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- SWEP.HoldType = "shotgun"
- SWEP.ViewModelFOV = 60.100502512563
- SWEP.ViewModelFlip = false
- SWEP.UseHands = false
- SWEP.ViewModel = "models/weapons/v_annabelle.mdl"
- SWEP.WorldModel = "models/weapons/w_annabelle.mdl"
- SWEP.ShowViewModel = true
- SWEP.ShowWorldModel = true
- SWEP.ViewModelBoneMods = {
- ["ValveBiped.Bip01"] = { scale = Vector(1, 1, 1), pos = Vector(-2.779, 1.6, 1), angle = Angle(0, 0, 0) }
- SWEP.VElements = {
- ["part1"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-3, -23, 13.5), angle = Angle(0, 0, 0), size = Vector(0.032, 0.032, 0.185), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part9"] = { type = "Model", model = "models/hunter/triangles/05x05x05.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-4.301, -23, 12), angle = Angle(0, -8, -50), size = Vector(0.009, 0.039, 0.009), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part6"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-2.971, -23, 13.8), angle = Angle(0, 0, 0), size = Vector(0.15, 0.15, 0.15), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part3"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-3.701, -24, 14), angle = Angle(0.6, 0, -0.201), size = Vector(0.032, 0.032, 0.2), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part8"] = { type = "Model", model = "models/props_phx/gears/rack70.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-3.85, -24.8, 33), angle = Angle(0.6, 0, -90.5), size = Vector(0.05, 0.104, 0.039), color = Color(200, 200, 220, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part5"] = { type = "Model", model = "models/hunter/tubes/tubebend2x2x90outer.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-3.638, -23.25, 14.5), angle = Angle(-15, 0, 180), size = Vector(0.032, 0.035, 0.027), color = Color(80, 55, 50, 255), surpresslightning = false, material = "phoenix_storms/white_brushes", skin = 0, bodygroup = {} },
- ["part2"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-4.5, -23, 14), angle = Angle(0, 0, 0), size = Vector(0.032, 0.032, 0.2), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part7"] = { type = "Model", model = "models/hunter/triangles/05x05x05.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-4, -25.101, 48), angle = Angle(167.143, 2, 2), size = Vector(0.025, 0.025, 0.025), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part4"] = { type = "Model", model = "models/hunter/tubes/tubebendoutsidesquare2.mdl", bone = "ValveBiped.Bip01", rel = "", pos = Vector(-3.636, -22.5, 14.26), angle = Angle(-8, 0, -90), size = Vector(0.032, 0.032, 0.05), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} }
- }
- SWEP.WElements = {
- ["part8"] = { type = "Model", model = "models/props_phx/gears/rack70.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.6, 1.549, -8), angle = Angle(0, 91, -173.5), size = Vector(0.05, 0.079, 0.039), color = Color(200, 200, 220, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part1"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(36, 0.75, -8), angle = Angle(83.5, 1, 0), size = Vector(0.025, 0.025, 0.144), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part6"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7.8, 1.75, -4.5), angle = Angle(0, 90, 0), size = Vector(0.25, 0.15, 0.15), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part2"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(36, 1.85, -8), angle = Angle(83.5, 1, 0), size = Vector(0.025, 0.025, 0.144), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part3"] = { type = "Model", model = "models/hunter/tubes/tube1x1x4.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(35.9, 1.34, -9), angle = Angle(83.5, 1, 0), size = Vector(0.025, 0.025, 0.144), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part7"] = { type = "Model", model = "models/hunter/triangles/05x05x05.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(35.5, 1.35, -9.681), angle = Angle(0, 90, -90), size = Vector(0.014, 0.014, 0.014), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} },
- ["part5"] = { type = "Model", model = "models/hunter/tubes/tubebend2x2x90outer.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7, 1.75, -4), angle = Angle(0, 90, 180), size = Vector(0.028, 0.035, 0.027), color = Color(80, 55, 50, 255), surpresslightning = false, material = "phoenix_storms/white_brushes", skin = 0, bodygroup = {} },
- ["part4"] = { type = "Model", model = "models/hunter/tubes/tubebendoutsidesquare2.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(8, 1.75, -4.1), angle = Angle(0, 90, 100), size = Vector(0.028, 0.048, 0.05), color = Color(100, 100, 110, 255), surpresslightning = false, material = "models/props/cs_assault/metal_stairs1", skin = 0, bodygroup = {} }
- }
- SWEP.Spawnable = true
- SWEP.AdminSpawnable = true
- SWEP.PrintName = "Trishot"
- SWEP.Author = "Kenneth"
- SWEP.Spawnable = true
- SWEP.AutoSwitchFrom = false
- SWEP.FiresUnderwater = true
- SWEP.DrawCrosshair = true
- SWEP.Category = "Trishot"
- SWEP.DrawAmmo = true
- SWEP.ReloadSound = "Weapon_Shotgun.Reload""
- SWEP.base = "weapon_base"
- SWEP.Primary.Sound = "Weapon_Shotgun.Double"
- SWEP.Primary.Damage = 10
- SWEP.Primary.TakeAmmo = 1
- SWEP.Primary.ClipSize = 3
- SWEP.Primary.Ammo = "buckshot"
- SWEP.Primary.DefaultClip = 3
- SWEP.Primary.Spread = 1
- SWEP.Primary.NumberofShots = 10
- SWEP.Primary.Automatic = false
- SWEP.Primary.Recoil = 3
- SWEP.Primary.Delay = 0.5
- SWEP.Primary.Force = 40
- function SWEP:Reload()
- end
- function SWEP:Think()
- end
- function SWEP:Initialize()
- util.PrecacheSound(self.Primary.Sound)
- util.PrecacheSound(self.Secondary.Sound)
- if ( SERVER ) then
- self:SetWeaponHoldType( self.HoldType )
- end
- end
- function SWEP:PrimaryAttack()
- if ( !self:CanPrimaryAttack() ) then return end
- local bullet = {}
- bullet.Num = self.Primary.NumberofShots
- bullet.Src = self.Owner:GetShootPos()
- bullet.Dir = self.Owner:GetAimVector()
- bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
- bullet.Tracer = 0
- bullet.Force = self.Primary.Force
- bullet.Damage = self.Primary.Damage
- bullet.AmmoType = self.Primary.Ammo
- local rnda = self.Primary.Recoil * -1
- local rndb = self.Primary.Recoil * math.random(-1, 1)
- self:ShootEffects()
- self.Owner:FireBullets( bullet )
- self.Weapon:EmitSound(Sound(self.Primary.Sound))
- self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
- self:TakePrimaryAmmo(self.Primary.TakeAmmo)
- self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
- end
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