Weapon models work now, they use ASTW2 models
This commit is contained in:
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13330ccc2c
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@ -112,359 +112,378 @@ 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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local wep = {}
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WEAPONS["toolgun"] = wep
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wep.Name = "TOOL GUN"
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wep.Description = "Developer development device"
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wep.Type = "special"
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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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wep.WModel = "models/weapons/w_toolgun.mdl"
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WModel = "models/weapons/w_toolgun.mdl",
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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 0
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wep.Damage = 0
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 0,
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Damage = 0,
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function wep.Fire( self, slot )
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if self:GetDelay1() > CurTime() then
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Fire = function( self, slot )
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if self:GetDelay1() > CurTime() then
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return true
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end
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self:SetDelay1( CurTime() + 0.2 )
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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( "bnpc_human" )
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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 )
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summon:Spawn()
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end
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if CLIENT and IsFirstTimePredicted() then
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local vStart = self:GetAttachment( 1 ).Pos
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local vPoint = tr.HitPos
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local effectdata = EffectData()
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effectdata:SetStart( vStart )
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effectdata:SetOrigin( vPoint )
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util.Effect( "ToolTracer", effectdata )
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end
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-- Return true to skip weapon logic
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return true
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end
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self:SetDelay1( CurTime() + 0.2 )
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end,
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local p = self:GetOwner()
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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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end
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local tr = p:GetEyeTrace()
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if SERVER then
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local summon = ents.Create( "bnpc_human" )
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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 )
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summon:Spawn()
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-- Return true to skip weapon logic
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return true
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end,
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}
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end
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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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if CLIENT and IsFirstTimePredicted() then
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local vStart = self:GetAttachment( 1 ).Pos
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local vPoint = tr.HitPos
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local effectdata = EffectData()
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effectdata:SetStart( vStart )
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effectdata:SetOrigin( vPoint )
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util.Effect( "ToolTracer", effectdata )
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end
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WModel = "models/weapons/w_crowbar.mdl",
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-- Return true to skip weapon logic
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return true
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end
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 0,
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Damage = 0,
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}
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function wep.Reload( self, slot )
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if self:GetOwner():KeyPressed( IN_RELOAD ) then
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print( self )
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end
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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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-- Return true to skip weapon logic
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return true
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end
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WModel = "models/weapons/w_eq_tonfa.mdl",
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local wep = {}
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WEAPONS["melee_bat"] = wep
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wep.Name = "BAT"
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wep.Description = "meow"
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wep.Type = "melee"
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 0,
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Damage = 0,
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}
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wep.WModel = "models/weapons/w_crowbar.mdl"
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 0
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wep.Damage = 0
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WModel = "models/weapons/w_knife_ct.mdl",
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local wep = {}
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WEAPONS["melee_baton"] = wep
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wep.Name = "BATON"
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wep.Description = "meow"
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wep.Type = "melee"
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 0,
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Damage = 0,
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}
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wep.WModel = "models/weapons/w_crowbar.mdl"
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 0
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wep.Damage = 0
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WModel = "models/weapons/w_crowbar.mdl",
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local wep = {}
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WEAPONS["melee_knife"] = wep
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wep.Name = "KNIFE"
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wep.Description = "meow"
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wep.Type = "melee"
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 0,
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Damage = 0,
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}
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wep.WModel = "models/weapons/w_crowbar.mdl"
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 0
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wep.Damage = 0
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_colt.mdl",
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Sound_Fire = "1911.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "1911.Reload",
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Sound_MagOut = "1911.MagOut",
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Sound_MagIn = "1911.MagIn",
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local wep = {}
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WEAPONS["melee_machete"] = wep
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wep.Name = "MACHETE"
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wep.Description = "meow"
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wep.Type = "melee"
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 8,
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Damage = 30,
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}
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wep.WModel = "models/weapons/w_crowbar.mdl"
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 0
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wep.Damage = 0
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_usp.mdl",
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Sound_Fire = "USP.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_Reload = "USP.Reload",
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Sound_MagOut = "USP.MagOut",
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Sound_MagIn = "USP.MagIn",
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local wep = {}
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WEAPONS["1911"] = wep
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wep.Name = "COBRA .45"
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wep.Description = "Hits hard. They don't make them like they used to!"
