Cooler UI, mossberg sound, reload better
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@ -12,6 +12,7 @@ function SWEP:Reload()
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self:SendWeaponAnim( ACT_VM_RELOAD )
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self:SendWeaponAnim( ACT_VM_RELOAD )
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self:GetOwner():GetViewModel():SetPlaybackRate( 2.5 )
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self:GetOwner():GetViewModel():SetPlaybackRate( 2.5 )
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self:SetDelayReload( CurTime() + self:SequenceDuration()/2.5 )
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self:SetDelayReload( CurTime() + self:SequenceDuration()/2.5 )
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self:SetClip1( self.Primary.ClipSize )
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self:SetRefillTime( CurTime() + self:SequenceDuration()/2.5 )
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--self:SetClip1( self.Primary.ClipSize )
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return true
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return true
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end
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end
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@ -28,4 +28,9 @@ function SWEP:Think()
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local up = self:GetDelay() > CurTime()-engine.TickInterval()
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local up = self:GetDelay() > CurTime()-engine.TickInterval()
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self:SetBubbleSpread( math.Approach( self:GetBubbleSpread(), up and 1 or 0, FrameTime()/(up and self.BubbleSpreadUp or self.BubbleSpreadDown) ) )
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self:SetBubbleSpread( math.Approach( self:GetBubbleSpread(), up and 1 or 0, FrameTime()/(up and self.BubbleSpreadUp or self.BubbleSpreadDown) ) )
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self:SetBubbleRecoil( math.Approach( self:GetBubbleRecoil(), up and 1 or 0, FrameTime()/(up and self.BubbleRecoilUp or self.BubbleRecoilDown) ) )
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self:SetBubbleRecoil( math.Approach( self:GetBubbleRecoil(), up and 1 or 0, FrameTime()/(up and self.BubbleRecoilUp or self.BubbleRecoilDown) ) )
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if self:GetRefillTime() != -1 and CurTime() >= self:GetRefillTime() then
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self:SetClip1( self.Primary.ClipSize )
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self:SetRefillTime( -1 )
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end
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end
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end
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@ -76,6 +76,8 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "Float", 4, "BubbleSpread" )
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self:NetworkVar( "Float", 4, "BubbleSpread" )
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self:NetworkVar( "Float", 5, "BubbleRecoil" )
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self:NetworkVar( "Float", 5, "BubbleRecoil" )
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self:NetworkVar( "Int", 0, "BurstCount" )
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self:NetworkVar( "Int", 0, "BurstCount" )
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self:SetRefillTime( -1 )
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end
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end
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SWEP.m_WeaponDeploySpeed = 10
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SWEP.m_WeaponDeploySpeed = 10
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@ -86,5 +88,6 @@ function SWEP:Deploy()
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return true
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return true
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end
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end
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function SWEP:Holster()
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function SWEP:Holster()
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self:SetRefillTime( -1 )
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return true
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return true
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end
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end
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@ -19,3 +19,16 @@ SWEP.Primary.ClipSize = 60
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SWEP.Delay = ( 60 / 700 )
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SWEP.Delay = ( 60 / 700 )
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SWEP.DamageClose = 25
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SWEP.DamageClose = 25
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SWEP.DamageFar = 13
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SWEP.DamageFar = 13
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SWEP.BubbleSpreadUp = 2
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SWEP.BubbleRecoilUp = 2
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SWEP.BubbleSpreadDown = 0.4
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SWEP.BubbleRecoilDown = 0.4
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SWEP.SpreadStart = 0.1
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SWEP.SpreadEnd = 4
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SWEP.RecoilUp = 33
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SWEP.RecoilSpeed = 60
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SWEP.RecoilDistStart = 1
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SWEP.RecoilDistEnd = 10
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@ -16,7 +16,7 @@ SWEP.Sound_Fire = {
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}
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}
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SWEP.Primary.ClipSize = 5
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SWEP.Primary.ClipSize = 5
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SWEP.Delay = ( 60 / 300 )
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SWEP.Delay = ( 60 / 180 )
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SWEP.MaxBurst = 1
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SWEP.MaxBurst = 1
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SWEP.DamageClose = 25
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SWEP.DamageClose = 25
