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  1. #[
  2.  
  3. Coco's Handbag
  4.  
  5.  
  6.  
  7. oh my GAWD, is that Gucci?
  8.  
  9.  
  10.  
  11. HOW TO USE:
  12.  
  13. Take shotgun out, hold down R to fire
  14.  
  15.  
  16.  
  17. REQUIRES:
  18.  
  19. TF2 (Effect, sounds)
  20.  
  21. CSS (Sounds)
  22.  
  23.  
  24.  
  25. http://rwby.wikia.com/wiki/Coco%27s_Handbag
  26.  
  27.  
  28.  
  29. Written by Alix
  30.  
  31. ]#
  32.  
  33.  
  34.  
  35. @name CVFY Coco's Handbag
  36.  
  37. @persist [Pivot Base]:entity
  38.  
  39. @persist [C1 C2]:vector
  40.  
  41. @persist [NumHolo I Anim SmAnim E R Hold]
  42.  
  43. @persist [ScaleFix SpinUp BarrelSpin Firing FireInterval FirePropSpawnInterval UnlimitedSpawnRate TRM]
  44.  
  45. @persist [MinigunWeapon MeleeWeapon]:string
  46.  
  47.  
  48.  
  49. runOnTick(1)
  50.  
  51.  
  52.  
  53. if(first())
  54.  
  55. {
  56.  
  57. MinigunWeapon = "weapon_shotgun"
  58.  
  59. MeleeWeapon = "weapon_crowbar"
  60.  
  61.  
  62.  
  63. #If you have access to sbox_E2_maxPropsPerSecond, increase it (>20) and set this to 1 to enable full speed prop firing mode
  64.  
  65. UnlimitedSpawnRate = isSinglePlayer()
  66.  
  67.  
  68.  
  69. entity():setAlpha(0)
  70.  
  71.  
  72.  
  73. Pivot = holoCreate(1,entity():toWorld(vec(0,0,0)),vec(),entity():toWorld(ang(0,0,0)),vec(),"cube") holoParent(1,entity())
  74.  
  75. Base = holoCreate(2,Pivot:toWorld(vec(0,0,0)),vec(),entity():toWorld(ang(0,0,0)),vec(),"cube") holoParent(2,1)
  76.  
  77.  
  78.  
  79. TRM = (tickInterval() > 0.03 ? 2 : 1)
  80.  
  81. I = 3
  82.  
  83. NumHolo = 124
  84.  
  85.  
  86.  
  87. function entity holoStyle(Index,Position:vector,Scale:vector,Angle:angle,Colour:vector,Model:string)
  88.  
  89. {
  90.  
  91. holoPos(Index,Position) holoScale(Index,Scale) holoAng(Index,Angle) holoColor(Index,Colour) holoModel(Index,Model)
  92.  
  93. return holoEntity(Index)
  94.  
  95. }
  96.  
  97. }
  98.  
  99. if(I <= NumHolo & I > 0 & holoCanCreate())
  100.  
  101. {
  102.  
  103. holoCreate(I,entity():pos(),vec())
  104.  
  105. holoMaterial(I,"models/debug/debugwhite")
  106.  
  107. I++
  108.  
  109. }
  110.  
  111. if(I > NumHolo & I)
  112.  
  113. {
  114.  
  115. C1 = vec(30,30,30)
  116.  
  117. C2 = vec()
  118.  
  119. C3 = vec(136,107,13)
  120.  
  121. C4 = vec(255,191,0)
  122.  
  123. A = 0 #Set this to 1 to see hinges in red
  124.  
  125.  
  126.  
  127. #Hinge [Handle/Top]
  128.  
  129. holoStyle(3,Base:toWorld(vec(0,0,-4)),vec(0.2,0.2,0.2) * A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(3,Base)
  130.  
  131. holoStyle(4,Base:toWorld(vec(0,0.15,-0.61)),vec(0.1,0.52,1.4),Base:toWorld(ang(90,0,0)),C1,"hq_tube") holoParent(4,3)
  132.  
  133. holoClipEnabled(4,1)
  134.  
  135. holoClip(4,vec(),vec(-1,0,0),0)
  136.  
  137.  
  138.  
  139. #Handle
  140.  
  141. holoStyle(5,Base:toWorld(vec(0,0,0)),vec(0.3,0.7,0.12),Base:toWorld(ang(90,90,0)),C1,"hq_tube_thin") holoParent(5,3)
  142.  
  143. holoClipEnabled(5,1,1)
  144.  
  145. holoClip(5,1,vec(0,-2.2,0),vec(-1,1,0),0)
  146.  
  147. holoClipEnabled(5,2,1)
  148.  
  149. holoClip(5,2,vec(0,2.2,0),vec(-1,-1,0),0)
  150.  
  151. holoStyle(6,Base:toWorld(vec(4.05,0,0.42)),vec(0.18,0.13,0.03),Base:toWorld(ang(35,0,0)),C3,"hq_stube") holoParent(6,3)
  152.  
