--[[ | 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/ --]] AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "ai_translations.lua" ) AddCSLuaFile( "sh_anim.lua" ) AddCSLuaFile( "shared.lua" ) include( "ai_translations.lua" ) include( "sh_anim.lua" ) include( "shared.lua" ) SWEP.Weight = 5 -- Decides whether we should switch from/to this SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon --[[--------------------------------------------------------- Name: OnRestore Desc: The game has just been reloaded. This is usually the right place to call the GetNW* functions to restore the script's values. -----------------------------------------------------------]] function SWEP:OnRestore() end --[[--------------------------------------------------------- Name: AcceptInput Desc: Accepts input, return true to override/accept input -----------------------------------------------------------]] function SWEP:AcceptInput( name, activator, caller, data ) return false end --[[--------------------------------------------------------- Name: KeyValue Desc: Called when a keyvalue is added to us -----------------------------------------------------------]] function SWEP:KeyValue( key, value ) end --[[--------------------------------------------------------- Name: Equip Desc: A player or NPC has picked the weapon up -----------------------------------------------------------]] function SWEP:Equip( newOwner ) end --[[--------------------------------------------------------- Name: EquipAmmo Desc: The player has picked up the weapon and has taken the ammo from it The weapon will be removed immediately after this call. -----------------------------------------------------------]] function SWEP:EquipAmmo( newOwner ) end --[[--------------------------------------------------------- Name: OnDrop Desc: Weapon was dropped -----------------------------------------------------------]] function SWEP:OnDrop() end --[[--------------------------------------------------------- Name: ShouldDropOnDie Desc: Should this weapon be dropped when its owner dies? -----------------------------------------------------------]] function SWEP:ShouldDropOnDie() return true end --[[--------------------------------------------------------- Name: GetCapabilities Desc: For NPCs, returns what they should try to do with it. -----------------------------------------------------------]] function SWEP:GetCapabilities() return CAP_WEAPON_RANGE_ATTACK1 end --[[--------------------------------------------------------- Name: NPCShoot_Secondary Desc: NPC tried to fire secondary attack -----------------------------------------------------------]] function SWEP:NPCShoot_Secondary( shootPos, shootDir ) self:SecondaryAttack() end --[[--------------------------------------------------------- Name: NPCShoot_Secondary Desc: NPC tried to fire primary attack -----------------------------------------------------------]] function SWEP:NPCShoot_Primary( shootPos, shootDir ) self:PrimaryAttack() end -- These tell the NPC how to use the weapon AccessorFunc( SWEP, "fNPCMinBurst", "NPCMinBurst" ) AccessorFunc( SWEP, "fNPCMaxBurst", "NPCMaxBurst" ) AccessorFunc( SWEP, "fNPCFireRate", "NPCFireRate" ) AccessorFunc( SWEP, "fNPCMinRestTime", "NPCMinRest" ) AccessorFunc( SWEP, "fNPCMaxRestTime", "NPCMaxRest" )