FIREMODE_AUTO = { { Mode = math.huge }, } FIREMODE_AUTOSEMI = { { Mode = math.huge }, { Mode = 1 }, } FIREMODE_SEMI = { { Mode = 1 }, } WEAPONS = {} AddSound( "1911.Fire", { "benny/weapons/1911/01.ogg", "benny/weapons/1911/02.ogg", "benny/weapons/1911/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "Bizon.Fire", { "benny/weapons/bizon/01.ogg", "benny/weapons/bizon/02.ogg", "benny/weapons/bizon/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "MP5K.Fire", { "benny/weapons/mp5k/01.ogg", "benny/weapons/mp5k/02.ogg", "benny/weapons/mp5k/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "MAC11.Fire", { "benny/weapons/mac11/01.ogg", "benny/weapons/mac11/02.ogg", "benny/weapons/mac11/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "MP7.Fire", { "benny/weapons/mp7/01.ogg", "benny/weapons/mp7/02.ogg", "benny/weapons/mp7/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "TMP.Fire", { "benny/weapons/tmp/01.ogg", "benny/weapons/tmp/02.ogg", "benny/weapons/tmp/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "Anaconda.Fire", { "benny/weapons/anaconda/01.ogg", "benny/weapons/anaconda/02.ogg", "benny/weapons/anaconda/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "Nambu.Fire", { "benny/weapons/nambu/01.ogg", "benny/weapons/nambu/02.ogg", "benny/weapons/nambu/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "USP.Fire", { "benny/weapons/usp/01.ogg", "benny/weapons/usp/02.ogg", "benny/weapons/usp/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "Glock.Fire", { "benny/weapons/glock/01.ogg", "benny/weapons/glock/02.ogg", "benny/weapons/glock/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "M16A2.Fire", { "benny/weapons/m16a2/01.ogg", "benny/weapons/m16a2/02.ogg", "benny/weapons/m16a2/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "FNC.Fire", { "benny/weapons/fnc/01.ogg", "benny/weapons/fnc/02.ogg", "benny/weapons/fnc/03.ogg", }, 140, 100, 0.5, CHAN_STATIC ) AddSound( "MP5K.MagOut", "benny/weapons/mp5k/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "MP5K.MagIn", "benny/weapons/mp5k/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "MAC11.MagOut", "benny/weapons/mac11/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "MAC11.MagIn", "benny/weapons/mac11/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "MP7.MagOut", "benny/weapons/mp7/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "MP7.MagIn", "benny/weapons/mp7/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "TMP.MagOut", "benny/weapons/tmp/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "TMP.MagIn", "benny/weapons/tmp/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Bizon.MagOut", "benny/weapons/bizon/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Bizon.MagIn", "benny/weapons/bizon/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Anaconda.MagOut", "benny/weapons/anaconda/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Anaconda.MagIn", "benny/weapons/anaconda/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Nambu.MagOut", "benny/weapons/nambu/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Nambu.MagIn", "benny/weapons/nambu/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "1911.MagOut", "benny/weapons/1911/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "1911.MagIn", "benny/weapons/1911/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "USP.MagOut", "benny/weapons/usp/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "USP.MagIn", "benny/weapons/usp/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Glock.MagOut", "benny/weapons/glock/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Glock.MagIn", "benny/weapons/glock/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "M16A2.MagOut", "benny/weapons/m16a2/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "M16A2.MagIn", "benny/weapons/m16a2/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC ) AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC ) WEAPONS["toolgun"] = { Name = "TOOL