-- Variables that are used on both client and server SWEP.Gun = ("m9k_coltpython") -- must be the name of your swep but NO CAPITALS! if (GetConVar(SWEP.Gun.."_allowed")) != nil then if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end end SWEP.Category = "M9K Pistols" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models SWEP.PrintName = "Colt Python" -- Weapon name (Shown on HUD) SWEP.Slot = 1 -- Slot in the weapon selection menu SWEP.SlotPos = 57 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = true -- set false if you want no crosshair SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "revolver" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles SWEP.ViewModelFOV = 65 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_pist_python.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_colt_python.mdl" -- Weapon world model SWEP.Base = "bobs_gun_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("Weapon_ColtPython.Single") -- Script that calls the primary fire sound SWEP.Primary.RPM = 115 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 6 -- Size of a clip SWEP.Primary.DefaultClip = 30 -- Bullets you start with SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "357" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.Primary.NumShots = 1 --how many bullets to shoot, use with shotguns SWEP.Primary.Damage = 29 --base damage, scaled by game SWEP.Primary.Spread = .02 --define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .01 -- has to be the same as primary.spread -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(-2.743, -1.676, 1.796) SWEP.IronSightsAng = Vector(0.611, 0.185, 0) SWEP.SightsPos = Vector(-2.743, -1.676, 1.796) SWEP.SightsAng = Vector(0.611, 0.185, 0) SWEP.RunSightsPos = Vector(2.124, -9.365, -3.987) SWEP.RunSightsAng = Vector(48.262, -8.214, 0) if GetConVar("M9KDefaultClip") == nil then print("M9KDefaultClip is missing! You may have hit the lua limit!") else if GetConVar("M9KDefaultClip"):GetInt() != -1 then SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt() end end if GetConVar("M9KUniqueSlots") != nil then if not (GetConVar("M9KUniqueSlots"):GetBool()) then SWEP.SlotPos = 2 end end