AddCSLuaFile() SWEP.PrintName = "'Jackhammer' Drum Shotgun" SWEP.Description = "An automatic drum shotgun with a large clip size." if CLIENT then SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 59 SWEP.HUD3DBone = "v_weapon.galil" SWEP.HUD3DPos = Vector(1.3, -0.3, 2) SWEP.HUD3DScale = 0.018 SWEP.VElements = { ["t4_shot_part+++++++"] = { type = "Model", model = Model("models/props_pipes/concrete_pipe001a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, 11, 1.5), angle = Angle(90, 0, 0), size = Vector(0.032, 0.009, 0.009), color = Color(30, 30, 30, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part++++++"] = { type = "Model", model = Model("models/props_pipes/pipe02_straight01_long.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, 13, -0.801), angle = Angle(0, 0, 0), size = Vector(0.17, 0.55, 0.17), color = Color(40, 40, 40, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part++++"] = { type = "Model", model = Model("models/props_wasteland/controlroom_filecabinet002a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -13, 0.618), angle = Angle(0, 0, 100), size = Vector(0.039, 0.15, 0.009), color = Color(60, 60, 60, 255), surpresslightning = false, material = "phoenix_storms/metalfloor_2-3", skin = 0, bodygroup = {} }, ["t4_shot_part+++"] = { type = "Model", model = Model("models/props_junk/ibeam01a_cluster01.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -7.301, 0.66), angle = Angle(180, -90, 0), size = Vector(0.059, 0.029, 0.039), color = Color(47, 22, 1, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["t4_shot_part++"] = { type = "Model", model = Model("models/props_combine/combine_interface003.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -6.301, 2.799), angle = Angle(180, -90, 0), size = Vector(0.059, 0.022, 0.059), color = Color(79, 100, 135, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal", skin = 0, bodygroup = {} }, ["t4_shot_part+++++"] = { type = "Model", model = Model("models/props_wasteland/laundry_washer001a.mdl"), bone = "v_weapon.magazine", rel = "", pos = Vector(0, -0.801, 3), angle = Angle(0, 0, 0), size = Vector(0.054, 0.054, 0.07), color = Color(50, 50, 50, 255), surpresslightning = false, material = "models/props_canal/canal_bridge_railing_01c", skin = 0, bodygroup = {} }, ["t4_shot_part+"] = { type = "Model", model = Model("models/props_combine/combine_train02a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part", pos = Vector(24.5, 4.38, -4.1), angle = Angle(180, 90, 0), size = Vector(0.013, 0.024, 0.009), color = Color(60, 60, 60, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part"] = { type = "Model", model = Model("models/weapons/c_pistol.mdl"), bone = "v_weapon.galil", rel = "", pos = Vector(4.4, -5, -19.8), angle = Angle(90, 0, -90), size = Vector(0.8, 0.8, 1.21), color = Color(60, 60, 60, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} } } SWEP.WElements = { ["t4_shot_part++++++"] = { type = "Model", model = Model("models/props_pipes/pipe02_straight01_long.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, 13, -0.801), angle = Angle(0, 0, 0), size = Vector(0.17, 0.3, 0.17), color = Color(30, 30, 30, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part+++++++"] = { type = "Model", model = Model("models/props_pipes/concrete_pipe001a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, 11, 1.5), angle = Angle(90, 0, 0), size = Vector(0.032, 0.009, 0.009), color = Color(30, 30, 30, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part++++"] = { type = "Model", model = Model("models/props_wasteland/controlroom_filecabinet002a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -13, 0.618), angle = Angle(0, 0, 100), size = Vector(0.039, 0.15, 0.009), color = Color(60, 60, 60, 255), surpresslightning = false, material = "phoenix_storms/metalfloor_2-3", skin = 0, bodygroup = {} }, ["t4_shot_part+++"] = { type = "Model", model = Model("models/props_junk/ibeam01a_cluster01.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -7.301, 0.66), angle = Angle(180, -90, 0), size = Vector(0.059, 0.029, 0.039), color = Color(47, 22, 1, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["t4_shot_part++"] = { type = "Model", model = Model("models/props_combine/combine_interface003.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, -6.301, 2.799), angle = Angle(180, -90, 0), size = Vector(0.059, 0.029, 0.059), color = Color(79, 100, 135, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal", skin = 0, bodygroup = {} }, ["t4_shot_part+++++"] = { type = "Model", model = Model("models/props_wasteland/laundry_washer001a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part+", pos = Vector(0, 5, 2), angle = Angle(0, 0, 90), size = Vector(0.054, 0.054, 0.07), color = Color(50, 50, 50, 255), surpresslightning = false, material = "models/props_canal/canal_bridge_railing_01c", skin = 0, bodygroup = {} }, ["t4_shot_part+"] = { type = "Model", model = Model("models/props_combine/combine_train02a.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "t4_shot_part", pos = Vector(-3.636, 0, 0.699), angle = Angle(0, 90, 180), size = Vector(0.013, 0.024, 0.009), color = Color(50, 50, 50, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["t4_shot_part"] = { type = "Model", model = Model("models/weapons/w_pistol.mdl"), bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1, -4.5), angle = Angle(0, 180, 180), size = Vector(0.8, 0.8, 1.21), color = Color(50, 50, 50, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} } } SWEP.ViewModelBoneMods = { ["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 0, 21) } } end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "shotgun" SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.ViewModel = "models/weapons/cstrike/c_rif_galil.mdl" SWEP.WorldModel = "models/weapons/w_rif_galil.mdl" SWEP.UseHands = true SWEP.Primary.Sound = Sound("weapons/xm1014/xm1014-1.wav") SWEP.ReloadSound = Sound("Weapon_Deagle.Clipout") SWEP.Primary.Damage = 10.5 SWEP.Primary.NumShots = 8 SWEP.Primary.Delay = 0.31 SWEP.Primary.ClipSize = 12 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "buckshot" GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.ConeMax = 9 SWEP.ConeMin = 6.5 SWEP.ReloadSpeed = 0.65 SWEP.WalkSpeed = SPEED_SLOWEST SWEP.Tier = 4 SWEP.MaxStock = 3 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -1.125) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.81) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Anvil' Drum Shotgun", "Uses 3 shells at once, slightly more damage, reduced accuracy", function(wept) wept.Primary.NumShots = wept.Primary.NumShots * 3 wept.Primary.Delay = wept.Primary.Delay * 3.3 wept.Primary.Damage = wept.Primary.Damage * 1.1 wept.RequiredClip = 3 wept.Recoil = 10 wept.ConeMin = wept.ConeMin * 1.4 wept.ConeMax = wept.ConeMax * 1.2 wept.EmitFireSound = function(self) self:EmitSound(self.Primary.Sound, 75, math.random(87, 89), 0.75) self:EmitSound("weapons/shotgun/shotgun_fire6.wav", 75, math.random(102, 108), 0.65, CHAN_WEAPON + 20) end end) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 75, math.random(147, 153), 0.7) self:EmitSound("weapons/shotgun/shotgun_fire6.wav", 75, math.random(132, 138), 0.6, CHAN_WEAPON + 20) end function SWEP:SecondaryAttack() end