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lua/weapons/weapon_vj_spas12/shared.lua
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110
lua/weapons/weapon_vj_spas12/shared.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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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Base = "weapon_vj_base"
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SWEP.PrintName = "SPAS-12"
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SWEP.Author = "DrVrej"
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SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
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SWEP.Purpose = "This weapon is made for Players and NPCs"
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SWEP.Instructions = "Controls are like a regular weapon."
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SWEP.Category = "VJ Base"
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-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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if CLIENT then
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SWEP.Slot = 3 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
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SWEP.UseHands = true
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end
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_NextPrimaryFire = 0.9 -- Next time it can use primary fire
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SWEP.NPC_CustomSpread = 2.5 -- This is added on top of the custom spread that's set inside the SNPC! | Starting from 1: Closer to 0 = better accuracy, Farther than 1 = worse accuracy
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SWEP.NPC_ExtraFireSound = {"vj_weapons/perform_shotgunpump.wav"} -- Plays an extra sound after it fires (Example: Bolt action sound)
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SWEP.NPC_FiringDistanceScale = 0.5 -- Changes how far the NPC can fire | 1 = No change, x < 1 = closer, x > 1 = farther
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_shotgun.mdl"
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SWEP.WorldModel = "models/weapons/w_shotgun.mdl"
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SWEP.HoldType = "shotgun"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = 4 -- Damage
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SWEP.Primary.PlayerDamage = "Double" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage
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SWEP.Primary.Force = 1 -- Force applied on the object the bullet hits
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SWEP.Primary.NumberOfShots = 7 -- How many shots per attack?
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SWEP.Primary.ClipSize = 6 -- Max amount of bullets per clip
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SWEP.Primary.Cone = 12 -- How accurate is the bullet? (Players)
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SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
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SWEP.Primary.Automatic = true -- Is it automatic?
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SWEP.Primary.Ammo = "Buckshot" -- Ammo type
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SWEP.Primary.Sound = {"vj_weapons/hl2_shotgun/shotgun_single1.wav"}
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SWEP.Primary.DistantSound = {"vj_weapons/hl2_shotgun/shotgun_single_dist.wav"}
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SWEP.PrimaryEffects_MuzzleAttachment = 1
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SWEP.PrimaryEffects_ShellAttachment = 2
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SWEP.PrimaryEffects_ShellType = "VJ_Weapon_ShotgunShell1"
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-- ====== Secondary Fire Variables ====== --
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SWEP.Secondary.Automatic = true -- Is it automatic?
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SWEP.Secondary.Ammo = "Buckshot" -- Ammo type
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-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.HasReloadSound = true -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play!
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SWEP.ReloadSound = {"weapons/shotgun/shotgun_reload1.wav","weapons/shotgun/shotgun_reload2.wav","weapons/shotgun/shotgun_reload3.wav"}
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SWEP.Reload_TimeUntilAmmoIsSet = 0.3 -- Time until ammo is set to the weapon
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnPrimaryAttack_AfterShoot()
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local owner = self:GetOwner()
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if IsValid(owner) && owner:IsPlayer() then
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timer.Simple(0.2, function()
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if IsValid(self) && IsValid(owner) && owner:IsPlayer() then
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self:EmitSound(Sound("weapons/shotgun/shotgun_cock.wav"), 80, 100)
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local animTime = VJ_GetSequenceDuration(owner:GetViewModel(), ACT_SHOTGUN_PUMP)
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self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
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self.NextIdleT = CurTime() + animTime
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self.NextReloadT = CurTime() + animTime
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end
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end)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnSecondaryAttack()
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if self:Clip1() > 1 then
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self.Primary.Delay = 1
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self.Primary.Cone = 20
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self.Primary.NumberOfShots = 14
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self.Primary.TakeAmmo = 2
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self.NextIdle_PrimaryAttack = 1
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self.AnimTbl_PrimaryFire = {ACT_VM_SECONDARYATTACK}
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end
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self:PrimaryAttack()
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self.Primary.Delay = 0.8
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self.Primary.Cone = 12
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self.Primary.NumberOfShots = 7
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self.Primary.TakeAmmo = 1
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self.NextIdle_PrimaryAttack = 0.8
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self.AnimTbl_PrimaryFire = {ACT_VM_PRIMARYATTACK}
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self:SetNextSecondaryFire(CurTime() + 1)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnReload_Finish()
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local owner = self:GetOwner()
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if !owner:IsPlayer() then return true end
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self:GetOwner():RemoveAmmo(1, self.Primary.Ammo)
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self:SetClip1(self:Clip1() + 1)
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if self.Primary.ClipSize > self:Clip1() then
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timer.Simple(0.1, function()
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if IsValid(self) && IsValid(self:GetOwner()) then
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self.Reloading = false
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self:Reload()
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end
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end)
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end
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return false
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end
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