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wep.Type = "pistol"
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Ammo = 12,
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Damage = 30,
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}
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wep.Icon = Material( "benny/weapons/mk23.png", "smooth" )
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wep.WModel = "models/weapons/w_pist_usp.mdl"
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wep.Sound_Fire = "1911.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Pistol"
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wep.Sound_Reload = "1911.Reload" -- placeholder
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wep.Sound_MagOut = "1911.MagOut" -- placeholder
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wep.Sound_MagIn = "1911.MagIn" -- placeholder
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 8
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wep.Damage = 30
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_glock18.mdl",
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Sound_Fire = "Glock.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_MagOut = "Glock.MagOut",
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Sound_MagIn = "Glock.MagIn",
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local wep = {}
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WEAPONS["usp"] = wep
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wep.Name = "MK. 23"
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wep.Description = "If it works for hardasses around the world, it'll work for you."
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wep.Type = "pistol"
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Delay = (60/800),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 17,
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Damage = 18,
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}
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wep.Icon = Material( "benny/weapons/mk23.png", "smooth" )
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wep.WModel = "models/weapons/w_pist_usp.mdl"
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wep.Sound_Fire = "USP.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Pistol"
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wep.Sound_Reload = "USP.Reload" -- placeholder
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wep.Sound_MagOut = "USP.MagOut" -- placeholder
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wep.Sound_MagIn = "USP.MagIn" -- placeholder
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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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wep.Delay = (60/300)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 12
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wep.Damage = 30
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_pist_derringer.mdl",
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Sound_Fire = "Nambu.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_MagOut = "Nambu.MagOut",
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Sound_MagIn = "Nambu.MagIn",
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local wep = {}
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WEAPONS["glock"] = wep
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wep.Name = "GLOCK-18"
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wep.Description = "Bullet storm. Lasts about a second or so, just like you!"
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wep.Type = "pistol"
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Delay = (60/180),
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Firemodes = FIREMODE_SEMI,
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Ammo = 6,
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Damage = 26,
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}
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wep.Icon = Material( "benny/weapons/mk23.png", "smooth" )
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "Glock.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Pistol"
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wep.Sound_MagOut = "Glock.MagOut" -- placeholder
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wep.Sound_MagIn = "Glock.MagIn" -- placeholder
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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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wep.Delay = (60/800)
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wep.Firemodes = FIREMODE_AUTOSEMI
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wep.Ammo = 17
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wep.Damage = 18
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Icon = Material( "benny/weapons/mk23.png", "smooth" ),
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WModel = "models/weapons/w_357.mdl",
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Sound_Fire = "Anaconda.Fire",
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Sound_DryFire = "Common.Dryfire.Pistol",
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Sound_MagOut = "Anaconda.MagOut",
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Sound_MagIn = "Anaconda.MagIn",
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local wep = {}
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WEAPONS["nambu"] = wep
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wep.Name = "NAMBU .38"
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wep.Description = "Eastern revolver that hits as hard as it costs."
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wep.Type = "pistol"
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Delay = (60/180),
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Firemodes = FIREMODE_SEMI,
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Ammo = 6,
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Damage = 40,
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}
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wep.Icon = Material( "benny/weapons/mk23.png", "smooth" )
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "Nambu.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Pistol"
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wep.Sound_MagOut = "Nambu.MagOut" -- placeholder
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wep.Sound_MagIn = "Nambu.MagIn" -- placeholder
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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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wep.Delay = (60/180)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 6
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wep.Damage = 26
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WModel = "models/weapons/w_smg_tmp_us.mdl",
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HoldType = "rpg",
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local wep = {}
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WEAPONS["anaconda"] = wep
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wep.Name = "ANACONDA"
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wep.Description = "Precise and kicks like a mule."