  153. holoStyle(7,Base:toWorld(vec(-4.05,0,0.42)),vec(0.18,0.13,0.03),Base:toWorld(ang(-35,0,0)),C3,"hq_stube") holoParent(7,3)
  154.  
  155.  
  156.  
  157. #Hinge [Side panel]
  158.  
  159. holoStyle(8,Base:toWorld(vec(0,2.9,-0.6)),vec(2,0.02,0.02) * A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(8,3)
  160.  
  161. holoStyle(9,Base:toWorld(vec(0,2.9,-0.7)),vec(0.06,0.06,1.4),Base:toWorld(ang(90,0,0)),C1,"cylinder") holoParent(9,8)
  162.  
  163. holoStyle(10,Base:toWorld(vec(0,2.9,-2.4)),vec(1.4,0.067,0.3),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(10,8)
  164.  
  165. holoStyle(11,Base:toWorld(vec(4.6,2.8,-6)),vec(0.13,0.02,0.3),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(11,8)
  166.  
  167. holoStyle(12,Base:toWorld(vec(4.6,2.9,-6)),vec(0.2,0.1,0.04),Base:toWorld(ang(90,90,0)),C3,"hq_stube") holoParent(12,8)
  168.  
  169. holoStyle(13,Base:toWorld(vec(-4.6,2.8,-6)),vec(0.13,0.02,0.3),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(13,8)
  170.  
  171. holoStyle(14,Base:toWorld(vec(-4.6,2.9,-6)),vec(0.2,0.1,0.04),Base:toWorld(ang(90,90,0)),C3,"hq_stube") holoParent(14,8)
  172.  
  173.  
  174.  
  175. #Hinge [Bottom Panels]
  176.  
  177. holoStyle(15 ,Base:toWorld(vec(0,0,-13.5)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(15,Base)
  178.  
  179. holoStyle(16 ,Base:toWorld(vec(0,0,-13.5)),vec(1.4,0.5,0.02),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(16,15)
  180.  
  181.  
  182.  
  183. #Studs
  184.  
  185. for(I=17,23)
  186.  
  187. {
  188.  
  189. holoStyle(I ,Base:toWorld(vec(7.6 - (I-17)*0.7,3.85,-13.35)),vec(0.16,0.1,0.07),Base:toWorld(ang(180,90,0)),C3,"models/props_phx/mechanics/slider1.mdl") holoParent(I,15)
  190.  
  191. holoClipEnabled(I,1,1) holoClipEnabled(I,2,1)
  192.  
  193. holoClip(I,1,vec(1.2,0,0),vec(1,0,0),0) holoClip(I,2,vec(7,0,0),vec(-1,0,0),0)
  194.  
  195. }
  196.  
  197.  
  198.  
  199. for(I=24,30)
  200.  
  201. {
  202.  
  203. holoStyle(I ,Base:toWorld(vec(-7.6 + (I-24)*0.7,3.85,-13.35)),vec(0.16,0.1,0.07),Base:toWorld(ang(180,90,0)),C3,"models/props_phx/mechanics/slider1.mdl") holoParent(I,15)
  204.  
  205. holoClipEnabled(I,1,1) holoClipEnabled(I,2,1)
  206.  
  207. holoClip(I,1,vec(1.2,0,0),vec(1,0,0),0) holoClip(I,2,vec(7,0,0),vec(-1,0,0),0)
  208.  
  209. }
  210.  
  211.  
  212.  
  213. #Hinge [Back panel]
  214.  
  215. holoStyle(31 ,Base:toWorld(vec(8.35,0,-13.5)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(31,15)
  216.  
  217. holoStyle(32 ,Base:toWorld(vec(8.28,0,-7.08)),vec(0.02,0.5,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(32,31)
  218.  
  219. #Studs
  220.  
  221. for(I=33,35)
  222.  
  223. {
  224.  
  225. holoStyle(I ,Base:toWorld(vec(8.15,3.85,-13 + (I-33)*0.7)),vec(0.16,0.1,0.07),Base:toWorld(ang(180,90,90)),C3,"models/props_phx/mechanics/slider1.mdl") holoParent(I,31)
  226.  
  227. holoClipEnabled(I,1,1) holoClipEnabled(I,2,1)
  228.  
  229. holoClip(I,1,vec(1.2,0,0),vec(1,0,0),0) holoClip(I,2,vec(7,0,0),vec(-1,0,0),0)
  230.  
  231. }
  232.  
  233.  
  234.  
  235. #Hinge [Front panel]
  236.  
  237. holoStyle(36 ,Base:toWorld(vec(-8.35,0,-13.5)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(36,15)
  238.  
  239. holoStyle(37 ,Base:toWorld(vec(-8.28,0,-7.08)),vec(0.02,0.5,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(37,36)
  240.  
