATON", - Description = "meow", - Type = "melee", - - WModel = "models/weapons/w_eq_tonfa.mdl", - HoldType = "knife", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 0, - Damage = 0, - - Features = "melee", -} - -WEAPONS["melee_knife"] = { - Name = "KNIFE", - Description = "meow", - Type = "melee", - - WModel = "models/weapons/w_knife_ct.mdl", - HoldType = "knife", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 0, - Damage = 0, - - Features = "melee", -} - -WEAPONS["melee_machete"] = { - Name = "MACHETE", - Description = "meow", - Type = "melee", - - WModel = "models/props_canal/mattpipe.mdl", - HoldType = "melee2", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 0, - Damage = 0, - - Features = "melee", -} - --- Handguns - -WEAPONS["1911"] = { - Name = "COBRA .45", - Description = "Hits hard. They don't make them like they used to!", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_colt.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "1911.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_Reload = "1911.Reload", - Sound_MagOut = "1911.MagOut", - Sound_MagIn = "1911.MagIn", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 8, - Damage = 30, - - Features = "firearm", -} - -WEAPONS["usp"] = { - Name = "MK. 23", - Description = "If it works for hardasses around the world, it'll work for you.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_usp.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "USP.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_Reload = "USP.Reload", - Sound_MagOut = "USP.MagOut", - Sound_MagIn = "USP.MagIn", - - Delay = (60/300), - Firemodes = FIREMODE_SEMI, - Ammo = 12, - Damage = 30, - - Features = "firearm", -} - -WEAPONS["m92"] = { - Name = "M92FS", - Description = "Accurate pistol, but low caliber won't do much against armor.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_elite_single.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "M92.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_Reload = "USP.Reload", - Sound_MagOut = "USP.MagOut", - Sound_MagIn = "USP.MagIn", - - Delay = (60/400), - Firemodes = FIREMODE_SEMI, - Ammo = 15, - Damage = 30, - - Features = "firearm", -} - -WEAPONS["p226"] = { - Name = "P226", - Description = "Special forces pistol in fast .357 ammo.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_p228.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.2 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "P226.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_Reload = "USP.Reload", - Sound_MagOut = "P226.MagOut", - Sound_MagIn = "P226.MagIn", - - Delay = (60/350), - Firemodes = FIREMODE_SEMI, - Ammo = 13, - Damage = 30, - - Features = "firearm", -} - -WEAPONS["glock"] = { - Name = "GLOCK-18", - Description = "Bullet storm. Lasts about a second or so, just like you!", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_glock18.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.25 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "Glock.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_MagOut = "Glock.MagOut", - Sound_MagIn = "Glock.MagIn", - - Delay = (60/800), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 17, - Damage = 18, - - Features = "firearm", -} - -WEAPONS["nambu"] = { - Name = "NAMBU .38", - Description = "Eastern revolver that hits as hard as it costs.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_derringer.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "Nambu.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_MagOut = "Nambu.MagOut", - Sound_MagIn = "Nambu.MagIn", - - Delay = (60/180), - Firemodes = FIREMODE_SEMI, - Ammo = 6, - Damage = 26, - - Features = "firearm", -} - -WEAPONS["anaconda"] = { - Name = "ANACONDA", - Description = "Precise and kicks like a mule.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_357.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.1 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "Anaconda.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_MagOut = "Anaconda.MagOut", - Sound_MagIn = "Anaconda.MagIn", - - Delay = (60/180), - Firemodes = FIREMODE_SEMI, - Ammo = 6, - Damage = 40, - - Features = "firearm", -} - -WEAPONS["deagle"] = { - Name = "DEAGLE", - Description = "Autoloading .50 caliber pistol.", - Type = "pistol", - - Icon = Material( "benny/weapons/mk23.png", "smooth" ), - WModel = "models/weapons/w_pist_deagle.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, - GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 }, - - Sound_Fire = "Anaconda.Fire", - Sound_DryFire = "Common.Dryfire.Pistol", - Sound_MagOut = "Anaconda.MagOut", - Sound_MagIn = "Anaconda.MagIn", - - Delay = (60/180), - Firemodes = FIREMODE_SEMI, - Ammo = 7, - Damage = 40, - - Features = "firearm", -} - --- SMGs & PDWs - -WEAPONS["tmp"] = { - Name = "TMP", - Description = "Small, compact, and fast.", - Type = "smg", - - WModel = "models/weapons/w_smg_tmp_us.