842 lines
19 KiB
Lua
842 lines
19 KiB
Lua
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---------------------
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-- Your Name is Benny
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---------------------
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ITEMS = {}
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local itemmeta = {}
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function itemmeta:__tostring()
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return "ItemDef [" .. self.ClassName .. "]"
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end
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local ITEMHELPER = {
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Get = function( self, key )
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return self.key
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end,
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GetRaw = function( self, key )
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return rawget( self, key )
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end,
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}
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function itemmeta.__index( self, key )
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if ITEMHELPER[key] then return ITEMHELPER[key] end
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if rawget(self, "BaseClass") then
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return rawget(self, "BaseClass")[key]
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end
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end
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function AddItem( itemname, item )
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if item then
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ITEMS[itemname] = item
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item.ClassName = itemname
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item.BaseClass = ITEMS[item.Base]
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setmetatable( item, itemmeta )
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else
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return ITEMS[itemname]
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end
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end
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AddItem( "base", {
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PrintName = "Base Item",
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Description = "Beginning item base.",
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Category = "base",
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Vars = {
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["Float"] = {
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"Acquisition",
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"HolsterIn",
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},
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},
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HoldType = "slam",
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["Initialize"] = function( class, ent, handler )
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print( class, "Initialized base initialization" )
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end,
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["Deploy"] = function( class, ent, handler )
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end,
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["Holster"] = function( class, ent, handler )
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end,
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["Attack"] = function( class, ent, handler )
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end,
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["AttackAlt"] = function( class, ent, handler )
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end,
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["Think"] = function( class, ent, handler )
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end,
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["Reload"] = function( class, ent, handler )
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end,
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})
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local AnimationLookup = {
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["fire"] = {
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["handgun"] = "handgun_fire",
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["rifle"] = "rifle_fire",
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},
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["reload"] = {
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["handgun"] = "handgun_reload",
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["rifle"] = "rifle_reload",
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},
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["reload_rack"] = {
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["handgun"] = "handgun_reload_rack",
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["rifle"] = "rifle_reload_rack",
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},
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["reload_insert"] = {
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["handgun"] = "handgun_reload_insert",
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["rifle"] = "rifle_reload_insert",
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},
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["deploy"] = {
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["handgun"] = "handgun_deploy",
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["rifle"] = "rifle_deploy",
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},
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["holster"] = {
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["handgun"] = "handgun_holster",
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["rifle"] = "holster_handgun",
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},
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}
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AddItem( "base_firearm", {
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PrintName = "Base Firearm",
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Description = "Item base for firearms.",
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Category = "base",