  241. #Studs
  242.  
  243. for(I=38,40)
  244.  
  245. {
  246.  
  247. holoStyle(I ,Base:toWorld(vec(-8.15,3.85,-13 + (I-38)*0.7)),vec(0.16,0.1,0.07),Base:toWorld(ang(180,90,-90)),C3,"models/props_phx/mechanics/slider1.mdl") holoParent(I,36)
  248.  
  249. holoClipEnabled(I,1,1) holoClipEnabled(I,2,1)
  250.  
  251. holoClip(I,1,vec(1.2,0,0),vec(1,0,0),0) holoClip(I,2,vec(7,0,0),vec(-1,0,0),0)
  252.  
  253. }
  254.  
  255.  
  256.  
  257. #Hinge [Left side panel]
  258.  
  259. holoStyle(41 ,Base:toWorld(vec(-8.35,-2.88,-13.5)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(41,15)
  260.  
  261. holoStyle(42 ,Base:toWorld(vec(-4.11,-2.88,-7.08)),vec(0.71,0.02,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(42,41)
  262.  
  263. #Hinge [Left side panel break]
  264.  
  265. holoStyle(43 ,Base:toWorld(vec(0,-2.88,-7.08)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(43,41)
  266.  
  267. holoStyle(44 ,Base:toWorld(vec(4.11,-2.88,-7.08)),vec(0.71,0.02,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(44,43)
  268.  
  269.  
  270.  
  271. #Hinge [Right side panel]
  272.  
  273. holoStyle(45 ,Base:toWorld(vec(-8.35,2.88,-13.5)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(45,15)
  274.  
  275. holoStyle(46 ,Base:toWorld(vec(-4.11,2.88,-7.08)),vec(0.71,0.02,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(46,45)
  276.  
  277. #Hinge [Right side panel break]
  278.  
  279. holoStyle(47 ,Base:toWorld(vec(0,2.88,-7.08)),vec(0.1,0.1,0.1)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(47,45)
  280.  
  281. holoStyle(48 ,Base:toWorld(vec(4.11,2.88,-7.08)),vec(0.71,0.02,1.08),Base:toWorld(ang(0,0,0)),C1,"cube") holoParent(48,47)
  282.  
  283. holoStyle(49 ,Base:toWorld(vec(0,2.89,-5.8)),vec(0.15,0.07,0.2),Base:toWorld(ang(0,0,0)),C3,"cube") holoParent(49,47)
  284.  
  285.  
  286.  
  287.  
  288.  
  289. #Black frame
  290.  
  291. holoStyle(50,Base:toWorld(vec(0,0,-1.6)),vec(1.38,0.2,0.17),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(50,Base)
  292.  
  293.  
  294.  
  295. #Hinge [Left angled part]
  296.  
  297. holoStyle(51,Base:toWorld(vec(-8,-0.8,-1.6)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(51,Base)
  298.  
  299. holoStyle(52,Base:toWorld(vec(-7.4,-0.8,-4.4)),vec(0.15,0.15,0.5),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(52,51)
  300.  
  301.  
  302.  
  303. #Hinge [Right angled part]
  304.  
  305. holoStyle(53,Base:toWorld(vec(-8,0.8,-1.6)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(53,Base)
  306.  
  307. holoStyle(54,Base:toWorld(vec(-7.4,0.8,-4.4)),vec(0.15,0.15,0.5),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(54,53)
  308.  
  309.  
  310.  
  311. #Hinge [Lower left angled part]
  312.  
  313. holoStyle(55,Base:toWorld(vec(-8,-0.8,-23)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(55,Base)
  314.  
  315. holoStyle(56,Base:toWorld(vec(-7.4,-0.8,-18.5)),vec(0.15,0.15,0.5),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(56,55)
  316.  
  317.  
  318.  
  319. #Hinge [Lower right angled part]
  320.  
  321. holoStyle(57,Base:toWorld(vec(-8,0.8,-23)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(57,Base)
  322.  
  323. holoStyle(58,Base:toWorld(vec(-7.4,0.8,-18.5)),vec(0.15,0.15,0.5),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(58,57)
  324.  
  325.  
  326.  
  327. #Bars
  328.  
  329. holoStyle(59,Base:toWorld(vec(-7.4,-4.5,-3.7)),vec(0.15,0.15,0.9),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(59,15)
  330.  
  331. holoStyle(60,Base:toWorld(vec(-7.4,4.5,-3.7)),vec(0.15,0.15,0.9),Base:toWorld(ang(0,0,0)),C2,"cube") holoParent(60,15)
  332.  
  333.  
  334.  
  335.  
  336.  
  337. #The barrel
  338.  
  339. holoStyle(61,Base:toWorld(vec(-1.4,0,-9)),vec(0.8,0.8,0.8),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(61,Base)
  340.  
  341. holoStyle(62,Base:toWorld(vec(-1,0,-9)),vec(1,1,0.7),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(62,Base)
  342.  
