2014-10-02 08:49:54 +08:00
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AddCSLuaFile()
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2018-05-02 06:32:59 +08:00
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DEFINE_BASECLASS("weapon_zs_base")
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2014-10-02 08:49:54 +08:00
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2018-05-02 06:32:59 +08:00
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SWEP.PrintName = "'Tosser' SMG"
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SWEP.Description = "A relatively simple SMG with a decent fire rate and reload speed."
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SWEP.Slot = 2
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SWEP.SlotPos = 0
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2014-10-02 08:49:54 +08:00
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2018-05-02 06:32:59 +08:00
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if CLIENT then
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2014-10-02 08:49:54 +08:00
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SWEP.HUD3DBone = "ValveBiped.base"
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SWEP.HUD3DPos = Vector(1.5, 0.25, -2)
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SWEP.HUD3DScale = 0.02
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SWEP.ViewModelFlip = false
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SWEP.ViewModelFOV = 60
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "smg"
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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.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.ReloadSound = Sound("Weapon_SMG1.Reload")
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SWEP.Primary.Sound = Sound("Weapon_AR2.NPC_Single")
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2018-05-02 06:32:59 +08:00
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SWEP.Primary.Damage = 14
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2014-10-02 08:49:54 +08:00
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SWEP.Primary.NumShots = 1
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SWEP.Primary.Delay = 0.15
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2018-05-02 06:32:59 +08:00
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SWEP.Primary.ClipSize = 24
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2014-10-02 08:49:54 +08:00
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "smg1"
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GAMEMODE:SetupDefaultClip(SWEP.Primary)
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SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1
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SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SMG1
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2018-05-02 06:32:59 +08:00
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SWEP.ReloadSpeed = 0.78
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SWEP.FireAnimSpeed = 0.55
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2014-10-02 08:49:54 +08:00
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2018-05-02 06:32:59 +08:00
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SWEP.ConeMax = 4.5
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SWEP.ConeMin = 2.5
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2014-10-02 08:49:54 +08:00
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SWEP.IronSightsPos = Vector(-6.425, 5, 1.02)
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2018-05-02 06:32:59 +08:00
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.015)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Thrower' Burst SMG", "Increased damage but makes the tosser burst fire", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 1.1
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wept.Primary.Delay = wept.Primary.Delay * 3.9
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wept.Primary.BurstShots = 3
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wept.PrimaryAttack = function(self)
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if not self:CanPrimaryAttack() then return end
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self:SetNextPrimaryFire(CurTime() + self:GetFireDelay())
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self:EmitFireSound()
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self:SetNextShot(CurTime())
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self:SetShotsLeft(self.Primary.BurstShots)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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wept.Think = function(self)
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BaseClass.Think(self)
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local shotsleft = self:GetShotsLeft()
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if shotsleft > 0 and CurTime() >= self:GetNextShot() then
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self:SetShotsLeft(shotsleft - 1)
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self:SetNextShot(CurTime() + self:GetFireDelay()/6)
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if self:Clip1() > 0 and self:GetReloadFinish() == 0 then
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self:EmitFireSound()
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self:TakeAmmo()
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self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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else
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self:SetShotsLeft(0)
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end
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end
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end
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end)
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function SWEP:SetNextShot(nextshot)
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self:SetDTFloat(5, nextshot)
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end
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function SWEP:GetNextShot()
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return self:GetDTFloat(5)
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end
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function SWEP:SetShotsLeft(shotsleft)
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self:SetDTInt(1, shotsleft)
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end
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function SWEP:GetShotsLeft()
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return self:GetDTInt(1)
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end
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