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wep.Type = "pistol"
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Sound_Fire = "TMP.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_Reload = "TMP.Reload",
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Sound_MagOut = "TMP.MagOut",
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Sound_MagIn = "TMP.MagIn",
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wep.Icon = Material( "benny/weapons/mk23.png", "smooth" )
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "Anaconda.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Pistol"
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wep.Sound_MagOut = "Anaconda.MagOut" -- placeholder
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wep.Sound_MagIn = "Anaconda.MagIn" -- placeholder
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 15,
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Damage = 18,
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}
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wep.Delay = (60/180)
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wep.Firemodes = FIREMODE_SEMI
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wep.Ammo = 6
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wep.Damage = 40
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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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local wep = {}
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WEAPONS["tmp"] = wep
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wep.Name = "TMP"
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wep.Description = "Precise and sharp, like a damn suit's pet."
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wep.Type = "smg"
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WModel = "models/weapons/w_smg1.mdl",
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HoldType = "rpg",
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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "TMP.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Rifle"
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wep.Sound_Reload = "TMP.Reload" -- placeholder
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wep.Sound_MagOut = "TMP.MagOut" -- placeholder
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wep.Sound_MagIn = "TMP.MagIn" -- placeholder
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Sound_Fire = "MP7.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_Reload = "MP7.Reload",
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Sound_MagOut = "MP7.MagOut",
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Sound_MagIn = "MP7.MagIn",
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wep.Delay = (60/700)
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wep.Firemodes = FIREMODE_AUTOSEMI
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wep.Ammo = 15
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wep.Damage = 18
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 20,
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Damage = 16,
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}
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local wep = {}
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WEAPONS["mp7"] = wep
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wep.Name = "MP7"
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wep.Description = "Small, pistol-sized."
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wep.Type = "smg"
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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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wep.WModel = "models/weapons/w_pist_glock18.mdl"
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wep.Sound_Fire = "MP7.Fire"
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wep.Sound_DryFire = "Common.Dryfire.Rifle"
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wep.Sound_Reload = "MP7.Reload" -- placeholder
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wep.Sound_MagOut = "MP7.MagOut" -- placeholder
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wep.Sound_MagIn = "MP7.MagIn" -- placeholder
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WModel = "models/weapons/w_smg_mp5k.mdl",
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HoldType = "rpg",
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wep.Delay = (60/700)
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wep.Firemodes = FIREMODE_AUTOSEMI
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wep.Ammo = 20
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wep.Damage = 16
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Sound_Fire = "MP5K.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_Reload = "MP5K.Reload",
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Sound_MagOut = "MP5K.MagOut",
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Sound_MagIn = "MP5K.MagIn",
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local wep = {}
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WEAPONS["mp5k"] = wep
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wep.Name = "MP5K"
|
||||
wep.Description = "Quality manufacturing, but cumbersome."
|
||||
wep.Type = "smg"
|
||||
Delay = (60/700),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 15,
|
||||
Damage = 18,
|
||||
}
|
||||
|
||||
wep.WModel = "models/weapons/w_pist_glock18.mdl"
|
||||
wep.Sound_Fire = "MP5K.Fire"
|
||||
wep.Sound_DryFire = "Common.Dryfire.Rifle"
|
||||
wep.Sound_Reload = "MP5K.Reload" -- placeholder
|
||||
wep.Sound_MagOut = "MP5K.MagOut" -- placeholder
|
||||
wep.Sound_MagIn = "MP5K.MagIn" -- placeholder
|
||||
WEAPONS["mac11"] = {
|
||||
Name = "MAC-11",
|
||||
Description = "More fit for combat in a phone booth.",
|
||||
Type = "smg",
|
||||
|
||||
wep.Delay = (60/700)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 15
|
||||
wep.Damage = 18
|
||||
WModel = "models/weapons/w_smg_mac10.mdl",
|
||||
HoldType = "revolver",
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["mac11"] = wep
|
||||
wep.Name = "MAC-11"
|
||||
wep.Description = "More fit for combat in a phone booth."