  343. holoStyle(63,Base:toWorld(vec(5,0,-9)),vec(1,1,0.3),Base:toWorld(ang(90,0,0)),C4,"cone") holoParent(63,Base)
  344.  
  345. holoStyle(64,Base:toWorld(vec(9,0,-9)),vec(0.8,0.8,1),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(64,Base)
  346.  
  347.  
  348.  
  349. #Hinge [Handle slide]
  350.  
  351. holoStyle(65,Base:toWorld(vec(8.9,0,-4)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(65,Base)
  352.  
  353. holoStyle(66,Base:toWorld(vec(8.9,0,-4)),vec(1,0.2,0.1),Base:toWorld(ang(0,0,0)),C4*0.9,"cube") holoParent(66,65)
  354.  
  355. holoStyle(67,Base:toWorld(vec(9.5,0,-4)),vec(0.7,0.3,0.09),Base:toWorld(ang(0,0,0)),C4*0.9,"cube") holoParent(67,65)
  356.  
  357.  
  358.  
  359. #Hinge [Handle]
  360.  
  361. holoStyle(68,Base:toWorld(vec(8,0,-4)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(68,65)
  362.  
  363. holoStyle(69,Base:toWorld(vec(5,0,-2)),vec(0.5,0.1,0.25),Base:toWorld(ang(0,0,0)),C4,"hq_rcube_thin") holoParent(69,68)
  364.  
  365. holoStyle(70,Base:toWorld(vec(5,0,-2)),vec(0.4,0.11,0.17),Base:toWorld(ang(-5,0,0)),C1,"cube") holoParent(70,68)
  366.  
  367.  
  368.  
  369. holoStyle(71,Base:toWorld(vec(12,0,-9)),vec(0.22,0.22,1),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(71,Base)
  370.  
  371. holoStyle(72,Base:toWorld(vec(16,0,-9)),vec(0.12,0.12,1),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(72,Base)
  372.  
  373.  
  374.  
  375. holoStyle(73,Base:toWorld(vec(5,0,-17)),vec(0.75,0.75,1.2),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(73,Base)
  376.  
  377. holoStyle(74,Base:toWorld(vec(13,0,-14)),vec(0.17,0.2,0.6),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(74,Base)
  378.  
  379. holoStyle(75,Base:toWorld(vec(-3.5,0,-14)),vec(0.22,0.1,0.6),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(75,Base)
  380.  
  381. holoStyle(76,Base:toWorld(vec(-3,0,-19)),vec(0.4,0.4,0.3),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(76,Base)
  382.  
  383.  
  384.  
  385. #Hinge [Gun barrel]
  386.  
  387. holoStyle(77,Base:toWorld(vec(-5,0,-9)),vec(0.2,0.2,0.2) ,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(77,Base)
  388.  
  389. holoStyle(78,Base:toWorld(vec(-6,0,-9)),vec(0.85,0.85,0.2),Base:toWorld(ang(90,0,0)),C4,"cylinder") holoParent(78,77)
  390.  
  391. for(I=79,84)
  392.  
  393. {
  394.  
  395. K = (I - 79) * 60
  396.  
  397. holoStyle(I,Base:toWorld(vec(-15,cos(K) * 2.7,-9 + sin(K)*2.7)),vec(0.16,0.16,1.4),Base:toWorld(ang(90,0,0)),C1*4,"hq_cylinder") holoParent(I,77)
  398.  
  399. }
  400.  
  401.  
  402.  
  403. #Hinge [Gun barrel 2]
  404.  
  405. holoStyle(85,Base:toWorld(vec(-23,0,-9)),vec(0.2,0.2,0.2) * A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(85,77)
  406.  
  407. holoStyle(86,Base:toWorld(vec(-23,0,-9)),vec(0.7,0.7,0.14),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(86,85)
  408.  
  409. for(I=87,92)
  410.  
  411. {
  412.  
  413. K = (I - 87) * 60
  414.  
  415. holoStyle(I,Base:toWorld(vec(-33,cos(K) * 2.7,-9 + sin(K)*2.7)),vec(0.13,0.13,1.5),Base:toWorld(ang(90,0,0)),C1*4,"hq_tube") holoParent(I,85)
  416.  
  417. }
  418.  
  419.  
  420.  
  421. holoStyle(93,Base:toWorld(vec(-39,0,-9)),vec(0.7,0.7,0.25),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(93,85)
  422.  
  423.  
  424.  
  425. holoStyle(94,Base:toWorld(vec(-35,0,-9)),vec(0.65,0.65,0.05),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(94,85)
  426.  
  427. holoStyle(95,Base:toWorld(vec(-33.5,0,-9)),vec(0.65,0.65,0.05),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(95,85)
  428.  
  429.  
  430.  
  431. #Ammo reserve
  432.  
  433. #Hinge [Res 1]
  434.  
