SWEP.Primary.Sound = Sound("Weapon_Pistol.Single") SWEP.Primary.Damage = 30 SWEP.Primary.KnockbackScale = 1 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 0.15 SWEP.ConeMax = 0.03 SWEP.ConeMin = 0.01 SWEP.ConeRamp = 2 SWEP.CSMuzzleFlashes = true SWEP.Primary.ClipSize = 8 SWEP.Primary.DefaultClip = 0 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "pistol" SWEP.RequiredClip = 1 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.WalkSpeed = SPEED_NORMAL SWEP.HoldType = "pistol" SWEP.IronSightsHoldType = "ar2" SWEP.IronSightsPos = Vector(0, 0, 0) SWEP.EmptyWhenPurchased = true function SWEP:Initialize() if not self:IsValid() then return end --??? self:SetWeaponHoldType(self.HoldType) self:SetDeploySpeed(1.1) -- Maybe we didn't want to convert the weapon to the new system... if self.Cone then self.ConeMin = self.ConeIronCrouching self.ConeMax = self.ConeMoving self.ConeRamp = 2 end if CLIENT then self:CheckCustomIronSights() self:Anim_Initialize() end end function SWEP:GetCone() if not self.Owner:OnGround() or self.ConeMax == self.ConeMin then return self.ConeMax end local basecone = self.ConeMin local conedelta = self.ConeMax - basecone local multiplier = math.min(self.Owner:GetVelocity():Length() / self.WalkSpeed, 1) * 0.5 if not self.Owner:Crouching() then multiplier = multiplier + 0.25 end if not self:GetIronsights() then multiplier = multiplier + 0.25 end return basecone + conedelta * multiplier ^ self.ConeRamp end function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) self:EmitFireSound() self:TakeAmmo() self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone()) self.IdleAnimation = CurTime() + self:SequenceDuration() end function SWEP:GetWalkSpeed() if self:GetIronsights() then return math.min(self.WalkSpeed, math.max(90, self.WalkSpeed * 0.5)) end return self.WalkSpeed end function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound) end function SWEP:SetIronsights(b) self:SetDTBool(0, b) if self.IronSightsHoldType then if b then self:SetWeaponHoldType(self.IronSightsHoldType) else self:SetWeaponHoldType(self.HoldType) end end gamemode.Call("WeaponDeployed", self.Owner, self) end function SWEP:Deploy() self:SetNextReload(0) gamemode.Call("WeaponDeployed", self.Owner, self) self:SetIronsights(false) if self.PreHolsterClip1 then local diff = self:Clip1() - self.PreHolsterClip1 self:SetClip1(self.PreHolsterClip1) if SERVER then self.Owner:GiveAmmo(diff, self.Primary.Ammo, true) end self.PreHolsterClip1 = nil end if self.PreHolsterClip2 then local diff = self:Clip2() - self.PreHolsterClip2 self:SetClip2(self.PreHolsterClip2) if SERVER then self.Owner:GiveAmmo(diff, self.Secondary.Ammo, true) end self.PreHolsterClip2 = nil end self.IdleAnimation = CurTime() + self:SequenceDuration() if CLIENT then self:CheckCustomIronSights() end return true end function SWEP:Holster() if self:ValidPrimaryAmmo() then self.PreHolsterClip1 = self:Clip1() end if self:ValidSecondaryAmmo() then self.PreHolsterClip2 = self:Clip2() end if CLIENT then self:Anim_Holster() end return true end function SWEP:TakeAmmo() self:TakePrimaryAmmo(self.RequiredClip) end function SWEP:Reload() if self.Owner:IsHolding() then return end if self:GetIronsights() then self:SetIronsights(false) end if self:GetNextReload() <= CurTime() and self:DefaultReload(ACT_VM_RELOAD) then self.IdleAnimation = CurTime() + self:SequenceDuration() self:SetNextReload(self.IdleAnimation) self.Owner:DoReloadEvent() if self.ReloadSound then self:EmitSound(self.ReloadSound) end end end function SWEP:GetIronsights() return self:GetDTBool(0) end function SWEP:CanPrimaryAttack() if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end if self:Clip1() < self.RequiredClip then self:EmitSound("Weapon_Pistol.Empty") self:SetNextPrimaryFire(CurTime() + math.max(0.25, self.Primary.Delay)) return