Toolgun reload menu & categorization
This commit is contained in:
parent
c3461ec7c9
commit
bc36188668
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@ -144,7 +144,50 @@ AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0.
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AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC )
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WEAPONS["toolgun"] = {
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do -- Toolgun
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CreateClientConVar( "benny_toolgun", "", true, true )
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local ToolGunTools = {
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["ammocrate"] = function( self, p, tr )
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if SERVER then
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local summon = ents.Create( "bitem_ammo" )
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summon:SetPos( tr.HitPos + tr.HitNormal )
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summon:Spawn()
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end
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end,
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["summon_human"] = function( self, p, tr )
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if SERVER then
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local summon = ents.Create( "bnpc_human" )
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summon:SetPos( tr.HitPos + tr.HitNormal )
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summon:Spawn()
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end
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end,
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}
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local function CreateSelect()
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local Frame = vgui.Create( "DFrame" )
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Frame:SetSize( 300, 85 )
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Frame:SetTitle( "Toolgun Select" )
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Frame:Center()
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Frame:MakePopup()
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local Text = Frame:Add( "DLabel" )
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Text:Dock( TOP )
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Text:DockMargin( 10, 0, 10, 0 )
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Text:SetText( "Select a tool." )
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local List = Frame:Add( "DComboBox" )
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List:Dock( TOP )
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List:SetValue(GetConVar("benny_toolgun"):GetString())
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List:DockMargin( 10, 0, 10, 0 )
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for i, v in SortedPairs( ToolGunTools ) do
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List:AddChoice( i )
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end
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List.OnSelect = function( self, index, value )
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RunConsoleCommand( "benny_toolgun", value )
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Frame:Remove()
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end
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end
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WEAPONS["toolgun"] = {
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Name = "TOOL GUN",
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Description = "Developer development device",
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Type = "special",
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@ -167,14 +210,8 @@ WEAPONS["toolgun"] = {
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local p = self:GetOwner()
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local tr = p:GetEyeTrace()
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if SERVER then
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local summon = ents.Create( "bitem_ammo" )
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-- summon:SetModel( "models/props_junk/cardboard_box001a.mdl" )
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-- summon:Give( "weapon_stunstick")
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summon:SetPos( tr.HitPos + tr.HitNormal )
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summon:Spawn()
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end
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local tool = p:GetInfo( "benny_toolgun" )
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if ToolGunTools[tool] then ToolGunTools[tool]( self, p, tr ) end
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if CLIENT and IsFirstTimePredicted() then
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local vStart = self:GetAttachment( 1 ).Pos
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@ -190,8 +227,8 @@ WEAPONS["toolgun"] = {
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end,
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Reload = function( self, slot )
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if self:GetOwner():KeyPressed( IN_RELOAD ) then
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print( self )
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if CLIENT and self:GetOwner():KeyPressed( IN_RELOAD ) then
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CreateSelect()
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end
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-- Return true to skip weapon logic
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@ -199,11 +236,13 @@ WEAPONS["toolgun"] = {
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end,
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Features = "firearm",
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}
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}
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-- Melee
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end
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WEAPONS["melee_bat"] = {
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do -- Melee
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WEAPONS["melee_bat"] = {
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Name = "BAT",
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Description = "meow",
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Type = "melee",
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@ -217,9 +256,9 @@ WEAPONS["melee_bat"] = {
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Damage = 0,
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Features = "melee",
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}
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}
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WEAPONS["melee_baton"] = {
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WEAPONS["melee_baton"] = {
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Name = "BATON",
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Description = "meow",
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Type = "melee",
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@ -233,9 +272,9 @@ WEAPONS["melee_baton"] = {
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Damage = 0,
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Features = "melee",
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}
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}
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WEAPONS["melee_knife"] = {
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WEAPONS["melee_knife"] = {
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Name = "KNIFE",
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Description = "meow",
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Type = "melee",
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@ -249,9 +288,9 @@ WEAPONS["melee_knife"] = {
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Damage = 0,
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Features = "melee",
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}
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}
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WEAPONS["melee_machete"] = {
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WEAPONS["melee_machete"] = {
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Name = "MACHETE",
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Description = "meow",
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Type = "melee",
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@ -265,11 +304,13 @@ WEAPONS["melee_machete"] = {
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Damage = 0,
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Features = "melee",
