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ttt_volk

Jun 29th, 2019
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  1. -- TTT Code --
  2.  
  3. SWEP.AutoSpawnable = true
  4.  
  5. SWEP.AmmoEnt = "item_ammo_ar_ttt"
  6.  
  7.  
  8. SWEP.AllowDrop = true
  9. SWEP.Kind = WEAPON_HEAVY
  10.  
  11. if CLIENT then
  12. SWEP.Icon = "vgui/entities/iw_volk"
  13.  
  14. SWEP.EquipMenuData = {
  15. type = "Weapon",
  16. desc = "Volk"
  17. };
  18. end
  19. if SERVER then
  20. resource.AddFile("materials/vgui/entities/iw_volk.vmt")
  21. end
  22. -- End of TTT Code --
  23.  
  24. SWEP.Base = "tfa_gun_base"
  25. SWEP.Category = "Defy's COD Guns for TTT" --Category where you will find your weapons
  26. SWEP.Author = "DefyTheRush"
  27. SWEP.Contact = "Comments on Steam Page"
  28. SWEP.Purpose = "Volk from Infinite Warfare made into c_hands!"
  29. SWEP.Instructions = "Fire and Shoot"
  30. SWEP.PrintName = "Volk" -- Weapon name (Shown on HUD)
  31. SWEP.Slot = 2 -- Slot in the weapon selection menu
  32. SWEP.SlotPos = 3 -- Position in the slot
  33. SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
  34. SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
  35. SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
  36. SWEP.Weight = 75 -- rank relative ot other weapons. bigger is better
  37. SWEP.AutoSwitchTo = false -- Auto switch to if we pick it up
  38. SWEP.AutoSwitchFrom = false -- Auto switch from if you pick up a better weapon
  39. SWEP.Spawnable = (TFA) and true or false -- INSTALL SHARED PARTS
  40. SWEP.AdminSpawnable = true --Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
  41. SWEP.DrawCrosshair = true -- Draw the crosshair?
  42. SWEP.DrawCrosshairIS = false --Draw the crosshair in ironsights?
  43. SWEP.Type = "Energy Assault Rifle"
  44.  
  45.  
  46. --[[WEAPON HANDLING]]--
  47. SWEP.Primary.Sound = Sound("weapons/eak47/fire.wav") -- This is the sound of the weapon, when you shoot.
  48. SWEP.Primary.Sound_SIL = Sound("weapons/nv4/fire_sil.wav")
  49. SWEP.Primary.PenetrationMultiplier = 1 --Change the amount of something this gun can penetrate through
  50. SWEP.Primary.Damage = 35 -- Damage, in standard damage points.
  51. SWEP.Primary.DamageTypeHandled = true --true will handle damagetype in base
  52. SWEP.Primary.DamageType = nil --See DMG enum. This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. Leave nil to autodetect. DMG_AIRBOAT opens doors.
  53. SWEP.Primary.Force = nil --Force value, leave nil to autocalc
  54. SWEP.Primary.Knockback = 0 --Autodetected if nil; this is the velocity kickback
  55. SWEP.Primary.HullSize = 0 --Big bullets, increase this value. They increase the hull size of the hitscan bullet.
  56. SWEP.Primary.NumShots = 1 --The number of shots the weapon fires. SWEP.Shotgun is NOT required for this to be >1.
  57. SWEP.Primary.Automatic = true -- Automatic/Semi Auto
  58. SWEP.Primary.RPM = 483 -- This is in Rounds Per Minute / RPM
  59. SWEP.Primary.RPM_R = 650
  60. SWEP.Primary.DryFireDelay = nil --How long you have to wait after firing your last shot before a dryfire animation can play. Leave nil for full empty attack length. Can also use SWEP.StatusLength[ ACT_VM_BLABLA ]
  61. SWEP.Primary.BurstDelay = nil -- Delay between bursts, leave nil to autocalculate
  62. SWEP.FiresUnderwater = true
  63.  
  64. SWEP.RTScopeAttachment = 1
  65. SWEP.ScopeAngleTransforms = {}
  66. SWEP.ScopeOverlayTransformMultiplier = 1
  67. SWEP.ScopeOverlayTransforms = {0, 0}
  68.  