  435. holoStyle(96,Base:toWorld(vec(0,0,-21)),vec(0.2,0.2,0.3) * A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(96,Base)
  436.  
  437. holoStyle(97,Base:toWorld(vec(4,0,-21)),vec(2.4,2.4,0.3),Base:toWorld(ang(0,90,90)),C4,"hq_cylinder") holoParent(97,96)
  438.  
  439. holoStyle(98,Base:toWorld(vec(17.8,0,-21)),vec(2.4,2.4,2),Base:toWorld(ang(0,90,90)),C4,"hq_cone") holoParent(98,96)
  440.  
  441. holoClipEnabled(98,1)
  442.  
  443. holoClip(98,vec(0,0,-9),vec(0,0,-1),0)
  444.  
  445. holoStyle(99,Base:toWorld(vec(8.3,0,-21)),vec(2.1,2.1,0.1),Base:toWorld(ang(0,90,90)),C4,"hq_cylinder") holoParent(99,96)
  446.  
  447.  
  448.  
  449. holoStyle(100,Base:toWorld(vec(-9.8,0,-21)),vec(2.4,2.4,2),Base:toWorld(ang(0,-90,90)),C4,"hq_cone") holoParent(100,96)
  450.  
  451. holoClipEnabled(100,1)
  452.  
  453. holoClip(100,vec(0,0,-9),vec(0,0,-1),0)
  454.  
  455.  
  456.  
  457. holoStyle(101,Base:toWorld(vec(-0.2,0,-21)),vec(2.1,2.1,0.1),Base:toWorld(ang(0,90,90)),C4,"hq_cylinder") holoParent(101,96)
  458.  
  459. holoStyle(102,Base:toWorld(vec(-1.5,0,-21)),vec(1,1,0.15),Base:toWorld(ang(0,90,90)),C4*0.9,"hq_cylinder") holoParent(102,96)
  460.  
  461. holoStyle(103,Base:toWorld(vec(-0.6,0,-21)),vec(0.26,0.26,0.05),Base:toWorld(ang(0,90,90)),C1,"models/hunter/tubes/tube2x2x025.mdl") holoParent(103,96)#
  462.  
  463. for(I=104,112)
  464.  
  465. {
  466.  
  467. K = (I-104) * 20
  468.  
  469. holoStyle(I,Base:toWorld(vec(-0.6,0,-21)),vec(1.9,0.15,0.05),Base:toWorld(ang(K,90,90)),C1,"hq_cylinder") holoParent(I,96)
  470.  
  471. }
  472.  
  473. holoStyle(113,Base:toWorld(vec(8.7,0,-21)),vec(0.26,0.26,0.05),Base:toWorld(ang(0,90,90)),C1,"models/hunter/tubes/tube2x2x025.mdl") holoParent(113,96)#
  474.  
  475.  
  476.  
  477. holoPos(96,Base:toWorld(vec(-3,0,-20)))
  478.  
  479.  
  480.  
  481. #Hinge [Front panel]
  482.  
  483. holoStyle(113,Base:toWorld(vec(-7.5,0,-1.5)),vec(0.2,0.2,0.2)*A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(113,Base)
  484.  
  485. holoStyle(114,Base:toWorld(vec(-9,0,-3)),vec(0.05,1.5,0.35),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(114,113)
  486.  
  487.  
  488.  
  489. holoStyle(115,Base:toWorld(vec(-6.5,0,-0.9)),vec(0.45,1.5,0.06),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(115,113)
  490.  
  491.  
  492.  
  493. holoStyle(116,Base:toWorld(vec(-7.5,6.5,-3.1)),vec(0.3,0.05,0.4),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(116,113)
  494.  
  495. holoStyle(117,Base:toWorld(vec(-7.5,4.7,-3.1)),vec(0.3,0.05,0.4),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(117,113)
  496.  
  497. holoStyle(118,Base:toWorld(vec(-7.5,-6.5,-3.1)),vec(0.3,0.05,0.4),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(118,113)
  498.  
  499. holoStyle(119,Base:toWorld(vec(-7.5,-4.7,-3.1)),vec(0.3,0.05,0.4),Base:toWorld(ang(0,0,0)),C4,"cube") holoParent(119,113)
  500.  
  501.  
  502.  
  503. #Hinge [Spindle thing]
  504.  
  505. holoStyle(120,Base:toWorld(vec(-7.5,5.6,-4.6)),vec(0.2,0.2,0.2) *A,Base:toWorld(ang(0,0,0)),vec(255,0,0),"cube") holoParent(120,113)
  506.  
  507. holoStyle(121,Base:toWorld(vec(-3.9,5.6,-4.6)),vec(0.09,0.09,0.55),Base:toWorld(ang(90,0,0)),C1,"cylinder") holoParent(121,120)
  508.  
