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- -- Variables that are used on both client and server
- SWEP.Category = ""
- SWEP.Gun = ""
- SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
- SWEP.Contact = ""
- SWEP.Purpose = ""
- SWEP.Instructions = ""
- SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
- SWEP.DrawCrosshair = true -- Hell no, crosshairs r 4 nubz!
- SWEP.ViewModelFOV = 65 -- How big the gun will look
- SWEP.ViewModelFlip = true -- True for CSS models, False for HL2 models
- SWEP.Spawnable = false
- SWEP.AdminSpawnable = false
- SWEP.Primary.Sound = Sound("") -- Sound of the gun
- SWEP.Primary.Round = ("") -- What kind of bullet?
- SWEP.Primary.Cone = 0.2 -- Accuracy of NPCs
- SWEP.Primary.Recoil = 10
- SWEP.Primary.Damage = 10
- SWEP.Primary.Spread = .01 --define from-the-hip accuracy (1 is terrible, .0001 is exact)
- SWEP.Primary.NumShots = 1
- SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
- SWEP.Primary.ClipSize = 5 -- Size of a clip
- SWEP.Primary.ClipMax = 5
- SWEP.Primary.DefaultClip = 5 -- Default number of bullets in a clip
- SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise)
- SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
- SWEP.Primary.KickHorizontal = 0 -- Maximum side recoil (koolaid)
- SWEP.Primary.Automatic = true -- Automatic/Semi Auto
- SWEP.Primary.Ammo = "none" -- What kind of ammo
- SWEP.Secondary.ClipSize = 0 -- Size of a clip
- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip
- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto
- SWEP.Secondary.Ammo = "none"
- SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
- SWEP.Penetration = true
- SWEP.Ricochet = true
- SWEP.MaxRicochet = 1
- SWEP.RicochetCoin = 1
- SWEP.BoltAction = false
- SWEP.Scoped = false
- SWEP.ShellTime = .35
- SWEP.Tracer = 0
- SWEP.CanBeSilenced = false
- SWEP.Silenced = false
- SWEP.NextSilence = 0
- SWEP.SelectiveFire = false
- SWEP.NextFireSelect = 0
- SWEP.OrigCrossHair = true
- local PainMulti = 1
- if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1.")
- else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
- end
- end
- function NewM9KDamageMultiplier(cvar, previous, new)
- print("multiplier has been changed ")
- if GetConVar("M9KDamageMultiplier") == nil then
- PainMulti = 1
- print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1, you will notice no changes.")
- else
- PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
- if PainMulti < 0 then
- PainMulti = PainMulti * -1
- print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
- end
- end
- end
- cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplier)
- function NewDefClips(cvar, previous, new)
- print("Default clip multiplier has changed. A server restart will be required for these changes to take effect.")
- end
- cvars.AddChangeCallback("M9KDefaultClip", NewDefClips)
- if GetConVar("M9KDefaultClip") == nil then
- print("M9KDefaultClip is missing! You may have hit the lua limit!")
- else
- if GetConVar("M9KDefaultClip"):GetFloat() >= 0 then
- print("M9K Weapons will now spawn with "..GetConVar("M9KDefaultClip"):GetFloat().." clips.")
- else
- print("Default clips will be not be modified")
- end
- end
- SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
- SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
- SWEP.VElements = {}
- SWEP.WElements = {}
- function SWEP:Initialize()
- self.Reloadaftershoot = 0 -- Can't reload when firing
- self:SetHoldType(self.HoldType)
- self.OrigCrossHair = self.DrawCrosshair
- if SERVER and self.Owner:IsNPC() then
- self:SetNPCMinBurst(3)
- self:SetNPCMaxBurst(10) -- None of this really matters but you need it here anyway
- self:SetNPCFireRate(1/(self.Primary.RPM/60))
- self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
- end
- if CLIENT then
- -- // Create a new table for every weapon instance
- self.VElements = table.FullCopy( self.VElements )
- self.WElements = table.FullCopy( self.WElements )
- self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
- self:CreateModels(self.VElements) -- create viewmodels
- self:CreateModels(self.WElements) -- create worldmodels
- -- // init view model bone build function
- if IsValid(self.Owner) and self.Owner:IsPlayer() then
- if self.Owner:Alive() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- -- // Init viewmodel visibility
