735 lines
16 KiB
Lua
735 lines
16 KiB
Lua
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do -- Toolgun
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WEAPONS["camera"] = {
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Name = "CAMERA",
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Description = "Developer development device",
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Type = "special",
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WModel = "models/maxofs2d/camera.mdl",
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HoldType = "camera",
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GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
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Delay = (60/300),
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Firemodes = FIREMODE_SEMI,
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Custom_Fire = function( self, data )
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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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if CLIENT and IsFirstTimePredicted() then
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local zp, za, zf = p:EyePos(), p:EyeAngles(), 90
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RunConsoleCommand( "benny_cam_override", zp.x .. " " .. zp.y .. " " .. zp.z .. " " .. za.p .. " " .. za.y .. " " .. za.r .. " " .. zf )
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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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Custom_Reload = function( self, data )
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RunConsoleCommand( "benny_cam_override", "" )
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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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Custom_DisableSpecialMovement = function( self, data )
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-- Return true to skip weapon logic
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if self:GetUserAim() then
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return true
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end
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end,
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Custom_CalcView = function( self, data )
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if self:GetUserAim() and GetConVar("benny_cam_override"):GetString() == "" then
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data.drawviewer = false
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data.origin = self:GetOwner():EyePos()
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data.angles = self:GetOwner():EyeAngles()
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return true -- Return true to halt
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end
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end,
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Features = "firearm",
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}
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end
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do -- Handguns
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end
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do -- SMGs & PDWs
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end
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do -- Shotguns
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WEAPONS["spas12"] = {
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Name = "SPAS-12",
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Description = "Heavy metal pump-action shotgun.",
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Type = "shotgun",
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WModel = "models/weapons/w_shotgun.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 8,
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Damage = 10,
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Pellets = 8,
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Spread = 150/60,
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SpreadAdd = 150/60,
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SpreadAddMax = 20,
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SpreadDecay_Start = 2,
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.7,
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Speed_Move = 0.93,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.85,
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Speed_Firing = 0.75,
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Features = "firearm",
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}
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WEAPONS["doublebarrel"] = {
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Name = "D/B",
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Description = "Pocket-sized double-barrelled rocket of fun!",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_shorty.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 2,
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Damage = 10,
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Pellets = 8,
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Spread = 300/60,
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SpreadAdd = 150/60,
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SpreadAddMax = 20,
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SpreadDecay_Start = 10,
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 0.95,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.9,
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Speed_Firing = 0.9,
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Features = "firearm",
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}
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WEAPONS["overunder"] = {
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Name = "O/U",
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Description = "Full-length double-barrelled bar fight finisher.",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_kozlice.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "SPAS12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "SPAS12.MagOut",
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Sound_MagIn = "SPAS12.MagIn",
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Delay = (60/120),
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Firemodes = FIREMODE_SEMI,
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Ammo = 2,
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Damage = 10,
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Pellets = 8,
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Spread = 130/60,
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SpreadAdd = 130/60,