false end return self:GetNextPrimaryFire() <= CurTime() end function SWEP:SecondaryAttack() if self:GetNextSecondaryFire() <= CurTime() and not self.Owner:IsHolding() then self:SetIronsights(true) end end function SWEP:OnRestore() self:SetIronsights(false) end local tempknockback function SWEP:StartBulletKnockback() tempknockback = {} end function SWEP:EndBulletKnockback() tempknockback = nil end function SWEP:DoBulletKnockback(scale) for ent, prevvel in pairs(tempknockback) do local curvel = ent:GetVelocity() ent:SetVelocity(curvel * -1 + (curvel - prevvel) * scale + prevvel) end end function GenericBulletCallback(attacker, tr, dmginfo) local ent = tr.Entity if ent:IsValid() then if ent:IsPlayer() then if ent:Team() == TEAM_UNDEAD and tempknockback then tempknockback[ent] = ent:GetVelocity() end else local phys = ent:GetPhysicsObject() if ent:GetMoveType() == MOVETYPE_VPHYSICS and phys:IsValid() and phys:IsMoveable() then ent:SetPhysicsAttacker(attacker) end end end end function SWEP:SendWeaponAnimation() self:SendWeaponAnim(ACT_VM_PRIMARYATTACK) end SWEP.BulletCallback = GenericBulletCallback function SWEP:ShootBullets(dmg, numbul, cone) local owner = self.Owner --owner:MuzzleFlash() self:SendWeaponAnimation() owner:DoAttackEvent() self:StartBulletKnockback() owner:FireBullets({Num = numbul, Src = owner:GetShootPos(), Dir = owner:GetAimVector(), Spread = Vector(cone, cone, 0), Tracer = 1, TracerName = self.TracerName, Force = dmg * 0.1, Damage = dmg, Callback = self.BulletCallback}) self:DoBulletKnockback(self.Primary.KnockbackScale * 0.05) self:EndBulletKnockback() end local ActIndex = { [ "pistol" ] = ACT_HL2MP_IDLE_PISTOL, [ "smg" ] = ACT_HL2MP_IDLE_SMG1, [ "grenade" ] = ACT_HL2MP_IDLE_GRENADE, [ "ar2" ] = ACT_HL2MP_IDLE_AR2, [ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN, [ "rpg" ] = ACT_HL2MP_IDLE_RPG, [ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN, [ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW, [ "melee" ] = ACT_HL2MP_IDLE_MELEE, [ "slam" ] = ACT_HL2MP_IDLE_SLAM, [ "normal" ] = ACT_HL2MP_IDLE, [ "fist" ] = ACT_HL2MP_IDLE_FIST, [ "melee2" ] = ACT_HL2MP_IDLE_MELEE2, [ "passive" ] = ACT_HL2MP_IDLE_PASSIVE, [ "knife" ] = ACT_HL2MP_IDLE_KNIFE, [ "duel" ] = ACT_HL2MP_IDLE_DUEL, [ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER } function SWEP:SetWeaponHoldType( t ) t = string.lower( t ) local index = ActIndex[ t ] if ( index == nil ) then Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" ) t = "normal" index = ActIndex[ t ] end self.ActivityTranslate = {} self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index self.ActivityTranslate [ ACT_MP_WALK ] = index+1 self.ActivityTranslate [ ACT_MP_RUN ] = index+2 self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3 self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4 self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5 self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5 self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6 self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6 self.ActivityTranslate [ ACT_MP_JUMP ] = index+7 self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8 self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] = index+8 self.ActivityTranslate [ ACT_MP_SWIM ] = index+9 -- "normal" jump animation doesn't exist if t == "normal" then self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM end -- these two aren't defined in ACTs for whatever reason if t == "knife" || t == "melee2" then self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil end end SWEP:SetWeaponHoldType("pistol") function SWEP:TranslateActivity(act) if self:GetIronsights() and self.ActivityTranslateIronSights then return self.ActivityTranslateIronSights[act] or -1 end return self.ActivityTranslate and self.ActivityTranslate[act] or -1 end