- if (self.ShowViewModel == nil or self.ShowViewModel) then
- vm:SetColor(Color(255,255,255,255))
- else
- -- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
- vm:SetMaterial("Debug/hsv")
- end
- end
- end
- end
- end
- if CLIENT then
- local oldpath = "vgui/hud/name" -- the path goes here
- local newpath = string.gsub(oldpath, "name", self.Gun)
- self.WepSelectIcon = surface.GetTextureID(newpath)
- end
- end
- function SWEP:Deploy()
- self:SetIronsights(false, self.Owner) -- Set the ironsight false
- self:SetHoldType(self.HoldType)
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_DRAW_SILENCED )
- else
- self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
- end
- self.Weapon:SetNWBool("Reloading", false)
- if !self.Owner:IsNPC() and self.Owner != nil then
- if self.ResetSights and self.Owner:GetViewModel() != nil then
- self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
- end
- end
- return true
- end
- function SWEP:Holster()
- if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
- return true
- end
- function SWEP:OnRemove()
- if CLIENT and IsValid(self.Owner) and not self.Owner:IsNPC() then
- local vm = self.Owner:GetViewModel()
- if IsValid(vm) then
- self:ResetBonePositions(vm)
- end
- end
- end
- function SWEP:GetCapabilities()
- return CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1
- end
- function SWEP:Precache()
- util.PrecacheSound(self.Primary.Sound)
- util.PrecacheModel(self.ViewModel)
- util.PrecacheModel(self.WorldModel)
- end
- function SWEP:PrimaryAttack()
- if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
- if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
- if self.Silenced then
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
- self.Weapon:EmitSound(self.Primary.SilencedSound)
- else
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- end
- local fx = EffectData()
- fx:SetEntity(self.Weapon)
- fx:SetOrigin(self.Owner:GetShootPos())
- fx:SetNormal(self.Owner:GetAimVector())
- fx:SetAttachment(self.MuzzleAttachment)
- if GetConVar("M9KGasEffect") != nil then
- if GetConVar("M9KGasEffect"):GetBool() then
- util.Effect("m9k_rg_muzzle_rifle",fx)
- end
- end
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self:CheckWeaponsAndAmmo()
- self.RicochetCoin = (math.random(1,4))
- if self.BoltAction then self:BoltBack() end
- end
- elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
- self:ShootBulletInformation()
- self.Weapon:TakePrimaryAmmo(1)
- self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
- self.Weapon:EmitSound(self.Primary.Sound)
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Owner:MuzzleFlash()
- self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
- self.RicochetCoin = (math.random(1,4))
- end
- end
- function SWEP:CheckWeaponsAndAmmo()
- if SERVER and self.Weapon != nil and (GetConVar("M9KWeaponStrip"):GetBool()) then
- if self.Weapon:Clip1() == 0 && self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) == 0 then
- timer.Simple(.1, function() if SERVER then if not IsValid(self) then return end
- if self.Owner == nil then return end
- self.Owner:StripWeapon(self.Gun)
- end end)
- end
- end
- end
- /*---------------------------------------------------------
- Name: SWEP:ShootBulletInformation()
- Desc: This func add the damage, the recoil, the number of shots and the cone on the bullet.
- ---------------------------------------------------------*/
- function SWEP:ShootBulletInformation()
- local CurrentDamage
- local CurrentRecoil
- local CurrentCone
- local basedamage
- if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then
- CurrentCone = self.Primary.IronAccuracy
- else
- CurrentCone = self.Primary.Spread
- end
- local damagedice = math.Rand(.85,1.3)
- basedamage = PainMulti * self.Primary.Damage
- CurrentDamage = basedamage * damagedice
- CurrentRecoil = self.Primary.Recoil
- -- Player is aiming
- if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then
- self:ShootBullet(CurrentDamage, CurrentRecoil / 6, self.Primary.NumShots, CurrentCone)
- -- Player is not aiming
- else
- self:ShootBullet(CurrentDamage, CurrentRecoil, self.Primary.NumShots, CurrentCone)
- end
- end
- /*---------------------------------------------------------
- Name: SWEP:ShootBullet()
- Desc: A convenience func to shoot bullets.
