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