AddCSLuaFile() SWEP.Base = "weapon_zs_baseshotgun" SWEP.PrintName = "'Gladiator' Super Shotgun" SWEP.Description = "A pump super shotgun." if CLIENT then SWEP.ViewModelFlip = false SWEP.HUD3DBone = "v_weapon.M3_PARENT" SWEP.HUD3DPos = Vector(-1.5, -5, -2) SWEP.HUD3DAng = Angle(0, 0, 0) SWEP.HUD3DScale = 0.015 SWEP.VElements = { ["fracture+++++++"] = { type = "Model", model = "models/items/combine_rifle_cartridge01.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(0, 0, 0.25), angle = Angle(97.013, 0, 0), size = Vector(0.6, 0.4, 1.598), color = Color(77, 100, 135, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture+++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(-1.5, 0, -1), angle = Angle(0, -90, -90), size = Vector(0.035, 0.029, 0.25), color = Color(69, 77, 94, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} }, ["fracture++++"] = { type = "Model", model = "models/props_c17/utilityconnecter003.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(4.675, 0, -0.201), angle = Angle(0, -90, 0), size = Vector(0.625, 0.625, 0.625), color = Color(70, 87, 104, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} }, ["fracture"] = { type = "Model", model = "models/props_wasteland/laundry_washer003.mdl", bone = "v_weapon.M3_PARENT", rel = "", pos = Vector(0, -4.5, -10.91), angle = Angle(90, -90, 0), size = Vector(0.25, 0.039, 0.029), color = Color(69, 90, 123, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture++"] = { type = "Model", model = "models/props_c17/factorymachine01.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(-5.715, 0, -1.4), angle = Angle(180, -90, 0), size = Vector(0.025, 0.025, 0.045), color = Color(75, 100, 125, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture+"] = { type = "Model", model = "models/props_c17/traffic_light001a.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(-5.715, 0, 0), angle = Angle(0, 0, 90), size = Vector(1.399, 0.1, 0.119), color = Color(75, 100, 125, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture++++++"] = { type = "Model", model = "models/props_c17/trappropeller_lever.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(10.5, 0, -2), angle = Angle(0, -90, -33.896), size = Vector(1, 0.6, 1.2), color = Color(87, 109, 117, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture+++++"] = { type = "Model", model = "models/props_c17/utilityconnecter002.mdl", bone = "v_weapon.M3_PARENT", rel = "fracture", pos = Vector(8, 0, -2.597), angle = Angle(0, -90, 180), size = Vector(0.2, 0.2, 0.2), color = Color(70, 87, 104, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} } } SWEP.WElements = { ["fracture+++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(-1.5, 0, -1), angle = Angle(0, -90, -90), size = Vector(0.035, 0.029, 0.25), color = Color(69, 77, 94, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} }, ["fracture+"] = { type = "Model", model = "models/props_c17/traffic_light001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(-5.715, 0, 0), angle = Angle(0, 0, 90), size = Vector(1.399, 0.1, 0.119), color = Color(75, 100, 125, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture"] = { type = "Model", model = "models/props_wasteland/laundry_washer003.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(16, 1, -4.301), angle = Angle(180, 0, 0), size = Vector(0.25, 0.039, 0.029), color = Color(69, 77, 94, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture++++"] = { type = "Model", model = "models/props_c17/utilityconnecter003.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(4.675, 0, -0.201), angle = Angle(0, -90, 0), size = Vector(0.625, 0.625, 0.625), color = Color(70, 87, 104, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} }, ["fracture+++++"] = { type = "Model", model = "models/props_c17/utilityconnecter002.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(8, 0, -2.597), angle = Angle(0, -90, 180), size = Vector(0.2, 0.2, 0.2), color = Color(70, 87, 104, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} }, ["fracture+++++++"] = { type = "Model", model = "models/items/combine_rifle_cartridge01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(0, 0, 0.25), angle = Angle(97.013, 0, 0), size = Vector(0.6, 0.4, 1.598), color = Color(77, 100, 125, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture++++++"] = { type = "Model", model = "models/props_c17/trappropeller_lever.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(10.5, 0, -2), angle = Angle(0, -90, -33.896), size = Vector(1, 0.6, 1.2), color = Color(87, 99, 107, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} }, ["fracture++"] = { type = "Model", model = "models/props_c17/factorymachine01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "fracture", pos = Vector(-5.715, 0, -1.4), angle = Angle(180, -90, 0), size = Vector(0.025, 0.025, 0.045), color = Color(75, 100, 125, 255), surpresslightning = false, material = "models/props_pipes/guttermetal01a", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_baseshotgun" SWEP.HoldType = "shotgun" SWEP.ViewModel = "models/weapons/cstrike/c_shot_m3super90.mdl" SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl" SWEP.UseHands = true SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.ReloadDelay = 0.3 SWEP.Primary.Sound = Sound(")weapons/zs_glad/gladshot4.wav") SWEP.Primary.Damage = 14 SWEP.Primary.NumShots = 16 SWEP.Primary.Delay = 1.2 SWEP.RequiredClip = 2 SWEP.Primary.ClipSize = 12 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "buckshot" GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.ConeMax = 8.5 SWEP.ConeMin = 7.25 SWEP.FireAnimSpeed = 0.8 SWEP.WalkSpeed = SPEED_SLOWEST SWEP.Tier = 5 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -1.0625) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.90625) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 77, 100, 1) end