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "TMP.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "TMP.Reload", - Sound_MagOut = "TMP.MagOut", - Sound_MagIn = "TMP.MagIn", - - Delay = (60/650), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 15, - Damage = 18, - Spread = 20/60, - - Features = "firearm", -} - -WEAPONS["mp7"] = { - Name = "MP7", - Description = "Small, pistol-sized.", - Type = "smg", - - WModel = "models/weapons/w_smg1.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "MP7.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "MP7.Reload", - Sound_MagOut = "MP7.MagOut", - Sound_MagIn = "MP7.MagIn", - - Delay = (60/700), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 20, - Damage = 16, - Spread = 20/60, - - Features = "firearm", -} - -WEAPONS["mp5k"] = { - Name = "MP5K", - Description = "Quality manufacturing, but cumbersome.", - Type = "smg", - - WModel = "models/weapons/w_smg_mp5k.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "MP5K.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "MP5K.Reload", - Sound_MagOut = "MP5K.MagOut", - Sound_MagIn = "MP5K.MagIn", - - Delay = (60/700), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 15, - Damage = 18, - Spread = 20/60, - - Features = "firearm", -} - -WEAPONS["mac11"] = { - Name = "MAC-11", - Description = "More fit for combat in a phone booth.", - Type = "smg", - - WModel = "models/weapons/w_smg_mac10.mdl", - HoldType = "revolver", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.1 }, - - Sound_Fire = "MAC11.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "MAC11.Reload", - Sound_MagOut = "MAC11.MagOut", - Sound_MagIn = "MAC11.MagIn", - - Delay = (60/770), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 16, - Damage = 16, - Spread = 30/60, - - Features = "firearm", -} - -WEAPONS["bizon"] = { - Name = "BIZON", - Description = "Unwieldy bullet storm.", - Type = "smg", - - WModel = "models/weapons/w_smg_bizon.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.34 }, - - Sound_Fire = "Bizon.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "Bizon.Reload", - Sound_MagOut = "Bizon.MagOut", - Sound_MagIn = "Bizon.MagIn", - - Delay = (60/525), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 40, - Damage = 16, - Spread = 40/60, - - Features = "firearm", -} - -WEAPONS["chicom"] = { - Name = "QCW-CQB", - Description = "Subsonic bullpup SMG.", - Type = "smg", - - WModel = "models/weapons/w_rif_famas.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.34 }, - - Sound_Fire = "M92.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_Reload = "Bizon.Reload", - Sound_MagOut = "Bizon.MagOut", - Sound_MagIn = "Bizon.MagIn", - - Delay = (60/525), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 36, - Damage = 12, - Spread = 40/60, - - Features = "firearm", -} - --- Shotguns - -WEAPONS["spas12"] = { - Name = "SPAS-12", - Description = "meow", - Type = "shotgun", - - WModel = "models/weapons/w_shotgun.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, - - Sound_Fire = "SPAS12.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "SPAS12.MagOut", - Sound_MagIn = "SPAS12.MagIn", - - Delay = (60/120), - Firemodes = FIREMODE_SEMI, - Ammo = 8, - Damage = 10, - Pellets = 8, - Spread = 150/60, - - Features = "firearm", -} - -WEAPONS["cqb70"] = { - Name = "CQB-70", - Description = "meow", - Type = "shotgun", - - WModel = "models/weapons/w_shot_cs3.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, - - Sound_Fire = "AA12.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "AA12.MagOut", - Sound_MagIn = "AA12.MagIn", - - Delay = (60/120), - Firemodes = FIREMODE_SEMI, - Ammo = 4, - Damage = 10, - Pellets = 8, - Spread = 150/60, - - Features = "firearm", -} - -WEAPONS["m12ak"] = { - Name = "M12AK", - Description = "meow", - Type = "shotgun", - - WModel = "models/weapons/w_shot_saiga.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 }, - - Sound_Fire = "AA12.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "AA12.MagOut", - Sound_MagIn = "AA12.MagIn", - - Delay = (60/160), - Firemodes = FIREMODE_SEMI, - Ammo = 5, - Damage = 10, - Pellets = 8, - Spread = 150/60, - - Features = "firearm", -} - -WEAPONS["aa12"] = { - Name = "AA-12", - Description = "meow", - Type = "shotgun", - - WModel = "models/weapons/w_shot_br99.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 = (60/180), - Firemodes = FIREMODE_AUTO, - Ammo = 8, - Damage = 8, - Pellets = 8, - Spread = 250/60, - - Features = "firearm", -} - --- Rifles - -WEAPONS["fnc"] = { - Name = "FNC PARA", - Description = "meow", - Type = "rifle", - - Icon = Material( "benny/weapons/fnc.png", "smooth" ), - WModel = "models/weapons/w_rif_ar556.