- ---------------------------------------------------------*/
- local TracerName = "Tracer"
- function SWEP:ShootBullet(damage, recoil, num_bullets, aimcone)
- num_bullets = num_bullets or 1
- aimcone = aimcone or 0
- self:ShootEffects()
- if self.Tracer == 1 then
- TracerName = "Ar2Tracer"
- elseif self.Tracer == 2 then
- TracerName = "AirboatGunHeavyTracer"
- else
- TracerName = "Tracer"
- end
- local bullet = {}
- bullet.Num = num_bullets
- bullet.Src = self.Owner:GetShootPos() -- Source
- bullet.Dir = self.Owner:GetAimVector() -- Dir of bullet
- bullet.Spread = Vector(aimcone, aimcone, 0) -- Aim Cone
- bullet.Tracer = 3 -- Show a tracer on every x bullets
- bullet.TracerName = TracerName
- bullet.Force = damage * 0.25 -- Amount of force to give to phys objects
- bullet.Damage = damage
- bullet.Callback = function(attacker, tracedata, dmginfo)
- return self:RicochetCallback(0, attacker, tracedata, dmginfo)
- end
- self.Owner:FireBullets(bullet)
- -- if SERVER and !self.Owner:IsNPC() then
- -- local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
- -- self.Owner:ViewPunch(anglo)
- -- local eyes = self.Owner:EyeAngles()
- -- eyes.pitch = eyes.pitch + anglo.pitch
- -- eyes.yaw = eyes.yaw + anglo.yaw
- -- if game.SinglePlayer() then self.Owner:SetEyeAngles(eyes) end
- -- end
- local anglo1 = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
- self.Owner:ViewPunch(anglo1)
- if SERVER and game.SinglePlayer() and !self.Owner:IsNPC() then
- local offlineeyes = self.Owner:EyeAngles()
- offlineeyes.pitch = offlineeyes.pitch + anglo1.pitch
- offlineeyes.yaw = offlineeyes.yaw + anglo1.yaw
- if GetConVar("M9KDynamicRecoil"):GetBool() then
- self.Owner:SetEyeAngles(offlineeyes)
- end
- end
- if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
- local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
- local eyes = self.Owner:EyeAngles()
- eyes.pitch = eyes.pitch + (anglo.pitch/3)
- eyes.yaw = eyes.yaw + (anglo.yaw/3)
- if GetConVar("M9KDynamicRecoil"):GetBool() then
- self.Owner:SetEyeAngles(eyes)
- end
- end
- end
- /*---------------------------------------------------------
- Name: SWEP:RicochetCallback()
- ---------------------------------------------------------*/
- function SWEP:RicochetCallback(bouncenum, attacker, tr, dmginfo)
- if not IsFirstTimePredicted() then
- return {damage = false, effects = false}
- end
- local PenetrationChecker = false
- if GetConVar("M9KDisablePenetration") == nil then
- PenetrationChecker = false
- else
- PenetrationChecker = GetConVar("M9KDisablePenetration"):GetBool()
- end
- if PenetrationChecker then return {damage = true, effects = DoDefaultEffect} end
- bulletmiss = {}
- bulletmiss[1]=Sound("weapons/fx/nearmiss/bulletLtoR03.wav")
- bulletmiss[2]=Sound("weapons/fx/nearmiss/bulletLtoR04.wav")
- bulletmiss[3]=Sound("weapons/fx/nearmiss/bulletLtoR06.wav")
- bulletmiss[4]=Sound("weapons/fx/nearmiss/bulletLtoR07.wav")
- bulletmiss[5]=Sound("weapons/fx/nearmiss/bulletLtoR09.wav")
- bulletmiss[6]=Sound("weapons/fx/nearmiss/bulletLtoR10.wav")
- bulletmiss[7]=Sound("weapons/fx/nearmiss/bulletLtoR13.wav")
- bulletmiss[8]=Sound("weapons/fx/nearmiss/bulletLtoR14.wav")
- local DoDefaultEffect = true
- if (tr.HitSky) then return end
- // -- Can we go through whatever we hit?
- if (self.Penetration) and (self:BulletPenetrate(bouncenum, attacker, tr, dmginfo)) then
- return {damage = true, effects = DoDefaultEffect}
- end
- // -- Your screen will shake and you'll hear the savage hiss of an approaching bullet which passing if someone is shooting at you.