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Base = "base",
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FirearmHelper = true,
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Vars = {
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["Bool"] = {
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"Loaded",
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},
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["Int"] = {
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"Clip",
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"BurstCount",
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"Firemode",
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},
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["Float"] = {
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"Delay",
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"DelayBurst",
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"RefillTime",
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"Accuracy_Reset",
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"Accuracy_Amount",
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"DelayReload",
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},
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},
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HoldType = "rpg",
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Delay = 0.1,
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Pellets = 1,
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Accuracy = 1,
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ClipSize = 15,
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BurstCount = math.huge,
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BurstRunaway = false,
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BurstAuto = false,
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BurstDelay = 0,
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FireSound = "benny/weapons/m16a2/01.ogg",
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MagOutSound = "benny/weapons/m16a2/magout.ogg",
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MagInSound = "benny/weapons/m16a2/magin.ogg",
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BoltDropSound = "benny/weapons/m16a2/cock.ogg",
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BoltPullSound = "benny/weapons/fnc/cock.ogg",
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["Initialize"] = function( class, ent, handler )
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ITEMS["base"].Initialize( class, ent, handler )
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ent:SetClip( class.ClipSize )
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ent:SetLoaded(true)
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print( class, "Initialized a firearm" )
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end,
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["Think"] = function( class, ent, handler )
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local InProcess = ent:GetBurstCount() > 0
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local Topped = ent:GetBurstCount() == class.BurstCount
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
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if Runaway and InProcess and !Topped then
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class["Attack"]( class, ent, handler )
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else
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if !Firedown then
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if !Topped and InProcess then
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ent:SetDelayBurst( CurTime() + class.BurstDelay )
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end
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ent:SetBurstCount( 0 )
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end
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if Topped and BAuto then
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ent:SetBurstCount( 0 )
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ent:SetDelayBurst( CurTime() + class.BurstDelay )
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end
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end
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if ent:GetRefillTime() != 0 and ent:GetRefillTime() <= CurTime() then
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ent:SetClip( class.ClipSize )
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ent:SetRefillTime( 0 )
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end
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end,
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["Attack"] = function( class, ent, handler )
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if ent:GetClip() <= 0 then return end
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if ent:GetDelay() > CurTime() then return end
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if ent:GetDelayBurst() > CurTime() then return end
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if ent:GetBurstCount() >= class.BurstCount then return end
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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ent:SetBurstCount( ent:GetBurstCount() + 1 )
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if ent:GetBurstCount() >= class.BurstCount then
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ent:SetDelayBurst( CurTime() + class.BurstDelay )
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if BAuto then
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ent:SetBurstCount( 0 )
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end
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end
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ent:SetClip( ent:GetClip() - 1 )
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if ent:GetClip() == 0 then
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handler:EmitSound( "benny/weapons/1911/slidedrop.ogg", 70, 100, 0.4, CHAN_STATIC )
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end
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ent:SetDelay( CurTime() + class.Delay )
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handler:EmitSound( istable(class.FireSound) and TSelShared(class.FireSound, "FireSound") or class.FireSound, 140, 100, 0.4, CHAN_STATIC )
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local acc = math.rad( class.Accuracy or 0 )
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local p = handler:GetOwner()