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "FNC.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "FNC.MagOut", - Sound_MagIn = "FNC.MagIn", - - Delay = (60/600), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 30, - Damage = 10, - - Features = "firearm", -} - -WEAPONS["qbz"] = { - Name = "QBZ-95", - Description = "Bullpup assault rifle.", - Type = "rifle", - - Icon = Material( "benny/weapons/fnc.png", "smooth" ), - WModel = "models/weapons/w_rif_bakm.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "FNC.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "FNC.MagOut", - Sound_MagIn = "FNC.MagIn", - - Delay = (60/600), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 30, - Damage = 10, - - Features = "firearm", -} - -WEAPONS["m16a2"] = { - Name = "M16A2", - Description = "meow", - Type = "rifle", - - Icon = Material( "benny/weapons/m16a2.png", "smooth" ), - WModel = "models/weapons/w_rif_m16a2.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 }, - - Sound_Fire = "M16A2.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "M16A2.MagOut", - Sound_MagIn = "M16A2.MagIn", - - Delay = (60/700), - Firemodes = { - { Mode = 3 }, - { Mode = 1 }, - }, - Ammo = 30, - Damage = 10, - - Features = "firearm", -} - --- Machine guns - -WEAPONS["stoner63"] = { - Name = "STONER 63", - Description = "meow", - Type = "machinegun", - - WModel = "models/weapons/w_mach_hk21e.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, - - Sound_Fire = "FNC.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "M16A2.MagOut", - Sound_MagIn = "M16A2.MagIn", - - Delay = (60/550), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 75, - Damage = 10, - - Features = "firearm", -} - -WEAPONS["qbblsw"] = { - Name = "QBB-LSW", - Description = "Bullpup light machine gun.", - Type = "machinegun", - - WModel = "models/weapons/w_mach_mg36.mdl", - HoldType = "rpg", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 }, - - Sound_Fire = "FNC.Fire", - Sound_DryFire = "Common.Dryfire.Rifle", - Sound_MagOut = "M16A2.MagOut", - Sound_MagIn = "M16A2.MagIn", - - Delay = (60/550), - Firemodes = FIREMODE_AUTOSEMI, - Ammo = 60, - Damage = 10, - - Features = "firearm", -} - --- Grenades --- Nothing here is guaranteed. - -local function GrenadeFire( self ) - local p = self:GetOwner() - if self:GetDelay1() > CurTime() then return true end - self:SetDelay1( CurTime() + 0.1 ) - self:TPFire() - - -- PROTO: See to getting this done better. Maybe it's spawned while priming the nade for low CL-SV/phys delay? - if SERVER then - local GENT = ents.Create( "bgrenade_frag" ) - GENT:SetOwner( p ) - GENT:SetPos( p:EyePos() + (p:EyeAngles():Forward()*16) ) - GENT:SetAngles( p:EyeAngles() + Angle( 0, 0, -90 ) ) - GENT.Fuse = CurTime() + 4 - GENT:Spawn() - - local velocity = p:EyeAngles():Forward() * 1500 - velocity:Mul( Lerp( math.TimeFraction( 90, 0, p:EyeAngles().p ), 0, 1 ) ) - -- velocity:Add( p:EyeAngles():Up() * 500 * Lerp( math.TimeFraction( 0, -90, p:EyeAngles().p ), 0, 1 ) ) - - GENT:GetPhysicsObject():SetVelocity( velocity ) + local function GrenadeThink() + -- print("yay") + return true end - return true + WEAPONS["g_frag"] = { + Name = "FRAG GRENADE", + Description = "Pull the pin and throw it the hell away!", + Type = "grenade", + + Fire = GrenadeFire, + + WModel = "models/weapons/w_eq_flashbang.mdl", + HoldType = "grenade", + GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 }, + + Features = "grenade", + } + + WEAPONS["g_semtex"] = { + Name = "SEMTEX GRENADE", + Description = "Long, audible fuse, but sticks to whatever it touches.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_molotov"] = { + Name = "MOLOTOV COCKTAIL", + Description = "Alcoholic bottle of flame!", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_tknife"] = { + Name = "THROWING KNIFE", + Description = "Lightweight knife to throw and pick back up.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_smoke"] = { + Name = "SMOKE GRENADE", + Description = "Smoke bomb used to conceal a position, and makes enemies cough.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_flashbang"] = { + Name = "FLASHBANG", + Description = "Stun grenade that gives off a bright flash and a loud 'bang'.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_gas"] = { + Name = "GAS GRENADE", + Description = "Short burst of gas that slows and disorient targets.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_prox"] = { + Name = "PROXIMITY MINE", + Description = "Mine that bounces into the air.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_claymore"] = { + Name = "CLAYMORE", + Description = "Mine that shoots shrapnel in a cone.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_scrambler"] = { + Name = "SCRAMBLER", + Description = "Disrupts enemy radar based on proximity.