GUN", Description = "Developer development device", Type = "special", WModel = "models/weapons/w_toolgun.mdl", 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() if SERVER then local summon = ents.Create( "bnpc_human" ) -- summon:SetModel( "models/props_junk/cardboard_box001a.mdl" ) -- summon:Give( "weapon_stunstick") summon:SetPos( tr.HitPos ) summon:Spawn() 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, } WEAPONS["melee_bat"] = { Name = "BAT", Description = "meow", Type = "melee", WModel = "models/weapons/w_crowbar.mdl", Delay = (60/300), Firemodes = FIREMODE_SEMI, Ammo = 0, Damage = 0, } WEAPONS["melee_baton"] = { Name = "BATON", Description = "meow", Type = "melee", WModel = "models/weapons/w_eq_tonfa.mdl", Delay = (60/300), Firemodes = FIREMODE_SEMI, Ammo = 0, Damage = 0, } WEAPONS["melee_knife"] = { Name = "KNIFE", Description = "meow", Type = "melee", WModel = "models/weapons/w_knife_ct.mdl", Delay = (60/300), Firemodes = FIREMODE_SEMI, Ammo = 0, Damage = 0, } WEAPONS["melee_machete"] = { Name = "MACHETE", Description = "meow", Type = "melee", WModel = "models/weapons/w_crowbar.mdl", Delay = (60/300), Firemodes = FIREMODE_SEMI, Ammo = 0, Damage = 0, } 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", 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, } 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", 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, } 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", 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, } 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", 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, } 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", 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, } WEAPONS["tmp"] = { Name = "TMP", Description = "Small, compact, and fast.", Type = "smg", WModel = "models/weapons/w_smg_tmp_us.mdl", HoldType = "rpg", Sound_Fire = "TMP.Fire", Sound_DryFire = "Common.Dryfire.Rifle", Sound_Reload = "TMP.Reload", Sound_MagOut = "TMP.MagOut", Sound_MagIn = "TMP.MagIn", Delay = (60/700), Firemodes = FIREMODE_AUTOSEMI, Ammo = 15, Damage = 18, } WEAPONS["mp7"] = { Name = "MP7", Description = "Small, pistol-sized.", Type = "smg", WModel = "models/weapons/w_smg1.mdl", HoldType = "rpg", 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, } WEAPONS["mp5k"] = { Name = "MP5K", Description = "Quality manufacturing, but cumbersome.", Type = "smg", WModel = "models/weapons/w_smg_mp5k.mdl", HoldType = "rpg", 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, } 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", Sound_Fire = "MAC11.Fire", Sound_DryFire = "Common.Dryfire.Rifle", Sound_Reload = "MAC11.Reload", Sound_MagOut = "MAC11.MagOut", Sound_MagIn = "MAC11.MagIn", Delay = (60/800), Firemodes = FIREMODE_AUTOSEMI, Ammo = 16, Damage = 16, } WEAPONS["bizon"] = { Name = "BIZON", Description = "Unwieldy bullet storm.", Type = "smg", WModel = "models/weapons/w_smg_bizon.mdl", HoldType = "rpg", Sound_Fire = "Bizon.Fire", Sound_DryFire = "Common.Dryfire.Rifle", Sound_Reload = "Bizon.Reload", Sound_MagOut = "Bizon.MagOut", Sound_MagIn = "Bizon.MagIn", Delay = (60/600), Firemodes = FIREMODE_AUTOSEMI, Ammo = 40, Damage = 16, } -- Shotguns WEAPONS["spas12"] = { Name = "SPAS-12", Description = "meow", Type = "shotgun", WModel = "models/weapons/w_shotgun.mdl", HoldType = "rpg", Delay = (60/600), Firemodes = FIREMODE_SEMI, Ammo = 8, Damage = 2, } -- 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", Sound_Fire = "FNC.Fire", Sound_MagOut = "FNC.MagOut", Sound_MagIn = "FNC.MagIn", 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, } -- Machine guns WEAPONS["stoner63"] = { Name = "STONER 63", Description = "meow", Type = "machinegun", WModel = "models/weapons/w_mach_hk21e.mdl", HoldType = "rpg", Sound_Fire = "FNC.Fire", Sound_MagOut = "M16A2.MagOut", Sound_MagIn = "M16A2.MagIn", Delay = (60/700), Firemodes = FIREMODE_AUTOSEMI, Ammo = 100, Damage = 2, }