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lua/weapons/weapon_flechettegun.lua
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127
lua/weapons/weapon_flechettegun.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if ( !IsMounted( "ep2" ) ) then return end
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AddCSLuaFile()
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SWEP.PrintName = "#GMOD_FlechetteGun"
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SWEP.Author = "garry"
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SWEP.Purpose = "Shoot flechettes with primary attack."
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SWEP.Slot = 1
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SWEP.SlotPos = 2
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SWEP.Spawnable = true
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SWEP.ViewModel = Model( "models/weapons/c_smg1.mdl" )
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SWEP.WorldModel = Model( "models/weapons/w_smg1.mdl" )
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SWEP.ViewModelFOV = 54
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SWEP.UseHands = true
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.DrawAmmo = false
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SWEP.AdminOnly = true
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game.AddParticles( "particles/hunter_flechette.pcf" )
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game.AddParticles( "particles/hunter_projectile.pcf" )
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local ShootSound = Sound( "NPC_Hunter.FlechetteShoot" )
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function SWEP:Initialize()
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self:SetHoldType( "smg" )
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end
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function SWEP:Reload()
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end
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function SWEP:CanBePickedUpByNPCs()
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return true
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end
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function SWEP:PrimaryAttack()
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self:SetNextPrimaryFire( CurTime() + 0.1 )
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self:EmitSound( ShootSound )
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self:ShootEffects()
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if ( CLIENT ) then return end
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SuppressHostEvents( NULL ) -- Do not suppress the flechette effects
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local ent = ents.Create( "hunter_flechette" )
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if ( !IsValid( ent ) ) then return end
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local owner = self:GetOwner()
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local Forward = owner:GetAimVector()
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ent:SetPos( owner:GetShootPos() + Forward * 32 )
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ent:SetAngles( owner:EyeAngles() )
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ent:SetOwner( owner )
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ent:Spawn()
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ent:Activate()
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ent:SetVelocity( Forward * 2000 )
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end
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function SWEP:SecondaryAttack()
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-- TODO: Reimplement the old rollermine secondary attack?
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end
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function SWEP:ShouldDropOnDie()
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return false
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end
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function SWEP:GetNPCRestTimes()
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-- Handles the time between bursts
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-- Min rest time in seconds, max rest time in seconds
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return 0.3, 0.6
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end
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function SWEP:GetNPCBurstSettings()
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-- Handles the burst settings
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-- Minimum amount of shots, maximum amount of shots, and the delay between each shot
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-- The amount of shots can end up lower than specificed
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return 1, 6, 0.1
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end
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function SWEP:GetNPCBulletSpread( proficiency )
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-- Handles the bullet spread based on the given proficiency
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-- return value is in degrees
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return 1
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end
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