Benny/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua

243 lines
5.0 KiB
Lua

do -- Sound definitions
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( "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( "Deagle.Cock", "benny/weapons/deagle/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Unload", "benny/weapons/unload.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.Deploy", "benny/weapons/common/magpouch.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.Holster", "benny/weapons/common/magpouchin.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC )
AddSound( "Common.ReloadFail", "benny/hud/reloadfail.ogg", 70, 100, 0.1, CHAN_STATIC )
end
do -- Bases
ItemDef("base", {
Name = "Base Item",
Category = "base",
Type = "base",
Description = "Base of everything",
WModel = "models/weapons/w_357.mdl",
Speed_Move = 1,
Speed_Aiming = 1,
Speed_Reloading = 1,
Speed_Firing = 1,
Speed_FiringTime = 0.2,
ShootHolsterTime = 0,
Func_Attack = function( self, hand )
end,
Func_Attack2 = function( self, hand )
end,
Func_Reload = function( self, hand )
end,
Func_Deploy = function( self, hand )
end,
Func_HolsterStart = function( self, hand )
end,
Func_HolsterFinish = function( self, hand )
end,
})
ItemDef("base_firearm", {
Name = "Base Firearm",
Category = "base",
Base = "base",
Description = "Base for firearms",
Features = "firearm",
WModel = "models/weapons/w_pistol.mdl",
HoldType = "pistol",
-- Firearm specific
Firemodes = {
{
Mode = 1,
},
},
Damage = 0,
AmmoStd = 1,
Pellets = 1,
Delay = 60/600,
Spread = 0,
SpreadAdd = 0,
SpreadAddMax = 1,
SpreadDecay_Start = 1,
SpreadDecay_End = 2,
SpreadDecay_RampTime = 1,
Reload_MagOut = 0.2,
Reload_MagIn = 0.8,
Reload_MagIn_Bonus1 = 0.56,
Reload_MagIn_Bonus2 = 0.56+0.1,
Func_Attack = function( self, hand )
end,
})
ItemDef("base_melee", {
Name = "Base Melee",
Category = "base",
Base = "base",
Description = "Base for melee weapons",
Features = "firearm",
WModel = "models/weapons/w_pistol.mdl",
HoldType = "pistol",
-- Firearm specific
Firemodes = {
{
Mode = 1,
},
},
Damage = 0,
Delay = 60/600,
Spread = 0,
SpreadAdd = 0,
SpreadAddMax = 1,
SpreadDecay_Start = 1,
SpreadDecay_End = 2,
SpreadDecay_RampTime = 1,
Func_Attack = function( self, hand )
end,
})
ItemDef("base_grenade", {
Name = "Base Grenade",
Category = "grenade",
Base = "base",
Description = "Base for grenades",
Features = "grenade",
WModel = "models/weapons/w_grenade.mdl",
HoldType = "slam",
})
ItemDef("base_magazine", {
Name = "Base Magazine",
Category = "magazine",
Base = "base",
Description = "Base for magazines",
Features = "magazine",
WModel = "models/weapons/w_slam.mdl",
HoldType = "slam",
})
end
do -- Pistols
ItemDef("deagle", {
Name = "DEAGLE",
Description = "Autoloading .50 caliber pistol.",
Base = "base_firearm",
Category = "pistol",
WModel = "models/weapons/w_pist_deagle.mdl",
HoldType = "revolver",
Sound_Fire = "Anaconda.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_MagOut = "Anaconda.MagOut",
Sound_MagIn = "Anaconda.MagIn",
Sound_Cock = "Deagle.Cock",
--
AmmoStd = 7,
AutoGenMag = true,
Delay = (60/180),
Firemodes = FIREMODE_SEMI,
Damage = 47,
Spread = 30/60,
SpreadAdd = 4,
SpreadAddMax = 15,
SpreadDecay_Start = 8,
SpreadDecay_End = 25,
SpreadDecay_RampTime = 0.5,
Speed_Move = 0.95,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
Speed_FiringTime = 0.5,
})
end
for i, v in SortedPairs( WEAPONS ) do
if v.AutoGenMag then
ItemDef("mag_" .. i, {
Name = "MAG: " .. v.Name,
Base = "base_magazine",
Ammo = v.AmmoStd,
})
end
end
--[[
ItemDef("deagle", {
Name = "DEAGLE",
Description = "Autoloading .50 caliber pistol.",
Base = "base_firearm",
Type = "pistol",
Icon = Material( "benny/weapons/mk23.png", "smooth" ),
WModel = "models/weapons/w_pist_deagle.mdl",
HoldType = "revolver",
GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, 0.5 },
GestureDraw = { ACT_HL2MP_GESTURE_RELOAD_REVOLVER, 0.8 },
Sound_Fire = "Anaconda.Fire",
Sound_DryFire = "Common.Dryfire.Pistol",
Sound_MagOut = "Anaconda.MagOut",
Sound_MagIn = "Anaconda.MagIn",
Sound_Cock = "Deagle.Cock",
Delay = (60/180),
Firemodes = FIREMODE_SEMI,
Damage = 47,
Spread = 30/60,
SpreadAdd = 4,
SpreadAddMax = 15,
SpreadDecay_Start = 8,
SpreadDecay_End = 25,
SpreadDecay_RampTime = 0.5,
Speed_Move = 0.95,
Speed_Aiming = 0.95,
Speed_Reloading = 0.95,
Speed_Firing = 0.95,
Speed_FiringTime = 0.5,
Features = "firearm",
})
]]