|
||||
wep.Type = "smg"
|
||||
Sound_Fire = "MAC11.Fire",
|
||||
Sound_DryFire = "Common.Dryfire.Rifle",
|
||||
Sound_Reload = "MAC11.Reload",
|
||||
Sound_MagOut = "MAC11.MagOut",
|
||||
Sound_MagIn = "MAC11.MagIn",
|
||||
|
||||
wep.WModel = "models/weapons/w_pist_glock18.mdl"
|
||||
wep.Sound_Fire = "MAC11.Fire"
|
||||
wep.Sound_DryFire = "Common.Dryfire.Rifle"
|
||||
wep.Sound_Reload = "MAC11.Reload" -- placeholder
|
||||
wep.Sound_MagOut = "MAC11.MagOut" -- placeholder
|
||||
wep.Sound_MagIn = "MAC11.MagIn" -- placeholder
|
||||
Delay = (60/800),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 16,
|
||||
Damage = 16,
|
||||
}
|
||||
|
||||
wep.Delay = (60/800)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 16
|
||||
wep.Damage = 16
|
||||
WEAPONS["bizon"] = {
|
||||
Name = "BIZON",
|
||||
Description = "Unwieldy bullet storm.",
|
||||
Type = "smg",
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["bizon"] = wep
|
||||
wep.Name = "BIZON"
|
||||
wep.Description = "Unwieldy bullet storm."
|
||||
wep.Type = "smg"
|
||||
WModel = "models/weapons/w_smg_bizon.mdl",
|
||||
HoldType = "rpg",
|
||||
|
||||
wep.WModel = "models/weapons/w_pist_glock18.mdl"
|
||||
wep.Sound_Fire = "Bizon.Fire"
|
||||
wep.Sound_DryFire = "Common.Dryfire.Rifle"
|
||||
wep.Sound_Reload = "Bizon.Reload" -- placeholder
|
||||
wep.Sound_MagOut = "Bizon.MagOut" -- placeholder
|
||||
wep.Sound_MagIn = "Bizon.MagIn" -- placeholder
|
||||
Sound_Fire = "Bizon.Fire",
|
||||
Sound_DryFire = "Common.Dryfire.Rifle",
|
||||
Sound_Reload = "Bizon.Reload",
|
||||
Sound_MagOut = "Bizon.MagOut",
|
||||
Sound_MagIn = "Bizon.MagIn",
|
||||
|
||||
wep.Delay = (60/600)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 40
|
||||
wep.Damage = 16
|
||||
Delay = (60/600),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 40,
|
||||
Damage = 16,
|
||||
}
|
||||
|
||||
-- Shotguns
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["spas12"] = wep
|
||||
wep.Name = "SPAS-12"
|
||||
wep.Description = "meow"
|
||||
wep.Type = "shotgun"
|
||||
WEAPONS["spas12"] = {
|
||||
Name = "SPAS-12",
|
||||
Description = "meow",
|
||||
Type = "shotgun",
|
||||
|
||||
wep.WModel = "models/weapons/w_crowbar.mdl"
|
||||
WModel = "models/weapons/w_shotgun.mdl",
|
||||
HoldType = "rpg",
|
||||
|
||||
wep.Delay = (60/600)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 8
|
||||
wep.Damage = 2
|
||||
Delay = (60/600),
|
||||
Firemodes = FIREMODE_SEMI,
|
||||
Ammo = 8,
|
||||
Damage = 2,
|
||||
}
|
||||
|
||||
-- Rifles
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["fnc"] = wep
|
||||
wep.Name = "FNC PARA"
|
||||
wep.Description = "meow"
|
||||
wep.Type = "rifle"
|
||||
WEAPONS["fnc"] = {
|
||||
