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