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p:LagCompensation(true)
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handler:FireBullets( {
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Attacker = p,
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Damage = 1,
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Force = 1,
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Num = class.Pellets,
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Dir = p:GetAimVector(),
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Src = p:GetShootPos(),
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Spread = Vector( acc, acc, 0 ),
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} )
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p:LagCompensation(false)
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["fire"][class.HoldType] ), 0, true )
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end
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ent:PlayAnimation( ent:LookupSequence("fire") )
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end,
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["Reload"] = function( class, ent, handler )
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--if ent:GetClip() >= class.ClipSize then return end
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--handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
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--ent:SetRefillTime( CurTime() + 0.1 )
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--handler:EmitSound( "benny/weapons/basic.ogg", 70, 100, 0.4, CHAN_STATIC )
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if ent:GetDelay() > CurTime() then return end
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local ply = handler:GetOwner()
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local time = 0.6
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if ent:GetLoaded() then
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handler:EmitSound( class.MagOutSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( false )
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ent:SetClip( 0 )
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload"][class.HoldType] ), 0, true )
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end
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time = 0.4
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ent:PlayAnimation( ent:LookupSequence("magout") )
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else
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handler:EmitSound( class.MagInSound, 70, 100, 0.4, CHAN_STATIC )
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ent:SetLoaded( true )
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ent:SetRefillTime( CurTime() + 0.5 )
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["reload_insert"][class.HoldType] ), 0, true )
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end
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time = 0.8
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ent:PlayAnimation( ent:LookupSequence("magin") )
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end
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ent:SetDelay( CurTime() + time )
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end,
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["Deploy"] = function( class, ent, handler )
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handler:EmitSound( "weapons/usp/usp_slideback.wav", 70, 125, 0.4, CHAN_STATIC )
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ent:SetDelay( CurTime() + 0.5 )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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end
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end,
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["Holster"] = function( class, ent, handler )
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ent:SetRefillTime( 0 )
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handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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ent:SetDelay( CurTime() + 0.25 )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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end
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end,
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})
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AddItem( "base_firearm_ubgl", {
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PrintName = "Base Firearm w/ UBGL",
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Description = "Item base for firearms that include grenade launchers.",
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Category = "base",
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Base = "base_firearm",
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Vars = {
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["Int"] = {
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"Clip2",
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},
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["Float"] = {
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"Delay2",
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"DelayBurst2",
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"RefillTime2",
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"Accuracy_Reset2",
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"Accuracy_Amount2",
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},
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},
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Delay2 = 0.25,
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ClipSize2 = 4,
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["Initialize"] = function( class, ent, handler )
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ITEMS["base_firearm"].Initialize( class, ent, handler )
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ent:SetClip2( class.ClipSize2 )
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end,
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["Attack"] = function( class, ent, handler )
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if ent:GetFiremode() == 1 then
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class:Attack2( ent, handler )
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else
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ITEMS["base_firearm"].Attack( class, ent, handler )
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end