  69. SWEP.RTMaterialOverride = -1 -- Take the material you want out of print(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
  70. SWEP.RTOpaque = true -- Do you want your render target to be opaque?
  71. SWEP.RTCode = nil
  72.  
  73. --Miscelaneous Sounds
  74. SWEP.IronInSound = Sound("") --Sound to play when ironsighting in? nil for default
  75. SWEP.IronOutSound = Sound("") --Sound to play when ironsighting out? nil for default
  76.  
  77. --Silencing
  78. SWEP.CanBeSilenced = false --Can we silence? Requires animations.
  79. SWEP.Silenced = false --Silenced by default?
  80.  
  81. -- Selective Fire Stuff
  82. SWEP.SelectiveFire = true --Allow selecting your firemode?
  83. SWEP.DisableBurstFire = true --Only auto/single?
  84. SWEP.OnlyBurstFire = false --No auto, only burst/single?
  85. SWEP.DefaultFireMode = "Auto" --Default to auto or whatev
  86. SWEP.FireModeName = nil --Change to a text value to override it
  87.  
  88. SWEP.FireModes = {
  89. "Auto",
  90. "Single"
  91. }
  92.  
  93. --Ammo Related
  94. SWEP.Primary.ClipSize = 28 -- This is the size of a clip
  95. SWEP.Primary.DefaultClip = 28 -- This is the number of bullets the gun gives you, counting a clip as defined directly above.
  96. SWEP.Primary.Ammo = "ar2" -- What kind of ammo. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun.
  97. SWEP.Primary.AmmoConsumption = 1 --Ammo consumed per shot
  98. --Pistol, buckshot, and slam like to ricochet. Use AirboatGun for a light metal peircing shotgun pellets
  99. SWEP.DisableChambering = true --Disable round-in-the-chamber
  100.  
  101. SWEP.CanJam = false -- Why does this exist, huh TFA?
  102.  
  103. --Recoil Related
  104. SWEP.Primary.KickUp = 0.35 -- This is the maximum upwards recoil (rise)
  105. SWEP.Primary.KickDown = 0.13 -- This is the maximum downwards recoil (skeet)
  106. SWEP.Primary.KickHorizontal = 0.175 -- This is the maximum sideways recoil (no real term)
  107.  
  108. --Firing Cone Related
  109. SWEP.Primary.Spread = .034 --This is hip-fire acuracy. Less is more (1 is horribly awful, .0001 is close to perfect)
  110. SWEP.Primary.IronAccuracy = .0001 -- Ironsight accuracy, should be the same for shotguns
  111.  
  112. --Unless you can do this manually, autodetect it. If you decide to manually do these, uncomment this block and remove this line.
  113. SWEP.Primary.SpreadMultiplierMax = nil--How far the spread can expand when you shoot. Example val: 2.5
  114. SWEP.Primary.SpreadIncrement = nil --What percentage of the modifier is added on, per shot. Example val: 1/3.5
  115. SWEP.Primary.SpreadRecovery = nil --How much the spread recovers, per second. Example val: 3
  116.  
  117. --Range Related
  118. --SWEP.Primary.Range = 11750 * 4 / 3 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
  119. SWEP.Primary.Range = 3000 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
  120. SWEP.Primary.RangeFalloff = nil -- The percentage of the range the bullet damage starts to fall off at. Set to 0.8, for example, to start falling off after 80% of the range.
  121.  
  122. --Penetration Related
  123. SWEP.MaxPenetrationCounter = 4 --The maximum number of ricochets. To prevent stack overflows.
  124.  
  125. --Misc
  126. SWEP.IronRecoilMultiplier = 0.5 --Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
  127. SWEP.CrouchAccuracyMultiplier = 0.5 --Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
  128.  
  129. --Movespeed
  130. SWEP.MoveSpeed = 0.8 --Multiply the player's movespeed by this.
  131. SWEP.IronSightsMoveSpeed = 0.75 --Multiply the player's movespeed by this when sighting.
  132.  
  133. --[[VIEWMODEL]]--
  134. SWEP.ViewModel = "models/weapons/eak47/v_volk_iw.mdl" --Viewmodel path
  135. SWEP.ViewModelFOV = 70 -- This controls how big the viewmodel looks. Less is more.
  136. SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
  137. SWEP.UseHands = true --Use gmod c_arms system.
  138. SWEP.VMPos = Vector(0,0,0) --The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
  139. SWEP.VMAng = Vector(0,0,0) --The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
  140. SWEP.VMPos_Additive = false --Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse
  141.  