- if (tr.MatType != MAT_METAL) then
- if (SERVER) then
- util.ScreenShake(tr.HitPos, 5, 0.1, 0.5, 64)
- sound.Play(table.Random(bulletmiss), tr.HitPos, 75, math.random(75,150), 1)
- end
- if self.Tracer == 0 or self.Tracer == 1 or self.Tracer == 2 then
- local effectdata = EffectData()
- effectdata:SetOrigin(tr.HitPos)
- effectdata:SetNormal(tr.HitNormal)
- effectdata:SetScale(20)
- util.Effect("AR2Impact", effectdata)
- elseif self.Tracer == 3 then
- local effectdata = EffectData()
- effectdata:SetOrigin(tr.HitPos)
- effectdata:SetNormal(tr.HitNormal)
- effectdata:SetScale(20)
- util.Effect("StunstickImpact", effectdata)
- end
- return
- end
- if (self.Ricochet == false) then return {damage = true, effects = DoDefaultEffect} end
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- self.MaxRicochet = 12
- elseif self.Primary.Ammo == "pistol" then -- pistols
- self.MaxRicochet = 2
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- self.MaxRicochet = 4
- elseif self.Primary.Ammo == "smg1" then -- smgs
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- self.MaxRicochet = 8
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- self.MaxRicochet = 1
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- self.MaxRicochet = 1
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- self.MaxRicochet = 8
- end
- if (bouncenum > self.MaxRicochet) then return end
- // -- Bounce vector
- local trace = {}
- trace.start = tr.HitPos
- trace.endpos = trace.start + (tr.HitNormal * 16384)
- local trace = util.TraceLine(trace)
- local DotProduct = tr.HitNormal:Dot(tr.Normal * -1)
- local ricochetbullet = {}
- ricochetbullet.Num = 1
- ricochetbullet.Src = tr.HitPos + (tr.HitNormal * 5)
- ricochetbullet.Dir = ((2 * tr.HitNormal * DotProduct) + tr.Normal) + (VectorRand() * 0.05)
- ricochetbullet.Spread = Vector(0, 0, 0)
- ricochetbullet.Tracer = 1
- ricochetbullet.TracerName = "m9k_effect_mad_ricochet_trace"
- ricochetbullet.Force = dmginfo:GetDamage() * 0.15
- ricochetbullet.Damage = dmginfo:GetDamage() * 0.5
- ricochetbullet.Callback = function(a, b, c)
- if (self.Ricochet) then
- local impactnum
- if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end
- return self:RicochetCallback(bouncenum + impactnum, a, b, c) end
- end
- timer.Simple(0, function() attacker:FireBullets(ricochetbullet) end)
- return {damage = true, effects = DoDefaultEffect}
- end
- /*---------------------------------------------------------
- Name: SWEP:BulletPenetrate()
- ---------------------------------------------------------*/
- function SWEP:BulletPenetrate(bouncenum, attacker, tr, paininfo)
- local MaxPenetration
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- MaxPenetration = 20
- elseif self.Primary.Ammo == "pistol" then -- pistols
- MaxPenetration = 9
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- MaxPenetration = 12
- elseif self.Primary.Ammo == "smg1" then -- smgs
- MaxPenetration = 14
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- MaxPenetration = 16
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- MaxPenetration = 5
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- MaxPenetration = 5
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- MaxPenetration = 17
- else
- MaxPenetration = 14
- end
- local DoDefaultEffect = true
- // -- Don't go through metal, sand or player
- if self.Primary.Ammo == "pistol" or
- self.Primary.Ammo == "buckshot" or
- self.Primary.Ammo == "slam" then self.Ricochet = true
- else
- if self.RicochetCoin == 1 then
- self.Ricochet = true
- elseif self.RicochetCoin >= 2 then
- self.Ricochet = false
- end
- end
- if self.Primary.Ammo == "SniperPenetratedRound" then self.Ricochet = true end
- if self.Primary.Ammo == "SniperPenetratedRound" then -- .50 Ammo
- self.MaxRicochet = 10
- elseif self.Primary.Ammo == "pistol" then -- pistols
- self.MaxRicochet = 2
- elseif self.Primary.Ammo == "357" then -- revolvers with big ass bullets
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "smg1" then -- smgs
- self.MaxRicochet = 4
- elseif self.Primary.Ammo == "ar2" then -- assault rifles
- self.MaxRicochet = 5
- elseif self.Primary.Ammo == "buckshot" then -- shotguns
- self.MaxRicochet = 0
- elseif self.Primary.Ammo == "slam" then -- secondary shotguns
- self.MaxRicochet = 0
- elseif self.Primary.Ammo == "AirboatGun" then -- metal piercing shotgun pellet
- self.MaxRicochet = 8
- end
- if (tr.MatType == MAT_METAL and self.Ricochet == true and self.Primary.Ammo != "SniperPenetratedRound" ) then return false end
- // -- Don't go through more than 3 times
- if (bouncenum > self.MaxRicochet) then return false end
- // -- Direction (and length) that we are going to penetrate
- local PenetrationDirection = tr.Normal * MaxPenetration
- if (tr.MatType == MAT_GLASS or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_WOOD or tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then
- PenetrationDirection = tr.Normal * (MaxPenetration * 2)
- end
- local trace = {}
- trace.endpos = tr.HitPos
- trace.start = tr.HitPos + PenetrationDirection
- trace.mask = MASK_SHOT
- trace.filter = {self.Owner}
- local trace = util.TraceLine(trace)
- // -- Bullet didn't penetrate.