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}
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}
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-- Handguns
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end
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WEAPONS["1911"] = {
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do -- Handguns
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WEAPONS["1911"] = {
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Name = "COBRA .45",
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Description = "Hits hard. They don't make them like they used to!",
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Type = "pistol",
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@ -292,9 +333,9 @@ WEAPONS["1911"] = {
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Damage = 30,
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Features = "firearm",
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}
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}
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WEAPONS["usp"] = {
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WEAPONS["usp"] = {
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Name = "MK. 23",
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Description = "If it works for hardasses around the world, it'll work for you.",
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Type = "pistol",
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@ -317,9 +358,9 @@ WEAPONS["usp"] = {
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Damage = 30,
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Features = "firearm",
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}
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}
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WEAPONS["m92"] = {
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WEAPONS["m92"] = {
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Name = "M92FS",
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Description = "Accurate pistol, but low caliber won't do much against armor.",
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Type = "pistol",
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@ -342,9 +383,9 @@ WEAPONS["m92"] = {
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Damage = 30,
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Features = "firearm",
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}
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}
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WEAPONS["p226"] = {
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WEAPONS["p226"] = {
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Name = "P226",
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Description = "Special forces pistol in fast .357 ammo.",
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Type = "pistol",
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@ -367,9 +408,9 @@ WEAPONS["p226"] = {
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Damage = 30,
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Features = "firearm",
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}
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}
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WEAPONS["glock"] = {
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WEAPONS["glock"] = {
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Name = "GLOCK-18",
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Description = "Bullet storm. Lasts about a second or so, just like you!",
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Type = "pistol",
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@ -391,9 +432,9 @@ WEAPONS["glock"] = {
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Damage = 18,
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Features = "firearm",
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}
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}
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WEAPONS["nambu"] = {
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WEAPONS["nambu"] = {
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Name = "NAMBU .38",
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Description = "Eastern revolver that hits as hard as it costs.",
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Type = "pistol",
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@ -415,9 +456,9 @@ WEAPONS["nambu"] = {
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Damage = 26,
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Features = "firearm",
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}
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}
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WEAPONS["anaconda"] = {
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WEAPONS["anaconda"] = {
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Name = "ANACONDA",
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Description = "Precise and kicks like a mule.",
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Type = "pistol",
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@ -439,9 +480,9 @@ WEAPONS["anaconda"] = {
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Damage = 40,
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Features = "firearm",
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}
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}
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WEAPONS["deagle"] = {
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WEAPONS["deagle"] = {
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Name = "DEAGLE",
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Description = "Autoloading .50 caliber pistol.",
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Type = "pistol",
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@ -463,11 +504,13 @@ WEAPONS["deagle"] = {
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Damage = 40,
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Features = "firearm",
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}
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}
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-- SMGs & PDWs
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end
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WEAPONS["tmp"] = {
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do -- SMGs & PDWs
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WEAPONS["tmp"] = {
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Name = "TMP",
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Description = "Small, compact, and fast.",
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Type = "smg",
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@ -489,9 +532,9 @@ WEAPONS["tmp"] = {
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Spread = 20/60,
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Features = "firearm",
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}
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}
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WEAPONS["mp7"] = {
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WEAPONS["mp7"] = {
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Name = "MP7",
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Description = "Small, pistol-sized.",
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Type = "smg",
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@ -513,9 +556,9 @@ WEAPONS["mp7"] = {
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Spread = 20/60,
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Features = "firearm",
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}
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}
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WEAPONS["mp5k"] = {
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WEAPONS["mp5k"] = {
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Name = "MP5K",
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Description = "Quality manufacturing, but cumbersome.",
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Type = "smg",
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@ -537,9 +580,9 @@ WEAPONS["mp5k"] = {
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Spread = 20/60,
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Features = "firearm",
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}
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}
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WEAPONS["mac11"] = {
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WEAPONS["mac11"] = {
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Name = "MAC-11",
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Description = "More fit for combat in a phone booth.",
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Type = "smg",
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@ -561,9 +604,9 @@ WEAPONS["mac11"] = {