  142.  
  143. --[[WORLDMODEL]]--
  144. SWEP.WorldModel = "models/weapons/eak47/w_volk_iw.mdl" -- Weapon world model path
  145. SWEP.HoldType = "ar2" -- This is how others view you carrying the weapon. Options include:
  146. -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
  147. -- You're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
  148. SWEP.Offset = {
  149. Pos = {
  150. Up = -3.9,
  151. Right = 0.8,
  152. Forward = 12,
  153. },
  154. Ang = {
  155. Up = 90,
  156. Right = 0,
  157. Forward = 189,
  158. },
  159. } --Procedural world model animation, defaulted for CS:S purposes.
  160. SWEP.ThirdPersonReloadDisable = false --Disable third person reload? True disables.
  161.  
  162. --[[HOLDTYPES]]--
  163. SWEP.IronSightHoldTypeOverride = "ar2"
  164. --[[SCOPES]]--
  165. SWEP.IronSightsSensitivity = .4 --Useful for a RT scope. Change this to 0.25 for 25% sensitivity. This is if normal FOV compenstaion isn't your thing for whatever reason, so don't change it for normal scopes.
  166. SWEP.BoltAction = false --Unscope/sight after you shoot?
  167. SWEP.Scoped = false --Draw a scope overlay?
  168. SWEP.ScopeOverlayThreshold = 0.875 --Percentage you have to be sighted in to see the scope.
  169. SWEP.BoltTimerOffset = 0.25 --How long you stay sighted in after shooting, with a bolt action.
  170. SWEP.ScopeScale = 0.5 --Scale of the scope overlay
  171. SWEP.ReticleScale = 0.7 --Scale of the reticle overlay
  172.  
  173. --[[IRONSIGHTS]]--
  174. SWEP.data = {}
  175. SWEP.data.ironsights = 1 --Enable Ironsights
  176. SWEP.IronSightTime = 0.3
  177. SWEP.IronSightsMoveSpeed = SWEP.MoveSpeed * 0.8
  178. SWEP.IronSightsPos = Vector(-3.359, -6.433, 0.709)
  179. SWEP.IronSightsAng = Vector(0, 0, 0)
  180. SWEP.IronSightsPos_ELO = Vector(-3.35, -6.434, -0.08)
  181. SWEP.IronSightsAng_ELO = Vector(0, 0, 0)
  182. SWEP.IronSightsPos_RFX = Vector(-3.366, -6.434, 0.53)
  183. SWEP.IronSightsAng_RFX= Vector(0, 0, 0)
  184. SWEP.IronSightsPos_REMS = Vector(-3.35, -6.435, 0.314)
  185. SWEP.IronSightsAng_REMS = Vector(0, 0, 0)
  186. SWEP.IronSightsPos_UDS = Vector(-3.356, -6.435, 0.4)
  187. SWEP.IronSightsAng_UDS = Vector(0, 0, 0)
  188. SWEP.IronSightsPos_RVS = Vector(-3.352, -6.435, 0.368)
  189. SWEP.IronSightsAng_RVS = Vector(0, 0, 0)
  190.  
  191.  
  192. SWEP.Secondary.IronFOV = 70 -- How much you 'zoom' in. Less is more! Don't have this be <= 0. A good value for ironsights is like 70.
  193. SWEP.Secondary.ScopeZoom = 12 --IMPORTANT BIT
  194.  
  195. --[[SPRINTING]]--
  196.  
  197. SWEP.RunSprintPos = Vector(2.95, -3.057, -4.119)
  198. SWEP.RunSprintAng = Vector(-13.131, 33.537, -29.906)
  199.  
  200. --[[INSPECTION]]--
  201.  
  202. SWEP.InspectPos = Vector(4.221, -2.613, 1.004)
  203. SWEP.InspectAng = Vector(22.513, 27.396, 25.326)
  204. --Replace with a vector, in style of ironsights angle, to be used for inspection
  205.  