- if (trace.StartSolid or trace.Fraction >= 1.0 or tr.Fraction <= 0.0) then return false end
- // -- Damage multiplier depending on surface
- local fDamageMulti = 0.5
- if self.Primary.Ammo == "SniperPenetratedRound" then
- fDamageMulti = 1
- elseif(tr.MatType == MAT_CONCRETE or tr.MatType == MAT_METAL) then
- fDamageMulti = 0.3
- elseif (tr.MatType == MAT_WOOD or tr.MatType == MAT_PLASTIC or tr.MatType == MAT_GLASS) then
- fDamageMulti = 0.8
- elseif (tr.MatType == MAT_FLESH or tr.MatType == MAT_ALIENFLESH) then
- fDamageMulti = 0.9
- end
- local damagedice = math.Rand(.85,1.3)
- local newdamage = self.Primary.Damage * damagedice
- // -- Fire bullet from the exit point using the original trajectory
- local penetratedbullet = {}
- penetratedbullet.Num = 1
- penetratedbullet.Src = trace.HitPos
- penetratedbullet.Dir = tr.Normal
- penetratedbullet.Spread = Vector(0, 0, 0)
- penetratedbullet.Tracer = 2
- penetratedbullet.TracerName = "m9k_effect_mad_penetration_trace"
- penetratedbullet.Force = 5
- penetratedbullet.Damage = paininfo:GetDamage() * fDamageMulti
- penetratedbullet.Callback = function(a, b, c) if (self.Ricochet) then
- local impactnum
- if tr.MatType == MAT_GLASS then impactnum = 0 else impactnum = 1 end
- return self:RicochetCallback(bouncenum + impactnum, a,b,c) end end
- timer.Simple(0, function() if attacker != nil then attacker:FireBullets(penetratedbullet) end end)
- return true
- end
- function SWEP:SecondaryAttack()
- return false
- end
- function SWEP:Reload()
- if not IsValid(self) then return end if not IsValid(self.Owner) then return end
- if self.Owner:IsNPC() then
- self.Weapon:DefaultReload(ACT_VM_RELOAD)
- return end
- if self.Owner:KeyDown(IN_USE) then return end
- if self.Silenced then
- self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED)
- else
- self.Weapon:DefaultReload(ACT_VM_RELOAD)
- end
- if !self.Owner:IsNPC() then
- if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else
- self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
- end
- end
- if SERVER and self.Weapon != nil then
- if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
- -- When the current clip < full clip and the rest of your ammo > 0, then
- self.Owner:SetFOV( 0, 0.3 )
- -- Zoom = 0
- self:SetIronsights(false)
- -- Set the ironsight to false
- self.Weapon:SetNWBool("Reloading", true)
- end
- local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
- timer.Simple(waitdammit + .1,
- function()
- if self.Weapon == nil then return end
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- if CLIENT then return end
- if self.Scoped == false then
- self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self:SetIronsights(true, self.Owner)
- self.DrawCrosshair = false
- else return end
- elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- self.IronSightsPos = self.RunSightsPos -- Hold it down
- self.IronSightsAng = self.RunSightsAng -- Hold it down
- self:SetIronsights(true, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- else return end
- end)
- end
- end
- function SWEP:PostReloadScopeCheck()
- if self.Weapon == nil then return end
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- if CLIENT then return end
- if self.Scoped == false then
- self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self:SetIronsights(true, self.Owner)
- self.DrawCrosshair = false
- else return end
- elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- self.IronSightsPos = self.RunSightsPos -- Hold it down
- self.IronSightsAng = self.RunSightsAng -- Hold it down
- self:SetIronsights(true, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- else return end
- end
- function SWEP:Silencer()
- if self.NextSilence > CurTime() then return end
- if self.Weapon != nil then
- self.Owner:SetFOV( 0, 0.3 )
- self:SetIronsights(false)
- self.Weapon:SetNWBool("Reloading", true) -- i know we're not reloading but it works
- end
- if self.Silenced then
- self:SendWeaponAnim(ACT_VM_DETACH_SILENCER)
- self.Silenced = false
- elseif not self.Silenced then
- self:SendWeaponAnim(ACT_VM_ATTACH_SILENCER)
- self.Silenced = true
- end
- siltimer = CurTime() + (self.Owner:GetViewModel():SequenceDuration()) + 0.1
- if self.Weapon:GetNextPrimaryFire() <= siltimer then
- self.Weapon:SetNextPrimaryFire(siltimer)
- end
- self.NextSilence = siltimer
- timer.Simple( ((self.Owner:GetViewModel():SequenceDuration()) + 0.1),
- function()
- if self.Weapon != nil then
- self.Weapon:SetNWBool("Reloading", false)
- if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
- if CLIENT then return end
- if self.Scoped == false then
- self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self:SetIronsights(true, self.Owner)
- self.DrawCrosshair = false
- else return end
- elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- self.IronSightsPos = self.RunSightsPos -- Hold it down
- self.IronSightsAng = self.RunSightsAng -- Hold it down
- self:SetIronsights(true, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- else return end
- end
- end)
- end
- function SWEP:SelectFireMode()
- if self.Primary.Automatic then
- self.Primary.Automatic = false
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Semi-automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- else
- self.Primary.Automatic = true
- self.NextFireSelect = CurTime() + .5
- if CLIENT then
- self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.")
