AddCSLuaFile() SWEP.Base = "weapon_zs_baseshotgun" SWEP.PrintName = "'Annabelle' Rifle" SWEP.Description = "This rifle loads rounds individually, at the cost of being not perfectly accurate." if CLIENT then SWEP.ViewModelFlip = false SWEP.IronSightsPos = Vector(-8.8, 10, 4.32) SWEP.IronSightsAng = Vector(1.4, 0.1, 5) SWEP.HUD3DBone = "ValveBiped.Gun" SWEP.HUD3DPos = Vector(1.75, 1, -5) SWEP.HUD3DAng = Angle(180, 0, 0) SWEP.HUD3DScale = 0.015 end SWEP.HoldType = "ar2" SWEP.ViewModel = "models/weapons/c_annabelle.mdl" SWEP.WorldModel = "models/weapons/w_annabelle.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.Sound = Sound("Weapon_Shotgun.Single") SWEP.Primary.Damage = 74 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 0.9 SWEP.ReloadDelay = 0.4 SWEP.Primary.ClipSize = 5 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "357" SWEP.Primary.DefaultClip = 25 SWEP.ConeMax = 4 SWEP.ConeMin = 0.25 SWEP.ReloadSound = Sound("Weapon_Shotgun.Reload") SWEP.PumpSound = Sound("Weapon_Shotgun.Special1") SWEP.WalkSpeed = SPEED_SLOW SWEP.Tier = 2 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.5, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.05, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.1, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Annabelle' Birdshot Rifle", "Fires a spread of less accurate shots that deal more total damage", function(wept) wept.Primary.Damage = wept.Primary.Damage / 5 wept.Primary.NumShots = 6 wept.ConeMin = wept.ConeMin * 8 wept.ConeMax = wept.ConeMax * 2 end) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 75, math.random(95, 103), 0.8) self:EmitSound("weapons/shotgun/shotgun_fire6.wav", 75, math.random(78, 81), 0.65, CHAN_WEAPON + 20) end function SWEP:SecondaryAttack() if self:GetNextSecondaryFire() <= CurTime() and not self:GetOwner():IsHolding() and self:GetReloadFinish() == 0 then self:SetIronsights(true) end end function SWEP:Think() if self:GetIronsights() and not self:GetOwner():KeyDown(IN_ATTACK2) then self:SetIronsights(false) end self.BaseClass.Think(self) end