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Spread = 30/60,
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Features = "firearm",
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}
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}
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WEAPONS["bizon"] = {
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WEAPONS["bizon"] = {
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Name = "BIZON",
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Description = "Unwieldy bullet storm.",
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Type = "smg",
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@ -585,9 +628,9 @@ WEAPONS["bizon"] = {
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Spread = 40/60,
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Features = "firearm",
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}
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}
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WEAPONS["chicom"] = {
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WEAPONS["chicom"] = {
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Name = "QCW-CQB",
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Description = "Subsonic bullpup SMG.",
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Type = "smg",
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@ -609,11 +652,13 @@ WEAPONS["chicom"] = {
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Spread = 40/60,
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Features = "firearm",
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}
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}
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-- Shotguns
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end
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WEAPONS["spas12"] = {
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do -- Shotguns
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WEAPONS["spas12"] = {
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Name = "SPAS-12",
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Description = "meow",
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Type = "shotgun",
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@ -635,10 +680,10 @@ WEAPONS["spas12"] = {
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Spread = 150/60,
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Features = "firearm",
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}
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}
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WEAPONS["cqb70"] = {
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Name = "CQB-70",
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WEAPONS["cqb70"] = {
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Name = "CS-70",
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Description = "meow",
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Type = "shotgun",
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@ -659,9 +704,9 @@ WEAPONS["cqb70"] = {
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Spread = 150/60,
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Features = "firearm",
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}
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}
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WEAPONS["m12ak"] = {
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WEAPONS["m12ak"] = {
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Name = "M12AK",
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Description = "meow",
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Type = "shotgun",
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@ -683,9 +728,9 @@ WEAPONS["m12ak"] = {
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Spread = 150/60,
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Features = "firearm",
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}
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}
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WEAPONS["aa12"] = {
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WEAPONS["aa12"] = {
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Name = "AA-12",
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Description = "meow",
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Type = "shotgun",
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@ -707,11 +752,13 @@ WEAPONS["aa12"] = {
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Spread = 250/60,
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Features = "firearm",
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}
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}
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-- Rifles
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end
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WEAPONS["fnc"] = {
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do -- Rifles
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WEAPONS["fnc"] = {
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Name = "FNC PARA",
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Description = "meow",
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Type = "rifle",
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@ -732,9 +779,9 @@ WEAPONS["fnc"] = {
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Damage = 10,
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Features = "firearm",
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}
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}
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WEAPONS["qbz"] = {
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WEAPONS["qbz"] = {
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Name = "QBZ-95",
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Description = "Bullpup assault rifle.",
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Type = "rifle",
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@ -755,9 +802,9 @@ WEAPONS["qbz"] = {
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Damage = 10,
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Features = "firearm",
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}
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}
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WEAPONS["m16a2"] = {
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WEAPONS["m16a2"] = {
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Name = "M16A2",
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Description = "meow",
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Type = "rifle",
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@ -781,11 +828,13 @@ WEAPONS["m16a2"] = {
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Damage = 10,
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Features = "firearm",
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}
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}
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-- Machine guns
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end
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WEAPONS["stoner63"] = {
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do -- Machine guns
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WEAPONS["stoner63"] = {
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Name = "STONER 63",
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Description = "meow",
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Type = "machinegun",
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@ -805,9 +854,9 @@ WEAPONS["stoner63"] = {
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Damage = 10,
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Features = "firearm",
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}
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}
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WEAPONS["qbblsw"] = {
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WEAPONS["qbblsw"] = {
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Name = "QBB-LSW",
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Description = "Bullpup light machine gun.",
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Type = "machinegun",
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@ -827,12 +876,13 @@ WEAPONS["qbblsw"] = {
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Damage = 10,
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Features = "firearm",
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}
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}
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-- Grenades
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-- Nothing here is guaranteed.
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end
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local function GrenadeFire( self )
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do -- Grenades, nothing here is guaranteed.