- end
- self.Weapon:EmitSound("Weapon_AR2.Empty")
- end
- end
- /*---------------------------------------------------------
- IronSight
- ---------------------------------------------------------*/
- function SWEP:IronSight()
- if not IsValid(self) then return end
- if not IsValid(self.Owner) then return end
- if !self.Owner:IsNPC() then
- if self.ResetSights and CurTime() >= self.ResetSights then
- self.ResetSights = nil
- if self.Silenced then
- self:SendWeaponAnim(ACT_VM_IDLE_SILENCED)
- else
- self:SendWeaponAnim(ACT_VM_IDLE)
- end
- end end
- if self.CanBeSilenced and self.NextSilence < CurTime() then
- if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then
- self:Silencer()
- end
- end
- if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then
- if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then
- self:SelectFireMode()
- end
- end
- --copy this...
- if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you are running
- if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
- self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
- end
- self.IronSightsPos = self.RunSightsPos -- Hold it down
- self.IronSightsAng = self.RunSightsAng -- Hold it down
- self:SetIronsights(true, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- self.DrawCrosshair = false
- end
- if self.Owner:KeyReleased (IN_SPEED) then -- If you release run then
- self:SetIronsights(false, self.Owner) -- Set the ironsight true
- self.Owner:SetFOV( 0, 0.3 )
- self.DrawCrosshair = self.OrigCrossHair
- end -- Shoulder the gun
- --down to this
- if !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- -- If the key E (Use Key) is not pressed, then
- if self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) then
- self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
- self.IronSightsPos = self.SightsPos -- Bring it up
- self.IronSightsAng = self.SightsAng -- Bring it up
- self:SetIronsights(true, self.Owner)
- self.DrawCrosshair = false
- -- Set the ironsight true
- if CLIENT then return end
- end
- end
- if self.Owner:KeyReleased(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- -- If the right click is released, then
- self.Owner:SetFOV( 0, 0.3 )
- self.DrawCrosshair = self.OrigCrossHair
- self:SetIronsights(false, self.Owner)
- -- Set the ironsight false
- if CLIENT then return end
- end
- if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
- self.SwayScale = 0.05
- self.BobScale = 0.05
- else
- self.SwayScale = 1.0
- self.BobScale = 1.0
- end
- end
- /*---------------------------------------------------------
- Think
- ---------------------------------------------------------*/
- function SWEP:Think()
- self:IronSight()
- end
- /*---------------------------------------------------------
- GetViewModelPosition
- ---------------------------------------------------------*/
- local IRONSIGHT_TIME = 0.3
- -- Time to enter in the ironsight mod
- function SWEP:GetViewModelPosition(pos, ang)
- if (not self.IronSightsPos) then return pos, ang end
- local bIron = self.Weapon:GetNWBool("Ironsights")
- if (bIron != self.bLastIron) then
- self.bLastIron = bIron
- self.fIronTime = CurTime()
- end
- local fIronTime = self.fIronTime or 0
- if (not bIron and fIronTime < CurTime() - IRONSIGHT_TIME) then
- return pos, ang
- end
- local Mul = 1.0
- if (fIronTime > CurTime() - IRONSIGHT_TIME) then
- Mul = math.Clamp((CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1)
- if not bIron then Mul = 1 - Mul end
- end
- local Offset = self.IronSightsPos
- if (self.IronSightsAng) then
- ang = ang * 1
- ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul)
- ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul)
- ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul)
- end
- local Right = ang:Right()
- local Up = ang:Up()
- local Forward = ang:Forward()
- pos = pos + Offset.x * Right * Mul
- pos = pos + Offset.y * Forward * Mul
- pos = pos + Offset.z * Up * Mul
- return pos, ang
- end
- /*---------------------------------------------------------
- SetIronsights
- ---------------------------------------------------------*/
- function SWEP:SetIronsights(b)
- self.Weapon:SetNWBool("Ironsights", b)
- end
- function SWEP:GetIronsights()
- return self.Weapon:GetNWBool("Ironsights")
- end
- if CLIENT then
- SWEP.vRenderOrder = nil
- function SWEP:ViewModelDrawn()
- local vm = self.Owner:GetViewModel()
- if !IsValid(vm) then return end
- if (!self.VElements) then return end
- self:UpdateBonePositions(vm)
- if (!self.vRenderOrder) then