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SWEP.DamageFar = 13
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SWEP.DamageFar = 13
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@ -9,7 +9,11 @@ SWEP.ViewModelFOV = 90
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SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl"
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SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl"
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SWEP.ActivePos = Vector( 2, -2, -2 )
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SWEP.ActivePos = Vector( 2, -2, -2 )
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SWEP.Sound_Shoot = "weapons/m3/m3-1.wav"
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SWEP.Sound_Fire = {
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"cnr/weapons/mossberg/fire-01.ogg",
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"cnr/weapons/mossberg/fire-02.ogg",
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"cnr/weapons/mossberg/fire-03.ogg",
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}
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SWEP.Primary.ClipSize = 4
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SWEP.Primary.ClipSize = 4
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SWEP.Delay = ( 60 / 80 )
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SWEP.Delay = ( 60 / 80 )
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@ -69,7 +69,27 @@ hook.Add("HUDPaint", "CNR_HUD", function()
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surface.SetDrawColor( color_white )
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "TIME", "CNR_HUD_3", b_x + b, b_y + s(4), color_black, TEXT_ALIGN_LEFT )
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draw.SimpleText( "TIME", "CNR_HUD_3", b_x + b, b_y + s(4), color_black, TEXT_ALIGN_LEFT )
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draw.SimpleText( string.FormattedTime( -CurTime()*1000, "%02i:%02i"), "CNR_HUD_4", b_x + b, b_y + s(12), color_black, TEXT_ALIGN_LEFT )
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local fuckhead = ""
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fuckhead = string.FormattedTime( -CurTime()*100, "%02i:%02i")
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local bump = 0
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for i=1, #fuckhead do
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local damnit = b_x + b
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local clean = 0
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if fuckhead[i] == "1" then
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clean = 2
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end
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draw.SimpleText( fuckhead[i], "CNR_HUD_4", damnit + s(bump) + s(clean), b_y + s(12), color_black, TEXT_ALIGN_LEFT )
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if fuckhead[i] == ":" then
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bump = bump + 5
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else
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bump = bump + 12
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end
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end
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end
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end
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do
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do
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@ -78,6 +98,38 @@ hook.Add("HUDPaint", "CNR_HUD", function()
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surface.SetDrawColor( color_white )
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surface.SetDrawColor( color_white )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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surface.DrawRect( b_x, b_y, b_w, b_h )
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draw.SimpleText( "$", "CNR_HUD_3", b_x + b, b_y + s(8), color_black, TEXT_ALIGN_LEFT )
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draw.SimpleText( "$", "CNR_HUD_3", b_x + b, b_y + s(8), color_black, TEXT_ALIGN_LEFT )
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draw.SimpleText( "100,000,000", "CNR_HUD_4", b_x + b_w - b, b_y, color_black, TEXT_ALIGN_RIGHT )
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local fuckhead = ""
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fuckhead = math.Round(CurTime()*100)
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fuckhead = string.Comma( fuckhead )
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local originalbump = 0
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for i=1, #fuckhead do
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if fuckhead[i] == "," then
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originalbump = originalbump + s(6)
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else
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originalbump = originalbump + s(12)
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end
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end
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local whatever = b_x + b_w - b - originalbump
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local bump = 0
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for i=1, #fuckhead do
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local damnit = whatever + s(bump)
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local clean = 0
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if fuckhead[i] == "1" then
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clean = 4
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elseif fuckhead[i] == "2" then
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clean = 0
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end
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draw.SimpleText( fuckhead[i], "CNR_HUD_4", damnit + s(clean), b_y, color_black, TEXT_ALIGN_LEFT )
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if fuckhead[i] == "," then
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bump = bump + 6
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else
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bump = bump + 12
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end
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end
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end
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end
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end)
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end)
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