mirror of
https://github.com/lifestorm/wnsrc.git
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70 lines
3.7 KiB
Lua
70 lines
3.7 KiB
Lua
--[[
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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 (!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 = "SMG1"
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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 = 2 -- 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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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_smg1.mdl"
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SWEP.WorldModel = "models/weapons/w_smg1.mdl"
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SWEP.HoldType = "smg"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_HasSecondaryFire = true -- Can the weapon have a secondary fire?
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SWEP.NPC_SecondaryFireSound = {"weapons/ar2/ar2_altfire.wav"} -- The sound it plays when the secondary fire is used
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = 5 -- Damage
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SWEP.Primary.ClipSize = 45 -- Max amount of bullets per clip
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SWEP.Primary.Delay = 0.09 -- Time until it can shoot again
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SWEP.Primary.Automatic = true -- Is it automatic?
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SWEP.Primary.Ammo = "SMG1" -- Ammo type
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SWEP.Primary.Sound = {"vj_weapons/hl2_smg1/smg1_single1.wav","vj_weapons/hl2_smg1/smg1_single2.wav","vj_weapons/hl2_smg1/smg1_single3.wav"}
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SWEP.Primary.DistantSound = {"Weapon_SMG1.NPC_Single"}
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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_PistolShell1"
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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 = "SMG1_Grenade" -- 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/smg1/smg1_reload.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function SWEP:CustomOnSecondaryAttack()
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local owner = self:GetOwner()
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owner:ViewPunch(Angle(-self.Primary.Recoil *3, 0, 0))
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VJ_EmitSound(self, "weapons/ar2/ar2_altfire.wav", 85)
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local proj = ents.Create(self.NPC_SecondaryFireEnt)
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proj:SetPos(owner:GetShootPos())
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proj:SetAngles(owner:GetAimVector():Angle())
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proj:SetOwner(owner)
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proj:Spawn()
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proj:Activate()
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local phys = proj:GetPhysicsObject()
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if IsValid(phys) then
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phys:Wake()
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phys:SetVelocity(owner:GetAimVector() * 2000)
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end
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return true
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end |