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SpreadAddMax = 20,
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SpreadDecay_Start = 10,
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 0.5,
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Speed_Move = 0.93,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.85,
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Speed_Firing = 0.85,
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Features = "firearm",
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}
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WEAPONS["aa12"] = {
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Name = "AA-12",
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Description = "Magazine fed powerhouse.",
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Type = "shotgun",
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WModel = "models/weapons/w_shot_br99.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
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Sound_Fire = "AA12.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "AA12.MagOut",
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Sound_MagIn = "AA12.MagIn",
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Delay = (60/180),
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Firemodes = FIREMODE_AUTO,
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Ammo = 8,
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Damage = 8,
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Pellets = 8,
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Spread = 250/60,
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SpreadAdd = 150/60,
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SpreadAddMax = 20,
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SpreadDecay_Start = 700/60,
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SpreadDecay_End = 30,
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SpreadDecay_RampTime = 1,
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Reload_MagOut = 0.5,
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Reload_MagIn = 1.5,
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Reload_MagIn_Bonus1 = 1.2,
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Reload_MagIn_Bonus2 = 1.2+0.1,
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Speed_Move = 0.92,
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Speed_Aiming = 0.92,
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Speed_Reloading = 0.5,
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Speed_Firing = 0.334,
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Speed_FiringTime = 0.5,
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Features = "firearm",
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}
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end
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do -- Rifles
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WEAPONS["fnc"] = {
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Name = "FNC PARA",
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Description = "Run of the mill automatic assault rifle.",
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Type = "rifle",
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Icon = Material( "benny/weapons/fnc.png", "smooth" ),
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WModel = "models/weapons/w_rif_ar556.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "FNC.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_Cock = "FNC.Cock",
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 30,
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Damage = 30,
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Spread = 30/60,
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SpreadAdd = 22/60,
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SpreadAddMax = 10,
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SpreadDecay_Start = 0,
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SpreadDecay_End = 12,
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SpreadDecay_RampTime = 0.2,
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Reload_MagOut = 0.3,
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Reload_MagIn = 1.3,
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Reload_MagIn_Bonus1 = 0.8,
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Reload_MagIn_Bonus2 = 0.8+0.1,
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Speed_Move = 0.95,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.95,
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Speed_Firing = 0.95,
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Features = "firearm",
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}
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WEAPONS["qbz"] = {
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Name = "QBZ-95",
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Description = "Bullpup assault rifle. Low profile, great in close quarters.",
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Type = "rifle",
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Icon = Material( "benny/weapons/fnc.png", "smooth" ),
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WModel = "models/weapons/w_rif_bakm.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "QBBLSW.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_Cock = "FNC.Cock",
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Delay = (60/800),
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Firemodes = FIREMODE_AUTOSEMI,
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Ammo = 30,
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Damage = 28,
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Spread = 45/60,
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SpreadAdd = 35/60,
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SpreadAddMax = 10,
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SpreadDecay_Start = 12,
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SpreadDecay_End = 36,
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SpreadDecay_RampTime = 0.6,
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Reload_MagOut = 0.4,
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Reload_MagIn = 1.5,
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Reload_MagIn_Bonus1 = 0.8,
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Reload_MagIn_Bonus2 = 0.8+0.1,
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Speed_Move = 0.975,
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Speed_Aiming = 0.975,
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Speed_Reloading = 0.975,
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Speed_Firing = 0.975,
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Features = "firearm",
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}