  509. holoStyle(122,Base:toWorld(vec(0,5.6,-4.6)),vec(0.2,0.2,0.25),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(122,120)
  510.  
  511. holoStyle(123,Base:toWorld(vec(1.5,5.6,-4.6)),vec(0.25,0.25,0.09),Base:toWorld(ang(90,0,0)),C4,"hq_cylinder") holoParent(123,120)
  512.  
  513.  
  514.  
  515. #Muzzle flare
  516.  
  517. holoStyle(124,Base:toWorld(vec(-45,0,-7)),vec(1,1,1),Base:toWorld(ang(0,180,0)),vec(255,255,255),"models/effects/muzzleflash/minigunmuzzle.mdl") holoParent(124,Base)
  518.  
  519. holoMaterial(124,"")
  520.  
  521. holoAlpha(124,0)
  522.  
  523.  
  524.  
  525. I = 0
  526.  
  527. Hold = 4
  528.  
  529. SmAnim = 10
  530.  
  531. }
  532.  
  533. elseif(I<=0)
  534.  
  535. {
  536.  
  537. #Inputs
  538.  
  539. if(Hold==1 & owner():isAlive())
  540.  
  541. {
  542.  
  543. R = owner():keyReload()
  544.  
  545. }
  546.  
  547. else
  548.  
  549. {
  550.  
  551. R = 0
  552.  
  553. }
  554.  
  555.  
  556.  
  557. E = owner():keyUse()
  558.  
  559.  
  560.  
  561. #Wepon mode
  562.  
  563. if(owner():weapon():type() == MinigunWeapon)
  564.  
  565. {
  566.  
  567. Hold = 1
  568.  
  569. }
  570.  
  571. elseif(owner():weapon():type() == "laserpointer" | owner():weapon():type() == "none" | owner():weapon():type() == "gmod_tool")
  572.  
  573. {
  574.  
  575. Hold = 2
  576.  
  577. }
  578.  
  579. elseif(owner():weapon():type() == MeleeWeapon)
  580.  
  581. {
  582.  
  583. Hold = 3
  584.  
  585. }
  586.  
  587. else
  588.  
  589. {
  590.  
  591. Hold = 0
  592.  
  593. }
  594.  
  595.  
  596.  
  597. #Positioning
  598.  
  599. if($Hold)
  600.  
  601. {
  602.  
  603. if(Hold == 1)
  604.  
  605. {
  606.  
  607. #Both hands
  608.  
  609. holoPos(1,owner():attachmentPos("anim_attachment_rh"))
  610.  
  611. holoAng(1,owner():attachmentAng("anim_attachment_rh"))
  612.  
  613. holoParentAttachment(1,owner(),"anim_attachment_rh")
  614.  
  615. holoPos(2,Pivot:toWorld(vec(23.5,-1,5)))
  616.  
  617. holoAng(2,Pivot:toWorld(ang(10,180,0)))
  618.  
  619. #holoPos(2,Pivot:toWorld(vec(12,0,2)))
  620.  
  621. #holoAng(2,Pivot:toWorld(ang(10,180,0)))
  622.  
  623. Anim = 100
  624.  
  625. owner():weapon():setAlpha(0)
  626.  
  627. Base:soundPlay(1,2,"weapons/ump45/ump45_boltslap.wav") soundPitch(1,60)
  628.  
  629. Base:soundPlay(2,2,"weapons/draw_minigun_heavy.wav") soundPitch(2,90)#ui/item_heavy_gun_drop.wav
  630.  
  631. Base:soundPlay(3,2,"ui/item_heavy_gun_drop.wav") #soundPitch(3,90)
  632.  
  633. }
  634.  
  635. elseif(Hold == 2)
  636.  
  637. {
  638.  
  639. #Left Hand
  640.  
  641. holoPos(1,owner():attachmentPos("anim_attachment_lh"))
  642.  
  643. holoAng(1,owner():attachmentAng("anim_attachment_lh"))
  644.  
  645. holoParentAttachment(1,owner(),"anim_attachment_lh")
  646.  
  647. holoPos(2,Pivot:toWorld(vec(2,1,0)))
  648.  
  649. holoAng(2,Pivot:toWorld(ang(-80,0,0)))
  650.  
  651. if(Anim>0)
  652.  
  653. {
  654.  
  655. Base:soundPlay(1,2,"weapons/draw_melee.wav") soundPitch(1,100)
  656.  
  657. Base:soundPlay(2,2,"weapons/scatter_gun_double_tube_close.wav") soundPitch(2,80)
  658.  
  659. Anim = 0
  660.  
  661. }
  662.  
  663. }
  664.  
  665. elseif(Hold == 3)
  666.  
  667. {
  668.  
  669. #Right Hand melee
  670.  
  671. holoPos(1,owner():attachmentPos("anim_attachment_rh"))
  672.  
  673. holoAng(1,owner():attachmentAng("anim_attachment_rh"))
  674.  
