-- Variables that are used on both client and server SWEP.Gun = ("m9k_m202") -- 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 Specialties" 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 = "M202" -- Weapon name (Shown on HUD) SWEP.Slot = 4 -- Slot in the weapon selection menu SWEP.SlotPos = 32 -- 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 = 30 -- 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 = "rpg" -- 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 ar2 make for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_M202.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl" -- Weapon world model SWEP.ShowWorldModel = false SWEP.Base = "bobs_gun_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("") -- Script that calls the primary fire sound SWEP.Primary.RPM = 300 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 4 -- Size of a clip SWEP.Primary.DefaultClip = 4 -- 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 = true -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "RPG_Round" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug SWEP.Primary.Round = ("m9k_m202_rocket") --NAME OF ENTITY GOES HERE SWEP.Secondary.IronFOV = 40 -- How much you 'zoom' in. Less is more! 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 --none of this matters for IEDs and other ent-tossing sweps -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector (-4.7089, 1.2661, -0.3572) SWEP.IronSightsAng = Vector (-0.1801, 0.985, 0) SWEP.SightsPos = Vector (-4.7089, 1.2661, -0.3572) SWEP.SightsAng = Vector (-0.1801, 0.985, 0) SWEP.RunSightsPos = Vector (7.3256, 6.8881, -4.8875) SWEP.RunSightsAng = Vector (-15.596, 53.0059, -11.98) SWEP.WElements = { ["m202"] = { type = "Model", model = "models/weapons/w_m202.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(13.255, 1.021, -2.869), angle = Angle(180, 90, -11.981), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } --and now to the nasty parts of this swep... function SWEP:PrimaryAttack() if self:CanPrimaryAttack() and not self.Owner:KeyPressed(IN_SPEED) then self:FireRocket() self.Weapon:EmitSound("M202F.single") self.Weapon:TakePrimaryAmmo(1) self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) end self:CheckWeaponsAndAmmo() end function SWEP:FireRocket() local aim = self.Owner:GetAimVector() local side = aim:Cross(Vector(0,0,1)) local up = side:Cross(aim) local pos = self.Owner:GetShootPos() + side * 5 + up * .5 if SERVER then local rocket = ents.Create(self.Primary.Round) if !rocket:IsValid() then return false end rocket:SetAngles(aim:Angle()+Angle(0,0,0)) rocket:SetPos(pos) rocket:SetOwner(self.Owner) rocket:Spawn() rocket:Activate() end end function SWEP:Reload() self.Weapon:DefaultReload(ACT_VM_DRAW) if !self.Owner:IsNPC() then self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end if SERVER and self.Weapon != nil then if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then self.Owner:SetFOV( 0, 0.3 ) self:SetIronsights(false) self.Weapon:SetNWBool("Reloading", true) end local waitdammit = (self.Owner:GetViewModel():SequenceDuration()) timer.Simple(waitdammit + .1, function() if IsValid(self.Weapon) and IsValid(self.Owner) then if self.Owner:Alive() and self.Owner:GetActiveWeapon():GetClass() == self.Gun then self.Weapon:SetNWBool("Reloading", false) if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then if CLIENT then return end if self.Scoped == false then self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 ) self.IronSightsPos = self.SightsPos -- Bring it up self.IronSightsAng = self.SightsAng -- Bring it up self:SetIronsights(true, self.Owner) self.DrawCrosshair = false else return end elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second self.IronSightsPos = self.RunSightsPos -- Hold it down self.IronSightsAng = self.RunSightsAng -- Hold it down self:SetIronsights(true, self.Owner) -- Set the ironsight true self.Owner:SetFOV( 0, 0.3 ) else return end end end end) end end function SWEP:SecondaryAttack() end function SWEP:CheckWeaponsAndAmmo() if SERVER and self.Weapon != nil and (GetConVar("M9KWeaponStrip"):GetBool()) then if self.Weapon:Clip1() == 0 && self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) == 0 then timer.Simple(.1, function() if SERVER then if not IsValid(self) then return end if not IsValid(self.Owner) then return end self.Owner:StripWeapon(self.Gun) end end) end end end 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