- -- // we build a render order because sprites need to be drawn after models
- self.vRenderOrder = {}
- for k, v in pairs( self.VElements ) do
- if (v.type == "Model") then
- table.insert(self.vRenderOrder, 1, k)
- elseif (v.type == "Sprite" or v.type == "Quad") then
- table.insert(self.vRenderOrder, k)
- end
- end
- end
- for k, name in ipairs( self.vRenderOrder ) do
- local v = self.VElements[name]
- if (!v) then self.vRenderOrder = nil break end
- if (v.hide) then continue end
- local model = v.modelEnt
- local sprite = v.spriteMaterial
- if (!v.bone) then continue end
- local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
- if (!pos) then continue end
- if (v.type == "Model" and IsValid(model)) then
- model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
- model:SetAngles(ang)
- -- //model:SetModelScale(v.size)
- local matrix = Matrix()
- matrix:Scale(v.size)
- model:EnableMatrix( "RenderMultiply", matrix )
- if (v.material == "") then
- model:SetMaterial("")
- elseif (model:GetMaterial() != v.material) then
- model:SetMaterial( v.material )
- end
- if (v.skin and v.skin != model:GetSkin()) then
- model:SetSkin(v.skin)
- end
- if (v.bodygroup) then
- for k, v in pairs( v.bodygroup ) do
- if (model:GetBodygroup(k) != v) then
- model:SetBodygroup(k, v)
- end
- end
- end
- if (v.surpresslightning) then
- render.SuppressEngineLighting(true)
- end
- render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
- render.SetBlend(v.color.a/255)
- model:DrawModel()
- render.SetBlend(1)
- render.SetColorModulation(1, 1, 1)
- if (v.surpresslightning) then
- render.SuppressEngineLighting(false)
- end
- elseif (v.type == "Sprite" and sprite) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
- elseif (v.type == "Quad" and v.draw_func) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
- end
- end
- end
- SWEP.wRenderOrder = nil
- function SWEP:DrawWorldModel()
- if (self.ShowWorldModel == nil or self.ShowWorldModel) then
- self:DrawModel()
- end
- if (!self.WElements) then return end
- if (!self.wRenderOrder) then
- self.wRenderOrder = {}
- for k, v in pairs( self.WElements ) do
- if (v.type == "Model") then
- table.insert(self.wRenderOrder, 1, k)
- elseif (v.type == "Sprite" or v.type == "Quad") then
- table.insert(self.wRenderOrder, k)
- end
- end
- end
- if (IsValid(self.Owner)) then
- bone_ent = self.Owner
- else
- -- // when the weapon is dropped
- bone_ent = self
- end
- for k, name in pairs( self.wRenderOrder ) do
- local v = self.WElements[name]
- if (!v) then self.wRenderOrder = nil break end
- if (v.hide) then continue end
- local pos, ang
- if (v.bone) then
- pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
- else
- pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
- end
- if (!pos) then continue end
- local model = v.modelEnt
- local sprite = v.spriteMaterial
- if (v.type == "Model" and IsValid(model)) then
- model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
- model:SetAngles(ang)
- -- //model:SetModelScale(v.size)
- local matrix = Matrix()
- matrix:Scale(v.size)
- model:EnableMatrix( "RenderMultiply", matrix )
- if (v.material == "") then
- model:SetMaterial("")
- elseif (model:GetMaterial() != v.material) then
- model:SetMaterial( v.material )
- end
- if (v.skin and v.skin != model:GetSkin()) then
- model:SetSkin(v.skin)
- end
- if (v.bodygroup) then
- for k, v in pairs( v.bodygroup ) do
- if (model:GetBodygroup(k) != v) then
- model:SetBodygroup(k, v)
- end
- end
- end
- if (v.surpresslightning) then
- render.SuppressEngineLighting(true)
- end
- render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
- render.SetBlend(v.color.a/255)
- model:DrawModel()
- render.SetBlend(1)
- render.SetColorModulation(1, 1, 1)
- if (v.surpresslightning) then
- render.SuppressEngineLighting(false)
- end
- elseif (v.type == "Sprite" and sprite) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- render.SetMaterial(sprite)
- render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
- elseif (v.type == "Quad" and v.draw_func) then
- local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
- cam.Start3D2D(drawpos, ang, v.size)
- v.draw_func( self )
- cam.End3D2D()
- end
- end
- end
- function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
- local bone, pos, ang
- if (tab.rel and tab.rel != "") then
- local v = basetab[tab.rel]
- if (!v) then return end
- -- // Technically, if there exists an element with the same name as a bone
- -- // you can get in an infinite loop. Let's just hope nobody's that stupid.