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_emp"] = { + Name = "EMP NADE", + Description = "Disrupts enemy equipment based on proximity.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + + WEAPONS["g_shockcharge"] = { + Name = "SHOCK CHARGE", + Description = "Charge that stuns and forces enemies to fire their weapons.", + Type = "grenade", + + WModel = "models/weapons/w_eq_flashbang.mdl", + + Features = "grenade", + } + end -local function GrenadeThink() - -- print("yay") - return true -end +do -- Equipment, nothing here is guaranteed. -WEAPONS["g_frag"] = { - Name = "FRAG GRENADE", - Description = "Pull the pin and throw it the hell away!", - Type = "grenade", + WEAPONS["e_tacinsertion"] = { + Name = "TACTICAL INSERTION", + Description = "Flare that changes your deployment location.", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", - Fire = GrenadeFire, - - WModel = "models/weapons/w_eq_flashbang.mdl", - HoldType = "grenade", - GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 }, + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_medkit"] = { + Name = "MEDKIT", + Description = "Station that regenerates a portion of health.", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_semtex"] = { - Name = "SEMTEX GRENADE", - Description = "Long, audible fuse, but sticks to whatever it touches.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_ammo"] = { + Name = "AMMO CRATE", + Description = "Station that replenishes ammo.", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_molotov"] = { - Name = "MOLOTOV COCKTAIL", - Description = "Alcoholic bottle of flame!", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_cover"] = { + Name = "DEPLOYABLE COVER", + Description = ".", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_tknife"] = { - Name = "THROWING KNIFE", - Description = "Lightweight knife to throw and pick back up.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_ddos"] = { + Name = "DDOS", + Description = ".", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_smoke"] = { - Name = "SMOKE GRENADE", - Description = "Smoke bomb used to conceal a position, and makes enemies cough.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_trophysystem"] = { + Name = "TROPHY SYSTEM", + Description = "Disrupts enemy equipment.", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_flashbang"] = { - Name = "FLASHBANG", - Description = "Stun grenade that gives off a bright flash and a loud 'bang'.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} + WEAPONS["e_portableradar"] = { + Name = "PORTABLE RADAR", + Description = "Detects nearby enemies based on proximity.", + Type = "equipment", + + WModel = "models/weapons/w_eq_flashbang.mdl", -WEAPONS["g_gas"] = { - Name = "GAS GRENADE", - Description = "Short burst of gas that slows and disorient targets.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - 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", -WEAPONS["g_prox"] = { - Name = "PROXIMITY MINE", - Description = "Mine that bounces into the air.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - 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", -WEAPONS["g_claymore"] = { - Name = "CLAYMORE", - Description = "Mine that shoots shrapnel in a cone.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - 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", -WEAPONS["g_scrambler"] = { - Name = "SCRAMBLER", - Description = "Disrupts enemy radar based on proximity.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - 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", -WEAPONS["g_emp"] = { - Name = "EMP NADE", - Description = "Disrupts enemy equipment based on proximity.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - 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", -WEAPONS["g_shockcharge"] = { - Name = "SHOCK CHARGE", - Description = "Charge that stuns and forces enemies to fire their weapons.", - Type = "grenade", - - WModel = "models/weapons/w_eq_flashbang.mdl", + Features = "grenade", + } - Features = "grenade", -} - --- Equipment - -WEAPONS["e_tacinsertion"] = { - Name = "TACTICAL INSERTION", - Description = "Flare that changes your deployment location.", - Type = "equipment", - - WModel = "models/weapons/w_eq_flashbang.mdl", - - Features = "grenade", -} - -WEAPONS["e_medkit"] = { - Name = "MEDKIT", - Description = "Station that regenerates a portion of health.", - Type = "equipment", - - WModel = "models/weapons/w_eq_flashbang.mdl", - - Features = "grenade", -} - -WEAPONS["e_ammo"] = { - Name = "AMMO CRATE", - Description = "Station that replenishes ammo.", - 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", -} \ No newline at end of file +end \ No newline at end of file