-- Variables that are used on both client and server SWEP.Gun = ("m9k_dbarrel") -- 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 Shotguns" 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 = "Double Barrel Shotgun" -- Weapon name (Shown on HUD) SWEP.Slot = 3 -- Slot in the weapon selection menu SWEP.SlotPos = 21 -- 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 = "shotgun" -- 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 = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_doublebarrl.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_double_barrel_shotgun.mdl" -- Weapon world model SWEP.Base = "bobs_shotty_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.Sound = Sound("Double_Barrel.Single") -- script that calls the primary fire sound SWEP.Primary.RPM = 180 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 2 -- Size of a clip SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 5 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 5 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic/Semi Auto SWEP.Primary.Ammo = "buckshot" -- 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.ShellTime = .5 SWEP.Primary.NumShots = 18 -- How many bullets to shoot per trigger pull, AKA pellets SWEP.Primary.Damage = 10 -- Base damage per bullet SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns -- Because irons don't magically give you less pellet spread! -- 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(11.475, -7.705, -2.787) SWEP.RunSightsAng = Vector(0.574, 51.638, 5.737) SWEP.Secondary.Sound = Sound("dbarrel_dblast") function SWEP:SecondaryAttack() local timerName = "ShotgunReload_" .. self.Owner:UniqueID() if (timer.Exists(timerName)) then return end if self:CanPrimaryAttack() and self.Owner:IsPlayer() then if self.Weapon:Clip1() == 2 then if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then self:ShootBulletInformation2() self.Weapon:TakePrimaryAmmo(2) self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Weapon:EmitSound(self.Secondary.Sound) local fx = EffectData() fx:SetEntity(self.Weapon) fx:SetOrigin(self.Owner:GetShootPos()) fx:SetNormal(self.Owner:GetAimVector()) fx:SetAttachment(self.MuzzleAttachment) if GetConVar("M9KGasEffect") != nil then if GetConVar("M9KGasEffect"):GetBool() then util.Effect("m9k_rg_muzzle_rifle",fx) end end self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Owner:MuzzleFlash() self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60)) self:CheckWeaponsAndAmmo() self.RicochetCoin = (math.random(1,8)) if self.BoltAction then self:BoltBack() end end self.Owner:ViewPunch(Angle(-15, math.Rand(-20,-25), 0)) elseif self.Weapon:Clip1() == 1 then self.Weapon:PrimaryAttack() self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60)) elseif self.Weapon:Clip1() == 0 then self:Reload() end end end function SWEP:PrimaryAttack() local timerName = "ShotgunReload_" .. self.Owner:UniqueID() if (timer.Exists(timerName)) then return end if self:CanPrimaryAttack() and self.Owner:IsPlayer() then if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then self:ShootBulletInformation() self.Weapon:TakePrimaryAmmo(1) if self.Silenced then self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED ) self.Weapon:EmitSound(self.Primary.SilencedSound) else self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Weapon:EmitSound(self.Primary.Sound) end local fx = EffectData() fx:SetEntity(self.Weapon) fx:SetOrigin(self.Owner:GetShootPos()) fx:SetNormal(self.Owner:GetAimVector()) fx:SetAttachment(self.MuzzleAttachment) if GetConVar("M9KGasEffect") != nil then if GetConVar("M9KGasEffect"):GetBool() then util.Effect("m9k_rg_muzzle_rifle",fx) end end self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Owner:MuzzleFlash() self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) self:CheckWeaponsAndAmmo() self.RicochetCoin = (math.random(1,4)) if self.BoltAction then self:BoltBack() end end elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then self:ShootBulletInformation() self.Weapon:TakePrimaryAmmo(1) self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Weapon:EmitSound(self.Primary.Sound) self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Owner:MuzzleFlash() self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) self.RicochetCoin = (math.random(1,4)) end end function SWEP:ShootBulletInformation2() local CurrentDamage local CurrentRecoil local CurrentCone CurrentCone = self.Primary.Spread local damagedice = math.Rand(.85,1.3) CurrentDamage = self.Primary.Damage * damagedice CurrentRecoil = self.Primary.Recoil self:ShootBullet(CurrentDamage, CurrentRecoil, 31, .06) end /*--------------------------------------------------------- Name: SWEP:Reload() Desc: Reload is being pressed. ---------------------------------------------------------*/ function SWEP:Reload() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not self.Owner:IsPlayer() then return end local maxcap = self.Primary.ClipSize local spaceavail = self.Weapon:Clip1() local shellz = (maxcap) - (spaceavail) + 1 if (timer.Exists("ShotgunReload")) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end if self.Owner:IsPlayer() then self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- wait one second before you can shoot again self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim self.Owner:SetAnimation( PLAYER_RELOAD ) self.Owner.NextReload = CurTime() + 1 if (SERVER) then self.Owner:SetFOV( 0, 0.15 ) self:SetIronsights(false) end if SERVER and self.Owner:Alive() then local timerName = "ShotgunReload_" .. self.Owner:UniqueID() timer.Create(timerName, (self.ShellTime + .05), shellz, function() if not IsValid(self) then return end if IsValid(self.Owner) and IsValid(self.Weapon) then if self.Owner:Alive() then self:InsertShell() end end end) end elseif self.Owner:IsNPC() then self.Weapon:DefaultReload(ACT_VM_RELOAD) end end function SWEP:Think() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not self.Owner:IsPlayer() then return end if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end local timerName = "ShotgunReload_" .. self.Owner:UniqueID() --if the owner presses shoot while the timer is in effect, then... -- if (self.Owner:KeyPressed(IN_ATTACK)) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then -- if self:CanPrimaryAttack() then --well first, if we actually can attack, then... -- timer.Destroy(timerName) -- kill the timer, and -- self:PrimaryAttack()-- ATTAAAAACK! -- end -- end if self.InsertingShell == true and self.Owner:Alive() then vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works! vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer? vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess? self.InsertingShell = false -- You get paid for this, what's your excuse? end self:IronSight() end function SWEP:InsertShell() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not self.Owner:IsPlayer() then return end local timerName = "ShotgunReload_" .. self.Owner:UniqueID() if self.Owner:Alive() then local curwep = self.Owner:GetActiveWeapon() if curwep:GetClass() != self.Gun then timer.Destroy(timerName) return end if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then -- if clip is full or ammo is out, then... self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim timer.Destroy(timerName) -- kill the timer self.Weapon:SetNextPrimaryFire(CurTime()+.55) self.Weapon:SetNextSecondaryFire(CurTime()+.55) elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then self.InsertingShell = true --well, I tried! timer.Simple( .05, function() self:ShellAnimCaller() end) self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire end else timer.Destroy(timerName) -- kill the timer 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