  206. --[[VIEWMODEL ANIMATION HANDLING]]--
  207. SWEP.AllowViewAttachment = true --Allow the view to sway based on weapon attachment while reloading or drawing, IF THE CLIENT HAS IT ENABLED IN THEIR CONVARS.
  208.  
  209. --[[VIEWMODEL BLOWBACK]]--
  210.  
  211. SWEP.BlowbackEnabled = true --Enable Blowback?
  212. SWEP.BlowbackVector = Vector(0, -2, 0) --Vector to move bone <or root> relative to bone <or view> orientation.
  213. SWEP.BlowbackCurrentRoot = 0 --Amount of blowback currently, for root
  214. SWEP.BlowbackCurrent = 0 --Amount of blowback currently, for bones
  215. SWEP.Blowback_Only_Iron = true --Only do blowback on ironsights
  216. SWEP.Blowback_PistolMode = false --Do we recover from blowback when empty?
  217. SWEP.Blowback_Shell_Enabled = false --Shoot shells through blowback animations
  218. SWEP.Blowback_Shell_Effect = "RifleShellEject"--Which shell effect to use
  219. SWEP.BlowbackBoneMods = {
  220. ["j_charge"] = { scale = Vector(1, 1, 1), pos = Vector(-3, 0, 0), angle = Angle(0, 0, 0) }
  221. }
  222.  
  223. --[[ANIMATION]]--
  224. --Changes the status delay of a given animation; only used on reloads. Otherwise, use SequenceLengthOverride or one of the others
  225. SWEP.SequenceLengthOverride = {} --Changes both the status delay and the nextprimaryfire of a given animation
  226. SWEP.SequenceRateOverride = {} --Like above but changes animation length to a target
  227. SWEP.SequenceRateOverrideScaled = {} --Like above but scales animation length rather than being absolute
  228.  
  229. SWEP.ProceduralHoslterEnabled = nil
  230. SWEP.ProceduralHolsterTime = 0.3
  231. SWEP.ProceduralHolsterPos = Vector(3, 0, -5)
  232. SWEP.ProceduralHolsterAng = Vector(-40, -30, 10)
  233.  
  234. SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_HYBRID -- ANI = mdl, HYBRID = lua but continue idle, Lua = stop mdl animation
  235. SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_ANI -- ANI = mdl, HYBRID = ani + lua, Lua = lua only
  236. SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH --TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
  237. SWEP.Idle_Blend = 0.05 --Start an idle this far early into the end of a transition
  238. SWEP.Idle_Smooth = 0.05 --Start an idle this far early into the end of another animation
  239. --MDL Animations Below
  240. SWEP.SprintAnimation = {
  241. ["in"] = {
  242. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  243. ["value"] = "base_sprint_in", --Number for act, String/Number for sequence
  244. ["is_idle"] = true,
  245. ["transition"] = true
  246. },
  247. ["loop"] = {
  248. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  249. ["value"] = "base_sprint_loop", --Number for act, String/Number for sequence
  250. ["transition"] = true
  251. },
  252. ["out"] = {
  253. ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
  254. ["value"] = "base_sprint_out", --Number for act, String/Number for sequence
  255. ["transition"] = true
  256. },
  257. }
  258. --[[EFFECTS]]--
  259.  
  260. --Attachments
  261. SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
  262. SWEP.ShellAttachment = "2" -- Should be "2" for CSS models or "shell" for hl2 models
  263. SWEP.MuzzleFlashEnabled = true --Enable muzzle flash
  264. SWEP.MuzzleAttachmentRaw = nil --This will override whatever string you gave. This is the raw attachment number. This is overridden or created when a gun makes a muzzle event.
  265. SWEP.MuzzleFlashEffect = "tfa_muzzleflash_ar_blue"
  266. SWEP.AutoDetectMuzzleAttachment = false --For multi-barrel weapons, detect the proper attachment?
  267. SWEP.SmokeParticle = nil --Smoke particle (ID within the PCF), defaults to something else based on holdtype; "" to disable
  268. SWEP.EjectionSmokeEnabled = true --Disable automatic ejection smoke
  269.  
  270. --Shell eject override
  271. --SWEP.ShellModel = "models/shell/50beowulf_shell.mdl" --In case you want custom shell models
  272. SWEP.LuaShellEject = false --Enable shell ejection through lua?
  273. SWEP.LuaShellEjectDelay = 0 --The delay to actually eject things
  274. SWEP.LuaShellEffect = "RifleShellEject" --The effect used for shell ejection; Defaults to that used for blowback
  275. SWEP.ShellScale = nil
  276.  