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local function GrenadeFire( self )
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local p = self:GetOwner()
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if self:GetDelay1() > CurTime() then
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return true
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@ -858,14 +908,14 @@ local function GrenadeFire( self )
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end
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return true
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end
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end
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local function GrenadeThink()
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local function GrenadeThink()
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-- print("yay")
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return true
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end
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end
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WEAPONS["g_frag"] = {
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WEAPONS["g_frag"] = {
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Name = "FRAG GRENADE",
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Description = "Pull the pin and throw it the hell away!",
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Type = "grenade",
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@ -877,9 +927,9 @@ WEAPONS["g_frag"] = {
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
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Features = "grenade",
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}
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}
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WEAPONS["g_semtex"] = {
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WEAPONS["g_semtex"] = {
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Name = "SEMTEX GRENADE",
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Description = "Long, audible fuse, but sticks to whatever it touches.",
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Type = "grenade",
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@ -887,9 +937,9 @@ WEAPONS["g_semtex"] = {
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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}
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WEAPONS["g_molotov"] = {
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WEAPONS["g_molotov"] = {
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Name = "MOLOTOV COCKTAIL",
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Description = "Alcoholic bottle of flame!",
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Type = "grenade",
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@ -897,9 +947,9 @@ WEAPONS["g_molotov"] = {
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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}
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WEAPONS["g_tknife"] = {
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WEAPONS["g_tknife"] = {
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Name = "THROWING KNIFE",
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Description = "Lightweight knife to throw and pick back up.",
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Type = "grenade",
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@ -907,9 +957,9 @@ WEAPONS["g_tknife"] = {
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WModel = "models/weapons/w_eq_flashbang.mdl",
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Features = "grenade",
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}
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}
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WEAPONS["g_smoke"] = {
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WEAPONS["g_smoke"] = {
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Name = "SMOKE GRENADE",
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Description = "Smoke bomb used to conceal a position, and makes enemies cough.",
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Type = "grenade",
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||||
|
@ -917,9 +967,9 @@ WEAPONS["g_smoke"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_flashbang"] = {
|
||||
WEAPONS["g_flashbang"] = {
|
||||
Name = "FLASHBANG",
|
||||
Description = "Stun grenade that gives off a bright flash and a loud 'bang'.",
|
||||
Type = "grenade",
|
||||
|
@ -927,9 +977,9 @@ WEAPONS["g_flashbang"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_gas"] = {
|
||||
WEAPONS["g_gas"] = {
|
||||
Name = "GAS GRENADE",
|
||||
Description = "Short burst of gas that slows and disorient targets.",
|
||||
Type = "grenade",
|
||||
|
@ -937,9 +987,9 @@ WEAPONS["g_gas"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_prox"] = {
|
||||
WEAPONS["g_prox"] = {
|
||||
Name = "PROXIMITY MINE",
|
||||
Description = "Mine that bounces into the air.",
|
||||
Type = "grenade",
|
||||
|
@ -947,9 +997,9 @@ WEAPONS["g_prox"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_claymore"] = {
|
||||
WEAPONS["g_claymore"] = {
|
||||
Name = "CLAYMORE",
|
||||
Description = "Mine that shoots shrapnel in a cone.",
|
||||
Type = "grenade",
|
||||
|
@ -957,9 +1007,9 @@ WEAPONS["g_claymore"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_scrambler"] = {
|
||||
WEAPONS["g_scrambler"] = {
|
||||
Name = "SCRAMBLER",
|
||||
Description = "Disrupts enemy radar based on proximity.",
|
||||
Type = "grenade",
|
||||
|
@ -967,9 +1017,9 @@ WEAPONS["g_scrambler"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_emp"] = {
|
||||
WEAPONS["g_emp"] = {
|
||||
Name = "EMP NADE",
|
||||
Description = "Disrupts enemy equipment based on proximity.",
|
||||
Type = "grenade",
|
||||
|
@ -977,9 +1027,9 @@ WEAPONS["g_emp"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["g_shockcharge"] = {
|
||||
WEAPONS["g_shockcharge"] = {
|
||||
Name = "SHOCK CHARGE",
|
||||
Description = "Charge that stuns and forces enemies to fire their weapons.",
|
||||
Type = "grenade",
|
||||
|
@ -987,11 +1037,13 @@ WEAPONS["g_shockcharge"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
-- Equipment
|
||||
end
|
||||
|
||||
WEAPONS["e_tacinsertion"] = {
|
||||
do -- Equipment, nothing here is guaranteed.
