110 lines
2.6 KiB
Lua
110 lines
2.6 KiB
Lua
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AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "'Blaster' Shotgun"
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SWEP.Slot = 3
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SWEP.SlotPos = 0
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SWEP.ViewModelFlip = false
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SWEP.HUD3DPos = Vector(4, -3.5, -1.2)
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SWEP.HUD3DAng = Angle(90, 0, -30)
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SWEP.HUD3DScale = 0.02
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SWEP.HUD3DBone = "SS.Grip.Dummy"
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "shotgun"
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SWEP.ViewModel = "models/weapons/v_supershorty/v_supershorty.mdl"
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SWEP.WorldModel = "models/weapons/w_supershorty.mdl"
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SWEP.ReloadDelay = 0.4
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SWEP.Primary.Sound = Sound("Weapon_Shotgun.Single")
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SWEP.Primary.Damage = 12
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SWEP.Primary.NumShots = 7
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SWEP.Primary.Delay = 0.8
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SWEP.Primary.ClipSize = 6
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "buckshot"
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GAMEMODE:SetupDefaultClip(SWEP.Primary)
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SWEP.ConeMax = 0.18
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SWEP.ConeMin = 0.155
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SWEP.WalkSpeed = SPEED_SLOWER
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SWEP.reloadtimer = 0
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SWEP.nextreloadfinish = 0
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function SWEP:Reload()
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if self.reloading then return end
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if self:Clip1() < self.Primary.ClipSize and 0 < self.Owner:GetAmmoCount(self.Primary.Ammo) then
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self:SetNextPrimaryFire(CurTime() + self.ReloadDelay)
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self.reloading = true
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self.reloadtimer = CurTime() + self.ReloadDelay
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self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
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self.Owner:RestartGesture(ACT_HL2MP_GESTURE_RELOAD_SHOTGUN)
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end
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self:SetIronsights(false)
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end
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function SWEP:Think()
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if self.reloading and self.reloadtimer < CurTime() then
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self.reloadtimer = CurTime() + self.ReloadDelay
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self:SendWeaponAnim(ACT_VM_RELOAD)
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self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)
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self:SetClip1(self:Clip1() + 1)
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self:EmitSound("Weapon_Shotgun.Reload")
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if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then
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self.nextreloadfinish = CurTime() + self.ReloadDelay
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self.reloading = false
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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end
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end
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local nextreloadfinish = self.nextreloadfinish
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if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then
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self:EmitSound("Weapon_M3.Pump")
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self:SendWeaponAnim(ACT_SHOTGUN_PUMP)
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self.nextreloadfinish = 0
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end
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if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then
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self:SetIronsights(false)
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end
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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if self:Clip1() <= 0 then
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self:EmitSound("Weapon_Shotgun.Empty")
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self:SetNextPrimaryFire(CurTime() + 0.25)
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return false
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end
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if self.reloading then
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if 0 < self:Clip1() then
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self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)
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else
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self:SendWeaponAnim(ACT_VM_IDLE)
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end
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self.reloading = false
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self:SetNextPrimaryFire(CurTime() + 0.25)
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return false
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end
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return true
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end
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function SWEP:SecondaryAttack()
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end
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