- pos, ang = self:GetBoneOrientation( basetab, v, ent )
- if (!pos) then return end
- pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
- ang:RotateAroundAxis(ang:Up(), v.angle.y)
- ang:RotateAroundAxis(ang:Right(), v.angle.p)
- ang:RotateAroundAxis(ang:Forward(), v.angle.r)
- else
- bone = ent:LookupBone(bone_override or tab.bone)
- if (!bone) then return end
- pos, ang = Vector(0,0,0), Angle(0,0,0)
- local m = ent:GetBoneMatrix(bone)
- if (m) then
- pos, ang = m:GetTranslation(), m:GetAngles()
- end
- if (IsValid(self.Owner) and self.Owner:IsPlayer() and
- ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
- ang.r = -ang.r --// Fixes mirrored models
- end
- end
- return pos, ang
- end
- function SWEP:CreateModels( tab )
- if (!tab) then return end
- -- // Create the clientside models here because Garry says we can't do it in the render hook
- for k, v in pairs( tab ) do
- if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
- string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
- v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
- if (IsValid(v.modelEnt)) then
- v.modelEnt:SetPos(self:GetPos())
- v.modelEnt:SetAngles(self:GetAngles())
- v.modelEnt:SetParent(self)
- v.modelEnt:SetNoDraw(true)
- v.createdModel = v.model
- else
- v.modelEnt = nil
- end
- elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
- and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
- local name = v.sprite.."-"
- local params = { ["$basetexture"] = v.sprite }
- -- // make sure we create a unique name based on the selected options
- local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
- for i, j in pairs( tocheck ) do
- if (v[j]) then
- params["$"..j] = 1
- name = name.."1"
- else
- name = name.."0"
- end
- end
- v.createdSprite = v.sprite
- v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
- end
- end
- end
- local allbones
- local hasGarryFixedBoneScalingYet = false
- function SWEP:UpdateBonePositions(vm)
- if self.ViewModelBoneMods then
- if (!vm:GetBoneCount()) then return end
- -- // !! WORKAROUND !! --//
- -- // We need to check all model names :/
- local loopthrough = self.ViewModelBoneMods
- if (!hasGarryFixedBoneScalingYet) then
- allbones = {}
- for i=0, vm:GetBoneCount() do
- local bonename = vm:GetBoneName(i)
- if (self.ViewModelBoneMods[bonename]) then
- allbones[bonename] = self.ViewModelBoneMods[bonename]
- else
- allbones[bonename] = {
- scale = Vector(1,1,1),
- pos = Vector(0,0,0),
- angle = Angle(0,0,0)
- }
- end
- end
- loopthrough = allbones
- end
- //!! ----------- !! --
- for k, v in pairs( loopthrough ) do
- local bone = vm:LookupBone(k)
- if (!bone) then continue end
- -- // !! WORKAROUND !! --//
- local s = Vector(v.scale.x,v.scale.y,v.scale.z)
- local p = Vector(v.pos.x,v.pos.y,v.pos.z)
- local ms = Vector(1,1,1)
- if (!hasGarryFixedBoneScalingYet) then
- local cur = vm:GetBoneParent(bone)
- while(cur >= 0) do
- local pscale = loopthrough[vm:GetBoneName(cur)].scale
- ms = ms * pscale
- cur = vm:GetBoneParent(cur)
- end
- end
- s = s * ms
- //!! ----------- !! --
- if vm:GetManipulateBoneScale(bone) != s then
- vm:ManipulateBoneScale( bone, s )
- end
- if vm:GetManipulateBoneAngles(bone) != v.angle then
- vm:ManipulateBoneAngles( bone, v.angle )
- end
- if vm:GetManipulateBonePosition(bone) != p then
- vm:ManipulateBonePosition( bone, p )
- end
- end
- else
- self:ResetBonePositions(vm)
- end
- end
- function SWEP:ResetBonePositions(vm)
- if (!vm:GetBoneCount()) then return end
- for i=0, vm:GetBoneCount() do
- vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
- vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
- vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
- end
- end
- /**************************
- Global utility code
- **************************/
- -- // Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
- -- // Does not copy entities of course, only copies their reference.
- -- // WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
- function table.FullCopy( tab )
- if (!tab) then return nil end
- local res = {}
- for k, v in pairs( tab ) do
- if (type(v) == "table") then
- res[k] = table.FullCopy(v) --// recursion ho!
- elseif (type(v) == "Vector") then
- res[k] = Vector(v.x, v.y, v.z)
- elseif (type(v) == "Angle") then
- res[k] = Angle(v.p, v.y, v.r)
- else
- res[k] = v
- end
- end
- return res
- end
- end
- if not (GetConVar("M9KUniqueSlots"):GetBool()) then
- SWEP.SlotPos = 2
- end
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