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WEAPONS["m16a2"] = {
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Name = "M16A2",
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Description = "Burst-fire assault rifle. Precise and effective at range.",
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Type = "rifle",
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Icon = Material( "benny/weapons/m16a2.png", "smooth" ),
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WModel = "models/weapons/w_rif_m16a2.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "M16A2.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "M16A2.MagOut",
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Sound_MagIn = "M16A2.MagIn",
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Sound_Cock = "M16A2.Cock",
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|
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Delay = (60/700),
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Firemodes = {
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{ Mode = 3 },
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{ Mode = 1 },
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},
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Ammo = 30,
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Damage = 32,
|
|
Spread = 22/60,
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|
SpreadAdd = 11/60,
|
|
SpreadAddMax = 10,
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|
|
|
SpreadDecay_Start = 0,
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|
SpreadDecay_End = 12,
|
|
SpreadDecay_RampTime = 0.3,
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|
|
|
Reload_MagOut = 0.3,
|
|
Reload_MagIn = 1.3,
|
|
Reload_MagIn_Bonus1 = 0.6,
|
|
Reload_MagIn_Bonus2 = 0.6+0.1,
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|
|
|
Speed_Move = 0.95,
|
|
Speed_Aiming = 0.9,
|
|
Speed_Reloading = 0.95,
|
|
Speed_Firing = 0.9,
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|
|
Features = "firearm",
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}
|
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|
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end
|
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|
|
do -- Sniper rifles
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|
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WEAPONS["barrett"] = {
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Name = "BARRETT .50c",
|
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Description = "Semi-automatic .50 slinger. Turns people into slushie!",
|
|
Type = "sniper",
|
|
|
|
Icon = Material( "benny/weapons/m16a2.png", "smooth" ),
|
|
WModel = "models/weapons/w_snip_awp.mdl",
|
|
HoldType = "rpg",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.1 },
|
|
|
|
Sound_Fire = "Barrett.Fire",
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|
Sound_DryFire = "Common.Dryfire.Rifle",
|
|
Sound_MagOut = "Barrett.MagOut",
|
|
Sound_MagIn = "Barrett.MagIn",
|
|
Sound_Cock = "Barrett.Cock",
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|
|
|
ShootHolsterTime = 1,
|
|
|
|
Delay = (60/140),
|
|
Firemodes = FIREMODE_SEMI,
|
|
Ammo = 5,
|
|
Damage = 99,
|
|
Spread = 5/60,
|
|
SpreadAdd = 9,
|
|
SpreadAddMax = 18,
|
|
|
|
SpreadDecay_Start = 4,
|
|
SpreadDecay_End = 22,
|
|
SpreadDecay_RampTime = 1,
|
|
|
|
Reload_MagOut = 0.5,
|
|
Reload_MagIn = 1.5,
|
|
Reload_MagIn_Bonus1 = 1.0,
|
|
Reload_MagIn_Bonus2 = 1.0+0.1,
|
|
|
|
Speed_Move = 0.75,
|
|
Speed_Aiming = 0.75,
|
|
Speed_Reloading = 0.5,
|
|
Speed_Firing = 0.334,
|
|
Speed_FiringTime = 1,
|
|
|
|
Features = "firearm",
|
|
}
|
|
|
|
end
|
|
|
|
do -- Machine guns
|
|
|
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WEAPONS["stoner63"] = {
|
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Name = "STONER 63",
|
|
Description = "Box-fed light machine gun that maintains mid-range authority.",
|
|
Type = "machinegun",
|
|
|
|
WModel = "models/weapons/w_mach_hk21e.mdl",
|
|
HoldType = "rpg",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 },
|
|
|
|
Sound_Fire = "Stoner63.Fire",
|
|
Sound_DryFire = "Common.Dryfire.Rifle",
|
|
Sound_MagOut = "M16A2.MagOut",
|
|
Sound_MagIn = "M16A2.MagIn",
|
|
|
|
Delay = (60/650),
|
|
Firemodes = FIREMODE_AUTOSEMI,
|
|
Ammo = 75,
|
|
Damage = 32,
|
|
Spread = 26/60,
|
|
SpreadAdd = 22/60,
|
|
SpreadAddMax = 10,
|
|
|
|
SpreadDecay_Start = 4,
|
|
SpreadDecay_End = 36,
|
|
SpreadDecay_RampTime = 0.6,
|
|
|
|
Speed_Move = 0.8,
|
|
Speed_Aiming = 0.75,
|
|
Speed_Reloading = 0.5,
|
|
Speed_Firing = 0.334,
|
|
|
|
Features = "firearm",
|
|
}
|
|
|
|
WEAPONS["qbblsw"] = {
|
|
Name = "QBB-LSW-42",
|
|
Description = "Bullpup mag-fed light machine gun that excels in close quarters.",
|
|
Type = "machinegun",
|
|
|
|
WModel = "models/weapons/w_mach_mg36.mdl",
|
|
HoldType = "rpg",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER, 0.3 },
|
|
|
|
Sound_Fire = "QBBLSW.Fire",
|
|
Sound_DryFire = "Common.Dryfire.Rifle",
|
|
Sound_MagOut = "M16A2.MagOut",
|
|
Sound_MagIn = "M16A2.MagIn",
|
|
|
|
Delay = (60/850),
|
|
Firemodes = FIREMODE_AUTOSEMI,
|
|
Ammo = 60,
|
|
Damage = 29,
|
|
Spread = 36/60,
|
|
SpreadAdd = 33/60,
|
|
SpreadAddMax = 15,
|
|
|
|
SpreadDecay_Start = 6,
|
|
SpreadDecay_End = 36,
|
|
SpreadDecay_RampTime = 0.4,
|
|
|
|
Speed_Move = 0.8,
|
|
Speed_Aiming = 0.8,
|
|
Speed_Reloading = 0.75,
|
|
Speed_Firing = 0.334,
|
|
|
|
Features = "firearm",
|
|
}
|
|
|
|
end
|
|
|
|
do -- Grenades, nothing here is guaranteed.
|
|
|
|
local function GrenadeFire( self, data, class, hand )
|
|
local p = self:GetOwner()
|
|
if self:GetGrenadeDown() then
|
|
return true
|
|
end
|
|
if self:bGetHolsterTime( hand ) > 0 then
|
|
return true
|
|
end
|
|
|
|
self:SetGrenadeDown( true )
|
|
self:SetGrenadeDownStart( CurTime() )
|
|
|
|
return true
|
|
end
|
|
|
|
local function GrenadeReload( self, data )
|
|
return true
|
|
end
|
|
|
|
local function GrenadeCreate( self, data )
|
|
-- PROTO: See to getting this done better. Maybe it's spawned while priming the nade for low CL-SV/phys delay?
|
|
local p = self:GetOwner()
|
|
local class = WeaponGet(data.Class)
|
|
local GENT = ents.Create( class.GrenadeEnt )
|
|
GENT:SetOwner( p )
|
|
local ang = p:EyeAngles()
|
|
ang.p = ang.p - 5
|
|
GENT:SetPos( p:EyePos() + (ang:Forward()*16) )
|
|
GENT:SetAngles( ang + Angle( 0, 0, -90 ) )
|
|
GENT.Fuse = self:GetGrenadeDownStart() + class.GrenadeFuse
|
|
GENT:Spawn()
|
|
|
|
local velocity = ang:Forward() * 1500
|
|
velocity:Mul( Lerp( math.TimeFraction( 90, 0, ang.p ), 0, 1 ) )
|
|
-- velocity:Add( p:EyeAngles():Up() * 500 * Lerp( math.TimeFraction( 0, -90, p:EyeAngles().p ), 0, 1 ) )
|
|
|
|
GENT:GetPhysicsObject():SetVelocity( velocity )
|
|
end
|
|
|
|
local function GrenadeThrow( self, data )
|
|
local p = self:GetOwner()
|
|
local class = WeaponGet(data.Class)
|
|
self:SetGrenadeDown( false )
|
|
-- TEMP: Do this right!