  675. holoParentAttachment(1,owner(),"anim_attachment_rh")
  676.  
  677. holoPos(2,Pivot:toWorld(vec(2,1,0)))
  678.  
  679. holoAng(2,Pivot:toWorld(ang(-80,0,0)))
  680.  
  681. owner():weapon():setAlpha(0)
  682.  
  683. if(Anim>0)
  684.  
  685. {
  686.  
  687. Base:soundPlay(1,2,"weapons/draw_melee.wav") soundPitch(1,100)
  688.  
  689. Base:soundPlay(2,2,"weapons/scatter_gun_double_tube_close.wav") soundPitch(2,80)
  690.  
  691. Anim = 0
  692.  
  693. }
  694.  
  695. }
  696.  
  697. else
  698.  
  699. {
  700.  
  701. #Right Hip
  702.  
  703. holoPos(1,owner():attachmentPos("chest"))
  704.  
  705. holoAng(1,owner():attachmentAng("chest"))
  706.  
  707. holoParentAttachment(1,owner(),"chest")
  708.  
  709. holoPos(2,Pivot:toWorld(vec(-3,-6,-8)))
  710.  
  711. holoAng(2,Pivot:toWorld(ang(15,-210,20)))
  712.  
  713. if(Anim>0)
  714.  
  715. {
  716.  
  717. Base:soundPlay(1,2,"weapons/draw_melee.wav") soundPitch(1,100)
  718.  
  719. Base:soundPlay(2,2,"weapons/scatter_gun_double_tube_close.wav") soundPitch(2,80)
  720.  
  721. Anim = 0
  722.  
  723. }
  724.  
  725. }
  726.  
  727. }
  728.  
  729.  
  730.  
  731.  
  732.  
  733. #Firing
  734.  
  735. if(R)
  736.  
  737. { #Spinning barrel up
  738.  
  739.  
  740.  
  741. if(SpinUp<100)
  742.  
  743. {
  744.  
  745. SpinUp+=2*TRM
  746.  
  747. }
  748.  
  749.  
  750.  
  751. #Spinup sound
  752.  
  753. if($R)
  754.  
  755. {
  756.  
  757. Base:soundPlay(4,2,"weapons/minifun_wind_up.wav") soundPitch(4,95)
  758.  
  759. }
  760.  
  761.  
  762.  
  763. #Spun up
  764.  
  765. if(SpinUp>=100)
  766.  
  767. {
  768.  
  769. Firing = 1
  770.  
  771. #Start firing
  772.  
  773. if(Firing & $Firing)
  774.  
  775. {
  776.  
  777. Base:soundPlay(4,0,"weapons/minifun_shoot.wav") soundPitch(4,80)
  778.  
  779. }
  780.  
  781. #Firing interval
  782.  
  783. if(FireInterval<=0)
  784.  
  785. {
  786.  
  787. if(FirePropSpawnInterval>0)
  788.  
  789. {
  790.  
  791. FirePropSpawnInterval--
  792.  
  793. }
  794.  
  795.  
  796.  
  797. #Props
  798.  
  799. if(FirePropSpawnInterval <= 0)
  800.  
  801. {
  802.  
  803. P = propSpawn("models/props_junk/garbage_glassbottle003a.mdl",Base:toWorld(vec(-45,0,-7)),owner():eyeAngles() + ang(90,0,0),0)
  804.  
  805. P:setMass(1000)
  806.  
  807. P:setTrails(2,1,0.3,"trails/smoke",vec(255,255,255),150)
  808.  
  809. P:applyForce(P:mass() * P:mass() * 10000 * owner():eye())
  810.  
  811. FirePropSpawnInterval = (UnlimitedSpawnRate) ? 0 : 2
  812.  
  813. }
  814.  
  815.  
  816.  
  817. holoAlpha(124,255)
  818.  
  819. holoAng(124,Base:toWorld(ang(0,180,randint(0,360))))
  820.  
  821. FireInterval=8/TRM
  822.  
  823. }
  824.  
  825. #Dimming muzzle flash
  826.  
  827. else
  828.  
  829. {
  830.  
  831. holoAlpha(124,FireInterval>7 ? 255 : 0)
  832.  
  833. FireInterval--
  834.  
  835. }
  836.  
  837. }
  838.  
  839. }
  840.  
  841. #Slowing down
  842.  
  843. elseif(!R & SpinUp>0)
  844.  
  845. {
  846.  
  847. Firing = 0
  848.  
  849. holoAlpha(124,0)
  850.  
  851. SpinUp-=1*TRM
  852.  
  853.  
  854.  
  855. if($R)
  856.  
  857. {
  858.  
  859. Base:soundPlay(4,2,"weapons/minifun_wind_down.wav") soundPitch(4,95)
  860.  
  861. }
  862.  
  863. }
  864.  
  865.  
  866.  
  867. #Barrel rotation
  868.  