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end,
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["Reload"] = function( class, ent, handler )
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if ent:GetFiremode() == 1 then
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class:Reload2( ent, handler )
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else
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ITEMS["base_firearm"].Reload( class, ent, handler )
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end
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end,
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["Alt"] = function( class, ent, handler )
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ent:SetFiremode( ent:GetFiremode() == 1 and 0 or 1 )
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end,
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["Think"] = function( class, ent, handler )
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ITEMS["base_firearm"].Think( class, ent, handler )
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if ent:GetRefillTime2() != 0 and ent:GetRefillTime2() <= CurTime() then
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ent:SetClip2( class.ClipSize2 )
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ent:SetRefillTime2( 0 )
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end
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end,
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["Reload2"] = function( class, ent, handler )
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if ent:GetClip2() >= class.ClipSize2 then return end
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if ent:GetDelay2() > CurTime() then return end
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handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
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ent:SetDelay2( CurTime() + 0.25 )
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ent:SetRefillTime2( CurTime() + 0.1 )
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end,
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["Attack2"] = function( class, ent, handler )
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if ent:GetClip2() <= 0 then return end
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if ent:GetDelay2() > CurTime() then return end
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if ent:GetDelayBurst2() > CurTime() then return end
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if ent:GetBurstCount() >= class.BurstCount then return end
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ent:SetClip2( ent:GetClip2() - 1 )
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ent:SetDelay2( CurTime() + class.Delay2 )
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handler:EmitSound( "weapons/ar2/ar2_altfire.wav", 140, 100, 0.4, CHAN_STATIC )
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end,
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})
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AddItem( "satchels", {
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PrintName = "#Item.satchels.Name",
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Description = "#Item.satchels.Description",
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Category = "utility",
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Base = "base",
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Model = "models/benny/weapons/testgun.mdl",
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HoldType = "handgun",
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Vars = {
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["Float"] = {
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"Delay",
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},
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},
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["Attack"] = function( class, ent, handler )
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.5 )
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if SERVER then
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for k, v in ipairs( ents.FindByClass( "b-satchel" ) ) do
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if v:GetOwner() == ent:GetOwner() then
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v:Detonate()
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end
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end
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end
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end,
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["AttackAlt"] = function( class, ent, handler )
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.5 )
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local ply = ent:GetOwner()
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if SERVER then
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local bomb = ents.Create("b-satchel")
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bomb:SetPos( ply:EyePos() + (ply:GetAimVector() * 32) )
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bomb:SetAngles( ply:EyeAngles() )
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bomb:SetOwner( ply )
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bomb:Spawn()
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local phy = bomb:GetPhysicsObject()
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phy:SetVelocity( ply:GetAimVector() * 400 )
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phy:SetAngleVelocity( Vector( 0, 360, 0 ) )
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end
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end,
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})
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AddItem( "toolgun", {
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PrintName = "#Item.toolgun.Name",
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Description = "#Item.toolgun.Description",
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Category = "dev",
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Base = "base",
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Model = "models/benny/weapons/testgun.mdl",
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HoldType = "handgun",
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Vars = {
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["Float"] = {
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"Delay",
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},