Name = "FNC PARA",
|
||||
Description = "meow",
|
||||
Type = "rifle",
|
||||
|
||||
wep.Icon = Material( "benny/weapons/fnc.png", "smooth" )
|
||||
wep.WModel = "models/weapons/w_crowbar.mdl"
|
||||
wep.Sound_Fire = "FNC.Fire"
|
||||
wep.Sound_MagOut = "FNC.MagOut" -- placeholder
|
||||
wep.Sound_MagIn = "FNC.MagIn" -- placeholder
|
||||
Icon = Material( "benny/weapons/fnc.png", "smooth" ),
|
||||
WModel = "models/weapons/w_rif_ar556.mdl",
|
||||
HoldType = "rpg",
|
||||
|
||||
Sound_Fire = "FNC.Fire",
|
||||
Sound_MagOut = "FNC.MagOut",
|
||||
Sound_MagIn = "FNC.MagIn",
|
||||
|
||||
wep.Delay = (60/700)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 30
|
||||
wep.Damage = 2
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["m16a2"] = wep
|
||||
wep.Name = "M16A2"
|
||||
wep.Description = "meow"
|
||||
wep.Type = "rifle"
|
||||
|
||||
wep.Icon = Material( "benny/weapons/m16a2.png", "smooth" )
|
||||
wep.WModel = "models/weapons/w_crowbar.mdl"
|
||||
wep.Sound_Fire = "M16A2.Fire"
|
||||
wep.Sound_MagOut = "M16A2.MagOut" -- placeholder
|
||||
wep.Sound_MagIn = "M16A2.MagIn" -- placeholder
|
||||
|
||||
wep.Delay = (60/1000)
|
||||
wep.Firemodes = {
|
||||
{ Mode = 3 },
|
||||
{ Mode = 1 },
|
||||
Delay = (60/700),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 30,
|
||||
Damage = 2,
|
||||
}
|
||||
|
||||
WEAPONS["m16a2"] = {
|
||||
Name = "M16A2",
|
||||
Description = "meow",
|
||||
Type = "rifle",
|
||||
|
||||
Icon = Material( "benny/weapons/m16a2.png", "smooth" ),
|
||||
WModel = "models/weapons/w_rif_m16a2.mdl",
|
||||
HoldType = "rpg",
|
||||
|
||||
Sound_Fire = "M16A2.Fire",
|
||||
Sound_MagOut = "M16A2.MagOut",
|
||||
Sound_MagIn = "M16A2.MagIn",
|
||||
|
||||
Delay = (60/1000),
|
||||
Firemodes = {
|
||||
{ Mode = 3 },
|
||||
{ Mode = 1 },
|
||||
},
|
||||
Ammo = 30,
|
||||
Damage = 2,
|
||||
}
|
||||
wep.Ammo = 30
|
||||
wep.Damage = 2
|
||||
|
||||
-- Machine guns
|
||||
|
||||
local wep = {}
|
||||
WEAPONS["stoner63"] = wep
|
||||
wep.Name = "STONER 63"
|
||||
wep.Description = "meow"
|
||||
wep.Type = "machinegun"
|
||||
WEAPONS["stoner63"] = {
|
||||
Name = "STONER 63",
|
||||
Description = "meow",
|
||||
Type = "machinegun",
|
||||
|
||||
wep.WModel = "models/weapons/w_crowbar.mdl"
|
||||
WModel = "models/weapons/w_mach_hk21e.mdl",
|
||||
HoldType = "rpg",
|
||||
|
||||
wep.Delay = (60/700)
|
||||
wep.Firemodes = FIREMODE_AUTOSEMI
|
||||
wep.Ammo = 100
|
||||
wep.Damage = 2
|
||||
Sound_Fire = "FNC.Fire",
|
||||
Sound_MagOut = "M16A2.MagOut",
|
||||
Sound_MagIn = "M16A2.MagIn",
|
||||
|
||||
Delay = (60/700),
|
||||
Firemodes = FIREMODE_AUTOSEMI,
|
||||
Ammo = 100,
|
||||
Damage = 2,
|
||||
}
|
Loading…
Reference in New Issue