-- Variables that are used on both client and server SWEP.Gun = ("bobs_blacklisted") SWEP.Category = "" 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 = "you're holding a blacklisted weapon!" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 1 -- Position in the slot SWEP.DrawAmmo = false -- 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 = false -- set false if you want no crosshair SWEP.Weight = 0 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = false -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "normal" -- 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.SelectiveFire = false SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_hands.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_suitcase_passenger.mdl" -- Weapon world model SWEP.Base = "bobs_gun_base" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.FiresUnderwater = false SWEP.Primary.Sound = ("") -- Script that calls the primary fire sound SWEP.Primary.RPM = 1 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 0 -- Size of a clip SWEP.Primary.DefaultClip = 0 -- Bullets you start with SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "false" -- 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 = 0 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.Primary.NumShots = 0 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 0 -- Base damage per bullet SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(0,0,0) SWEP.IronSightsAng = Vector(0, 0, 0) SWEP.SightsPos = Vector(0,0,0) SWEP.SightsAng = Vector(0, 0, 0) SWEP.RunSightsPos = Vector (0,0,0) SWEP.RunSightsAng = Vector (0,0,0) SWEP.BlackListed = true function SWEP:PrimaryAttack() self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED") end function SWEP:SecondaryAttack() self.Owner:PrintMessage(HUD_PRINTCENTER, "THIS WEAPON HAS BEEN BLACKLISTED") end function SWEP:Think() end