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["Int"] = {
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"BurstCount",
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},
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},
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["Attack"] = function( class, ent, handler )
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if ent:GetBurstCount() >= 1 then return end
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.1 )
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ent:SetBurstCount( ent:GetBurstCount() + 1 )
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handler:EmitSound("weapons/airboat/airboat_gun_lastshot1.wav", 100, 100, 1, CHAN_STATIC)
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if SERVER then
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local p = handler:GetOwner()
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local tr = p:GetEyeTrace()
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if lol then
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local summon = ents.Create( "b-npc_human" )
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summon:SetPos( tr.HitPos + tr.HitNormal )
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local ang = Angle( 0, p:EyeAngles().y+0, 0 )
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summon:SetAngles( ang )
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summon:Spawn()
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else
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local summon = ents.Create( "benny_domflag" )
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summon:SetPos( tr.HitPos )
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local ang = Angle( 0, 0, 0 )
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summon:SetAngles( ang )
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summon:Spawn()
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end
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end
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end,
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["AttackAlt"] = function( class, ent, handler )
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if ent:GetDelay() > CurTime() then return end
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ent:SetDelay( CurTime() + 0.5 )
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end,
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["Reload"] = function( class, ent, handler )
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end,
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["Think"] = function( class, ent, handler )
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if ent:GetBurstCount() > 0 and !handler:GetOwner():KeyDown( IN_ATTACK ) then
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ent:SetBurstCount( 0 )
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end
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end,
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["Deploy"] = function( class, ent, handler )
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ent:SetDelay( CurTime() + 0.5 )
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local ply = handler:GetOwner()
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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end,
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["Holster"] = function( class, ent, handler )
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ent:SetDelay( CurTime() + 0.25 )
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local ply = handler:GetOwner()
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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end,
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})
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do -- Handguns
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AddItem( "mk23", {
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PrintName = "#Item.mk23.Name",
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Description = "#Item.mk23.Description",
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Category = "pistol",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_mk23.mdl",
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HoldType = "handgun",
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ClipSize = 12,
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Delay = (60/350),
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FireSound = {
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"benny/weapons/usp/01.ogg",
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"benny/weapons/usp/02.ogg",
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"benny/weapons/usp/03.ogg",
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},
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MagOutSound = "benny/weapons/usp/magout.ogg",
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MagInSound = "benny/weapons/usp/magin.ogg",
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BoltDropSound = "benny/weapons/usp/slidedrop.ogg",
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BoltPullSound = "benny/weapons/glock/cock.ogg",
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Accuracy = 5/60,
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BurstCount = 1,
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Accuracy_Add = 0.5,
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Accuracy_Reset = 0.4,
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Accuracy_Decay = 5,
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})
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AddItem( "cz75", {
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PrintName = "CZ-75",
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Description = "9mm handgun",
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Category = "pistol",
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Base = "base_firearm",
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Model = "models/benny/weapons/test_cz75.mdl",
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HoldType = "handgun",
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ClipSize = 17,
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|
Delay = (60/480),
|
|
FireSound = {
|
|
"benny/weapons/m92/01.ogg",
|
|
"benny/weapons/m92/02.ogg",
|
|
"benny/weapons/m92/03.ogg",
|
|
},
|
|
MagOutSound = "benny/weapons/m92/magout.ogg",
|
|
MagInSound = "benny/weapons/m92/magin.ogg",
|
|
BoltDropSound = "benny/weapons/m92/slidedrop.ogg",
|
|