|
||||
|
||||
WEAPONS["e_tacinsertion"] = {
|
||||
Name = "TACTICAL INSERTION",
|
||||
Description = "Flare that changes your deployment location.",
|
||||
Type = "equipment",
|
||||
|
@ -999,9 +1051,9 @@ WEAPONS["e_tacinsertion"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_medkit"] = {
|
||||
WEAPONS["e_medkit"] = {
|
||||
Name = "MEDKIT",
|
||||
Description = "Station that regenerates a portion of health.",
|
||||
Type = "equipment",
|
||||
|
@ -1009,9 +1061,9 @@ WEAPONS["e_medkit"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_ammo"] = {
|
||||
WEAPONS["e_ammo"] = {
|
||||
Name = "AMMO CRATE",
|
||||
Description = "Station that replenishes ammo.",
|
||||
Type = "equipment",
|
||||
|
@ -1019,9 +1071,9 @@ WEAPONS["e_ammo"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_cover"] = {
|
||||
WEAPONS["e_cover"] = {
|
||||
Name = "DEPLOYABLE COVER",
|
||||
Description = ".",
|
||||
Type = "equipment",
|
||||
|
@ -1029,9 +1081,9 @@ WEAPONS["e_cover"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_ddos"] = {
|
||||
WEAPONS["e_ddos"] = {
|
||||
Name = "DDOS",
|
||||
Description = ".",
|
||||
Type = "equipment",
|
||||
|
@ -1039,9 +1091,9 @@ WEAPONS["e_ddos"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_trophysystem"] = {
|
||||
WEAPONS["e_trophysystem"] = {
|
||||
Name = "TROPHY SYSTEM",
|
||||
Description = "Disrupts enemy equipment.",
|
||||
Type = "equipment",
|
||||
|
@ -1049,9 +1101,9 @@ WEAPONS["e_trophysystem"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_portableradar"] = {
|
||||
WEAPONS["e_portableradar"] = {
|
||||
Name = "PORTABLE RADAR",
|
||||
Description = "Detects nearby enemies based on proximity.",
|
||||
Type = "equipment",
|
||||
|
@ -1059,9 +1111,9 @@ WEAPONS["e_portableradar"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_cameraspike"] = {
|
||||
WEAPONS["e_cameraspike"] = {
|
||||
Name = "CAMERA SPIKE",
|
||||
Description = "Mountable camera that gives you a live video feed.",
|
||||
Type = "equipment",
|
||||
|
@ -1069,9 +1121,9 @@ WEAPONS["e_cameraspike"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_recondrone"] = {
|
||||
WEAPONS["e_recondrone"] = {
|
||||
Name = "RECON DRONE",
|
||||
Description = "Pilotable hovering recon drone that automatically marks enemies.",
|
||||
Type = "equipment",
|
||||
|
@ -1079,9 +1131,9 @@ WEAPONS["e_recondrone"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_gasdrone"] = {
|
||||
WEAPONS["e_gasdrone"] = {
|
||||
Name = "GAS DRONE",
|
||||
Description = "Drone that dispenses toxic gas onto an area.",
|
||||
Type = "equipment",
|
||||
|
@ -1089,9 +1141,9 @@ WEAPONS["e_gasdrone"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_suppressionmine"] = {
|
||||
WEAPONS["e_suppressionmine"] = {
|
||||
Name = "SUPPRESSION MINE",
|
||||
Description = "Mine that detonates to dispense hard-to-see sleeping gas.",
|
||||
Type = "equipment",
|
||||
|
@ -1099,9 +1151,9 @@ WEAPONS["e_suppressionmine"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
WEAPONS["e_antiarmor"] = {
|
||||
WEAPONS["e_antiarmor"] = {
|
||||
Name = "ANTI-ARMOR ROUNDS",
|
||||
Description = "Ammo crate that dispenses armor to disable vehicles.",
|
||||
Type = "equipment",
|
||||
|
@ -1109,4 +1161,6 @@ WEAPONS["e_antiarmor"] = {
|
|||
WModel = "models/weapons/w_eq_flashbang.mdl",
|
||||
|
||||
Features = "grenade",
|
||||
}
|
||||
}
|
||||
|
||||
end
|
Loading…
Reference in New Issue