|
|
if !class.GrenadeCharge then self:SetGrenadeDownStart( CurTime() ) end
|
|
--
|
|
local hand = (self:bWepTable( true ) and self:bWepTable( true ).Class == data.Class) or false
|
|
self:TPFire( hand )
|
|
if SERVER then GrenadeCreate( self, data ) end
|
|
local id = self:bGetInvID( hand )
|
|
self:BHolster( hand )
|
|
|
|
if SERVER or (CLIENT and IsFirstTimePredicted()) then
|
|
p:INV_Discard( id )
|
|
end
|
|
|
|
-- local subsequent = p:INV_Find( data.Class )[1]
|
|
-- if subsequent then
|
|
-- self:BDeploy( hand, subsequent )
|
|
-- end
|
|
end
|
|
|
|
local function GrenadeThink( self, data, class, hand )
|
|
local p = self:GetOwner()
|
|
local class = WeaponGet(data.Class)
|
|
if self:GetGrenadeDown() then
|
|
if true or ( CurTime() >= (self:GetGrenadeDownStart() + class.GrenadeFuse) ) then
|
|
GrenadeThrow( self, data )
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
local function GrenadeHolster( self, data )
|
|
if self:GetGrenadeDown() then
|
|
GrenadeThrow( self, data )
|
|
end
|
|
return true
|
|
end
|
|
|
|
WEAPONS["g_frag"] = {
|
|
Name = "FRAG GRENADE",
|
|
Description = "Pull the pin and throw it the hell away!",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_frag",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_fraggrenade.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",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_semtex",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
WEAPONS["g_molotov"] = {
|
|
Name = "MOLOTOV COCKTAIL",
|
|
Description = "Alcoholic bottle of flame!",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_molotov",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
WEAPONS["g_tknife"] = {
|
|
Name = "THROWING KNIFE",
|
|
Description = "Lightweight knife to throw and pick back up.",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_tknife",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
WEAPONS["g_smoke"] = {
|
|
Name = "SMOKE GRENADE",
|
|
Description = "Smoke bomb used to conceal a position, and makes enemies cough.",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_smoke",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
WEAPONS["g_flashbang"] = {
|
|
Name = "FLASHBANG",
|
|
Description = "Stun grenade that gives off a bright flash and a loud 'bang'.",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_flashbang",
|
|
GrenadeFuse = 2,
|
|
GrenadeCharge = false,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
WEAPONS["g_prox"] = {
|
|
Name = "PROXIMITY MINE",
|
|
Description = "Mine that bounces into the air.",
|
|
Type = "grenade",
|
|
|
|
Custom_Fire = GrenadeFire,
|
|
Custom_Reload = GrenadeReload,
|
|
Custom_Think = GrenadeThink,
|
|
Custom_Holster = GrenadeHolster,
|
|
GrenadeEnt = "b-gr_prox",
|
|
GrenadeFuse = 4,
|
|
GrenadeCharge = true,
|
|
|
|
WModel = "models/weapons/w_eq_flashbang.mdl",
|
|
HoldType = "grenade",
|
|
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, 0 },
|
|
|
|
Features = "grenade",
|
|
}
|
|
|
|
end
|
|
|
|
do -- Equipment, nothing here is guaranteed.
|
|
|
|
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",
|
|
}
|
|
|
|
end
|
|
|
|
-- Ammo generator
|
|
|
|
for class, data in SortedPairs( WEAPONS ) do
|
|
if data.Features == "firearm" then
|
|
WEAPONS["mag_" .. class] = {
|
|
Name = "MAG: " .. WEAPONS[class].Name,
|
|
Description = "Magazine for the " .. WEAPONS[class].Name .. ".",
|
|
Type = "magazine",
|
|
|
|
WModel = "models/weapons/w_pist_glock18.mdl",
|
|
HoldType = "slam",
|
|
|
|
Ammo = WEAPONS[class].Ammo,
|
|
|
|
Features = "magazine",
|
|
}
|
|
end
|
|
end |