BoltPullSound = "benny/weapons/glock/cock.ogg",
|
|
|
|
Accuracy = 5/60,
|
|
BurstCount = 1,
|
|
Accuracy_Add = 0.5,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 5,
|
|
})
|
|
|
|
AddItem( "g18", {
|
|
PrintName = "G18",
|
|
Description = "automatic 9mm handgun",
|
|
Category = "pistol",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_g18.mdl",
|
|
HoldType = "handgun",
|
|
|
|
ClipSize = 33,
|
|
Delay = (60/1000),
|
|
FireSound = {
|
|
"benny/weapons/glock/01.ogg",
|
|
"benny/weapons/glock/02.ogg",
|
|
"benny/weapons/glock/03.ogg",
|
|
},
|
|
MagOutSound = "benny/weapons/glock/magout.ogg",
|
|
MagInSound = "benny/weapons/glock/magin.ogg",
|
|
BoltDropSound = "benny/weapons/glock/cock.ogg",
|
|
BoltPullSound = "benny/weapons/glock/cock.ogg",
|
|
|
|
Accuracy = 5/60,
|
|
--BurstCount = 1,
|
|
Accuracy_Add = 0.5,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 5,
|
|
})
|
|
|
|
end
|
|
|
|
do -- Rifles
|
|
|
|
AddItem( "fnc", {
|
|
PrintName = "#Item.fnc.Name",
|
|
Description = "#Item.fnc.Description",
|
|
Category = "assaultrifle",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_fnc.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 30,
|
|
Delay = (60/750),
|
|
FireSound = {
|
|
"benny/weapons/m16a2/01.ogg",
|
|
"benny/weapons/m16a2/02.ogg",
|
|
"benny/weapons/m16a2/03.ogg",
|
|
},
|
|
|
|
Accuracy = 1,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
|
|
AddItem( "oicw", {
|
|
PrintName = "#Item.oicw.Name",
|
|
Description = "#Item.oicw.Description",
|
|
Category = "assaultrifle",
|
|
Base = "base_firearm_ubgl",
|
|
|
|
Model = "models/benny/weapons/test_oicw.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 30,
|
|
Delay = (60/800),
|
|
FireSound = {
|
|
"benny/weapons/stoner63/01.ogg",
|
|
"benny/weapons/stoner63/02.ogg",
|
|
"benny/weapons/stoner63/03.ogg",
|
|
},
|
|
|
|
Accuracy = 1,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
|
|
AddItem( "qbz", {
|
|
PrintName = "#Item.qbz.Name",
|
|
Description = "#Item.qbz.Description",
|
|
Category = "assaultrifle",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_qbz.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 30,
|
|
Delay = (60/750),
|
|
FireSound = {
|
|
"benny/weapons/stoner63/01.ogg",
|
|
"benny/weapons/stoner63/02.ogg",
|
|
"benny/weapons/stoner63/03.ogg",
|
|
},
|
|
|
|
Accuracy = 1,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
|
|
AddItem( "m16a2", {
|
|
PrintName = "#Item.m16a2.Name",
|
|
Description = "#Item.m16a2.Description",
|
|
Category = "assaultrifle",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_m16a2.mdl",--"models/weapons/w_rif_m16a2.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 30,
|
|
Delay = (60/900),
|
|
BurstCount = 3,
|
|
BurstRunaway = true,
|
|
BurstAuto = true,
|
|
BurstDelay = 0.2,
|
|
FireSound = {
|
|
"benny/weapons/m16a2/01.ogg",
|
|
"benny/weapons/m16a2/02.ogg",
|
|
"benny/weapons/m16a2/03.ogg",
|
|
},
|
|
|
|
Accuracy = 1,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
|
|
end
|
|
|
|
do -- MGs
|
|
AddItem( "qbb", {
|
|
PrintName = "#Item.qbb.Name",
|
|
Description = "#Item.qbb.Description",
|
|
Category = "machinegun",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_qbb.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 75,
|
|
Delay = (60/750),
|
|
FireSound = {
|
|
"benny/weapons/stoner63/01.ogg",
|
|
"benny/weapons/stoner63/02.ogg",
|
|
"benny/weapons/stoner63/03.ogg",
|
|
},
|
|
|
|
Accuracy = 1,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
end
|
|
|
|
do -- SMGs
|
|
|
|
AddItem( "tmp", {
|
|
PrintName = "#Item.tmp.Name",
|
|
Description = "#Item.tmp.Description",
|
|
Category = "smg",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_tmp.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "handgun",
|
|
|
|
ClipSize = 20,
|
|
Delay = (60/850),
|
|
FireSound = {
|
|
"benny/weapons/tmp/01.ogg",
|
|
"benny/weapons/tmp/02.ogg",
|
|
"benny/weapons/tmp/03.ogg",
|
|
},
|
|
})
|
|
|
|
AddItem( "mp7", {
|
|
PrintName = "#Item.mp7.Name",
|
|
Description = "#Item.mp7.Description",
|
|
Category = "smg",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_mp7.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "handgun",
|
|
|
|
ClipSize = 20,
|
|
Delay = (60/950),
|
|
FireSound = {
|
|
"benny/weapons/mp7/01.ogg",
|
|
"benny/weapons/mp7/02.ogg",
|
|
"benny/weapons/mp7/03.ogg",
|
|
},
|
|
})
|
|
|
|
AddItem( "mp5k", {
|
|
PrintName = "#Item.mp5k.Name",
|
|
Description = "#Item.mp5k.Description",
|
|
Category = "smg",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_mp5k.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "handgun",
|
|
|
|
ClipSize = 20,
|
|
Delay = (60/750),
|
|
FireSound = {
|
|
"benny/weapons/mp5k/01.ogg",
|
|
"benny/weapons/mp5k/02.ogg",
|
|
"benny/weapons/mp5k/03.ogg",
|
|
},
|
|
})
|
|
|
|
AddItem( "mac11", {
|
|
PrintName = "#Item.mac11.Name",
|
|
Description = "#Item.mac11.Description",
|
|
Category = "smg",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/benny/weapons/test_mac10.mdl",--"models/weapons/w_rif_ar556.mdl",
|
|
HoldType = "handgun",
|
|
|
|
ClipSize = 20,
|
|
Delay = (60/1000),
|
|
FireSound = {
|
|
"benny/weapons/mac11/01.ogg",
|
|
"benny/weapons/mac11/02.ogg",
|
|
"benny/weapons/mac11/03.ogg",
|
|
},
|
|
})
|
|
|
|
end
|
|
|
|
do -- Shotguns
|
|
|
|
AddItem( "spas12", {
|
|
PrintName = "#Item.spas12.Name",
|
|
Description = "#Item.spas12.Description",
|
|
Category = "shotgun",
|
|
Base = "base_firearm",
|
|
|
|
Model = "models/weapons/w_shotgun.mdl",
|
|
HoldType = "rifle",
|
|
|
|
ClipSize = 8,
|
|
Pellets = 8,
|
|
Delay = 0.4,
|
|
BurstCount = 1,
|
|
FireSound = {
|
|
"benny/weapons/spas12/01.ogg",
|
|
"benny/weapons/spas12/02.ogg",
|
|
"benny/weapons/spas12/03.ogg",
|
|
},
|
|
MagOutSound = "benny/weapons/spas12/magout-01.ogg",
|
|
MagInSound = "benny/weapons/spas12/magout-02.ogg",
|
|
BoltDropSound = "benny/weapons/spas12/magin.ogg",
|
|
BoltPullSound = "benny/weapons/glock/magin.ogg",
|
|
|
|
Accuracy = 8,
|
|
Accuracy_Add = 0.4,
|
|
Accuracy_Reset = 0.4,
|
|
Accuracy_Decay = 12,
|
|
})
|
|
|
|
end
|
|
|
|
-- bat
|
|
-- bat_wood
|
|
-- machete
|
|
-- kabar
|
|
-- baton
|
|
|
|
-- deagle
|
|
-- cz75a
|
|
-- glock
|
|
-- 1911
|
|
-- mk23
|
|
-- nambu
|
|
-- anaconda
|
|
|
|
-- tmp
|
|
-- mp7
|
|
-- mp5k
|
|
-- mac11
|
|
-- bizon
|
|
-- chicom
|
|
|
|
-- fnc
|
|
-- qbz
|
|
-- m16a2
|
|
|
|
for ID, Data in pairs(ITEMS) do
|
|
local tent = {}
|
|
tent.Base = "b-itembase"
|
|
tent.PrintName = Data.PrintName or ID
|
|
tent.ID = ID
|
|
tent.Class = ITEMS[ID]
|
|
tent.Spawnable = true
|
|
tent.AdminOnly = false
|
|
tent.Category = "Other"
|
|
|
|
-- print("aei_" .. ID)
|
|
scripted_ents.Register( tent, "b-item_" .. ID )
|
|
end |