--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] -- Copyright (c) 2018-2020 TFA Base Devs -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. -- This file contain aliases/slight modifications which do not deserve their own Lua file weapons.Register({ Base = "tfa_nade_base", AllowUnderhanded = true, }, "tfa_cssnade_base") weapons.Register({ Base = "tfa_gun_base", Shotgun = true, }, "tfa_shotty_base") weapons.Register({ Base = "tfa_gun_base", }, "tfa_akimbo_base") if SERVER then AddCSLuaFile("tfa/3dscoped_base.lua") end local SWEP_ = include("tfa/3dscoped_base.lua") local SWEP = table.Copy(SWEP_) SWEP.Secondary = {} SWEP.Secondary.ScopeZoom = 1 SWEP.Secondary.UseACOG = false SWEP.Secondary.UseMilDot = false SWEP.Secondary.UseSVD = false SWEP.Secondary.UseParabolic = false SWEP.Secondary.UseElcan = false SWEP.Secondary.UseGreenDuplex = false SWEP.RTScopeFOV = 6 SWEP.RTScopeAttachment = 3 --Anchor the scope shadow to this SWEP.Scoped = false SWEP.BoltAction = false SWEP.ScopeLegacyOrientation = false --used to align with eyeangles instead of vm angles SWEP.ScopeAngleTransforms = {} --{"P",1} --Pitch, 1 --{"Y",1} --Yaw, 1 --{"R",1} --Roll, 1 SWEP.ScopeOverlayTransforms = {0, 0} SWEP.ScopeOverlayTransformMultiplier = 0.8 SWEP.RTMaterialOverride = 1 SWEP.IronSightsSensitivity = 1 SWEP.ScopeShadow = nil SWEP.ScopeReticule = nil SWEP.ScopeDirt = nil SWEP.ScopeReticule_CrossCol = false SWEP.ScopeReticule_Scale = {1, 1} --[[End of Tweakable Parameters]]-- SWEP.Scoped_3D = true SWEP.BoltAction_3D = false SWEP.Base = "tfa_bash_base" weapons.Register(SWEP, "tfa_3dbash_base") SWEP = table.Copy(SWEP_) SWEP.Secondary = {} SWEP.Secondary.ScopeZoom = 0 SWEP.Secondary.UseACOG = false SWEP.Secondary.UseMilDot = false SWEP.Secondary.UseSVD = false SWEP.Secondary.UseParabolic = false SWEP.Secondary.UseElcan = false SWEP.Secondary.UseGreenDuplex = false SWEP.RTScopeFOV = 6 SWEP.RTScopeAttachment = 3 SWEP.Scoped = false SWEP.BoltAction = false SWEP.ScopeLegacyOrientation = false --used to align with eyeangles instead of vm angles SWEP.ScopeAngleTransforms = {} --{"P",1} --Pitch, 1 --{"Y",1} --Yaw, 1 --{"R",1} --Roll, 1 SWEP.ScopeOverlayTransforms = {0, 0} SWEP.ScopeOverlayTransformMultiplier = 0.8 SWEP.RTMaterialOverride = 1 SWEP.IronSightsSensitivity = 1 SWEP.ScopeShadow = nil SWEP.ScopeReticule = nil SWEP.ScopeDirt = nil SWEP.ScopeReticule_CrossCol = false SWEP.ScopeReticule_Scale = {1, 1} --[[End of Tweakable Parameters]]-- SWEP.Scoped_3D = true SWEP.BoltAction_3D = false SWEP.Base = "tfa_gun_base" weapons.Register(SWEP, "tfa_3dscoped_base") weapons.Register({ Base = "tfa_gun_base", Secondary = { ScopeZoom = 0, UseACOG = false, UseMilDot = false, UseSVD = false, UseParabolic = false, UseElcan = false, UseGreenDuplex = false, }, Scoped = true, BoltAction = false, }, "tfa_scoped_base") local ammo = { ["357"] = { Type = "anim", Base = "tfa_ammo_base", PrintName = "357", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/357ammo.mdl", AmmoCount = 25, AmmoType = "357", DrawText = true, TextColor = Color(225, 225, 225, 255), TextPosition = Vector(5, 0, 7.5), TextAngles = Vector(42, 90, 0), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 50, }, ar2 = { Type = "anim", Base = "tfa_ammo_base", PrintName = "Assault Ammo", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/BoxMRounds.mdl", AmmoCount = 100, AmmoType = "ar2", DrawText = true, TextColor = Color(5, 5, 5, 255), TextPosition = Vector(2, 1.5, 13.4), TextAngles = Vector(90, 90, 90), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 35, Text = "Assault Ammo", }, buckshot = { Type = "anim", Base = "tfa_ammo_base", PrintName = "Buckshot", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/BoxBuckshot.mdl", AmmoCount = 20, AmmoType = "buckshot", DrawText = true, TextColor = Color(225, 225, 225, 255), TextPosition = Vector(2, 3.54, 3), TextAngles = Vector(0, 90, 90), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 40, Text = "Buckshot", }, pistol = { Type = "anim", Base = "tfa_ammo_base", PrintName = "Pistol Rounds", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/BoxSRounds.mdl", AmmoCount = 100, AmmoType = "pistol", DrawText = true, TextColor = Color(255, 255, 255, 255), TextPosition = Vector(2, 1.5, 11.6), TextAngles = Vector(90, 90, 90), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 40, Text = "Pistol Rounds", }, smg = { Type = "anim", Base = "tfa_ammo_base", PrintName = "SMG Rounds", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/BoxSRounds.mdl", AmmoCount = 100, AmmoType = "smg1", DrawText = true, TextColor = Color(255, 255, 255, 255), TextPosition = Vector(2, 1.5, 11.6), TextAngles = Vector(90, 90, 90), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 20, Text = "SMG Rounds", }, smg1_grenade = { Type = "anim", Base = "tfa_ammo_base", PrintName = "SMG Grenade", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, MyModel = "models/items/tfa/ar2_grenade.mdl", AmmoType = "SMG1_Grenade", AmmoCount = 1, DamageThreshold = 15, }, smg1_grenade_large = { Type = "anim", Base = "tfa_ammo_base", PrintName = "SMG Grenades", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, MyModel = "models/items/tfa/boxar2grenades.mdl", AmmoType = "SMG1_Grenade", AmmoCount = 5, DamageThreshold = 55, }, sniper_rounds = { Type = "anim", Base = "tfa_ammo_base", PrintName = "Sniper Ammo", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/sniper_round_box.mdl", AmmoCount = 30, AmmoType = "SniperPenetratedRound", DrawText = true, TextColor = Color(185, 25, 25, 255), TextPosition = Vector(1, -1.45, 2.1), TextAngles = Vector(90, 0, 0), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 80, Text = "Sniper Rounds", TextScale = 0.5, }, winchester = { Type = "anim", Base = "tfa_ammo_base", PrintName = "Winchester Ammo", Category = "TFA Ammunition", Spawnable = true, AdminSpawnable = true, Class = "", MyModel = "models/Items/sniper_round_box.mdl", AmmoCount = 50, AmmoType = "AirboatGun", DrawText = true, TextColor = Color(185, 25, 25, 255), TextPosition = Vector(1, -1.45, 1.5), TextAngles = Vector(90, 0, 0), ShouldDrawShadow = true, ImpactSound = "Default.ImpactSoft", Damage = 30, Text = ".308", } } for ammoclass, ENT in pairs(ammo) do scripted_ents.Register(ENT, "tfa_ammo_" .. ammoclass) end