  869. BarrelSpin = (BarrelSpin + (SpinUp * 0.5)) % 360
  870.  
  871. holoAng(77,Base:toWorld(ang(0,0, BarrelSpin)))
  872.  
  873.  
  874.  
  875. #Animation
  876.  
  877. if(SmAnim != Anim)
  878.  
  879. {
  880.  
  881. if(SmAnim<Anim){SmAnim+= min(5*TRM, Anim - SmAnim)}
  882.  
  883. if(SmAnim>Anim){SmAnim-= min(5*TRM, SmAnim - Anim)}
  884.  
  885.  
  886.  
  887. holoAng(3,Base:toWorld(ang(0,-0.9 * SmAnim,0))) #Handle
  888.  
  889. holoAng(8,holoEntity(3):toWorld(ang(0,0,SmAnim > 2 ? 90 : 0))) #Flap
  890.  
  891. holoPos(15,Base:toWorld(vec(0,0,-13.5 - ((SmAnim > 5) ? 8 : 0)))) #Bottom
  892.  
  893. holoAng(36,holoEntity(15):toWorld(ang(SmAnim < 100 ? -0.90 * SmAnim : -45 ,0,0))) #Front
  894.  
  895. holoAng(31,holoEntity(15):toWorld(ang(SmAnim < 100 ? 0.90 * SmAnim : 45 ,0,0))) #Back
  896.  
  897. holoAng(41,holoEntity(15):toWorld(ang(0,-0.90 * SmAnim,0))) #Left
  898.  
  899. holoPos(41,Base:toWorld(vec(-8.35,(-2.88) - 0.015 * SmAnim,(-13.5) - 0.06 * SmAnim)))
  900.  
  901. holoAng(43,holoEntity(15):toWorld(ang(0,0.90 * SmAnim,0))) #Left break
  902.  
  903. holoAng(45,holoEntity(15):toWorld(ang(0,0.90 * SmAnim,0))) #Right
  904.  
  905. holoPos(45,Base:toWorld(vec(-8.35,(2.88) + 0.015 * SmAnim,(-13.5) - 0.06 * SmAnim)))
  906.  
  907. holoAng(47,holoEntity(15):toWorld(ang(0,-0.90 * SmAnim,0))) #Right break
  908.  
  909. holoAng(51,Base:toWorld(ang(0,0,-0.45 * SmAnim))) #Top angled bits
  910.  
  911. holoAng(53,Base:toWorld(ang(0,0,0.45 * SmAnim)))
  912.  
  913. holoPos(59,Base:toWorld(vec(-7.4,-0.047 * SmAnim,-8 - (0.04 * SmAnim))))
  914.  
  915. holoScale(59,vec(0.15,0.15,0.012 * SmAnim))
  916.  
  917. holoPos(60,Base:toWorld(vec(-7.4,0.047 * SmAnim,-8 - (0.04 * SmAnim)))) #Side bits
  918.  
  919. holoScale(60,vec(0.15,0.15,0.012 * SmAnim))
  920.  
  921. holoAng(55,Base:toWorld(ang(0,0,0.45 * SmAnim))) #Bottom angled bits
  922.  
  923. holoPos(55,Base:toWorld(vec(-8,-0.8,-15 - (0.08*SmAnim)))) #-23
  924.  
  925. holoAng(57,Base:toWorld(ang(0,0,-0.45 * SmAnim)))
  926.  
  927. holoPos(57,Base:toWorld(vec(-8,0.8,-15 - (0.08*SmAnim)))) #-23
  928.  
  929. holoPos(65,Base:toWorld(vec(SmAnim > 50 ? 0.9 + SmAnim*0.16 : 0,0,-4)))
  930.  
  931. holoPos(68,Base:toWorld(vec(SmAnim > 50 ? 8 + SmAnim*0.13 : 0,0,-4)))
  932.  
  933. holoAng(68,Base:toWorld(ang(SmAnim > 50 ? SmAnim*0.8 : 0,0,0)))
  934.  
  935.  
  936.  
  937. holoPos(77,Base:toWorld(vec(5 -(0.1 * SmAnim),0,-9)))
  938.  
  939. holoPos(85,Base:toWorld(vec(23 -(0.46 * SmAnim),0,-9)))
  940.  
  941.  
  942.  
  943. for(I=96,123)
  944.  
  945. {
  946.  
  947. holoAlpha(I,SmAnim > 85 ? 255 : 0)
  948.  
  949. }
  950.  
  951.  
  952.  
  953. for(I=71,95)
  954.  
  955. {
  956.  
  957. holoAlpha(I,SmAnim > 60 ? 255 : 0)
  958.  
  959. }
  960.  
  961.  
  962.  
  963. for(I=61,64)
  964.  
  965. {
  966.  
  967. holoAlpha(I,SmAnim > 45 ? 255 : 0)
  968.  
  969. }
  970.  
  971. }
  972.  
  973. }
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