  277. --Tracer Stuff
  278. SWEP.TracerName = nil --Change to a string of your tracer name. Can be custom. There is a nice example at https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/base/entities/effects/tooltracer.lua
  279. SWEP.TracerCount = 3 --0 disables, otherwise, 1 in X chance
  280.  
  281. --Impact Effects
  282. SWEP.ImpactEffect = nil--Impact Effect
  283. SWEP.ImpactDecal = nil--Impact Decal
  284.  
  285. --[[RENDER TARGET]]--
  286.  
  287. SWEP.RTMaterialOverride = nil -- Take the material you want out of print(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
  288. SWEP.RTOpaque = false -- Do you want your render target to be opaque?
  289. SWEP.RTCode = nil--function(self) return end --This is the function to draw onto your rendertarget
  290. --[[AKIMBO]]--
  291.  
  292. SWEP.Akimbo = false --Akimbo gun? Alternates between primary and secondary attacks.
  293. SWEP.AnimCycle = 0 -- Start on the right
  294.  
  295. SWEP.Attachments = {
  296. [2] = {
  297. header = "Attachments",
  298. offset = {0, 0},
  299. atts = {"iw_rvs", "iw_reflex", "iw_uds", "iw_rems", "iw_elo"}, sel = math.random( 1, 5 )
  300. },
  301. [3] = {
  302. header = "Bullet Mods",
  303. offset = {0, 0},
  304. atts = {"iw_ramservo", "iw_particleamp", "iw_faradayslug"}, sel = math.random( 1, 3 )
  305. },
  306. [4] = {
  307. header = "Gun Mods",
  308. offset = {0, 0},
  309. atts = {"iw_rapidfire", "iw_longbarrel"}, sel = math.random( 1, 2 )
  310. },
  311. [5] = {
  312. header = "Handling",
  313. offset = {0, 0},
  314. atts = {"iw_quickdraw", "iw_lightweight", "iw_stock"}, sel = math.random( 1, 3 )
  315. },
  316. [6] = {
  317. header = "Variants",
  318. offset = {0, 0},
  319. atts = {"iw_volk_deadeye", "iw_volk_vexed", "iw_volk_greed", "iw_volk_aftermath", "iw_volk_corruption", "iw_volk_goliath"}, sel = math.random( 1, 6 )
  320. }
  321. }
  322.  
  323.  
  324. SWEP.VElements = {
  325. ["iw_sup"] = { type = "Model", model = "models/attachments/suppressor/iw_suppressor.mdl", bone = "tag_weapon", rel = "", pos = Vector(6.3, 0.009, 0.5), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false},
  326. ["iw_elo"] = { type = "Model", model = "models/attachments/elo/iw_elo_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-3.8, 0, 2.95), angle = Angle(0, 0, 0), size = Vector(0.898, 0.898, 0.898), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  327. ["iw_reflex"] = { type = "Model", model = "models/attachments/iw_reflex/v_iw_reflex.mdl", bone = "tag_weapon", rel = "", pos = Vector(-3.5, 0.008, 2.799), angle = Angle(0, 0, 0), size = Vector(0.899, 0.899, 0.899), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  328. ["iw_rems"] = { type = "Model", model = "models/attachments/rems/raijin_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-3.8, 0, 2.849), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  329. ["iw_uds"] = { type = "Model", model = "models/attachments/uds/udm_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-3.8, 0, 3.2), angle = Angle(0, 0, 0), size = Vector(0.898, 0.898, 0.898), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  330. ["iw_rvs"] = { type = "Model", model = "models/attachments/rvs/rvn_sight.mdl", bone = "tag_weapon", rel = "", pos = Vector(-3.8, 0, 3.7), angle = Angle(0, 0, 0), size = Vector(0.898, 0.898, 0.898), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false }
  331. }
  332.  
  333. --[[MISC INFO FOR MODELERS]]--
  334. --[[
  335.  
  336. Used Animations (for modelers):
  337.  
  338. ACT_VM_DRAW - Draw
  339. ACT_VM_DRAW_EMPTY - Draw empty
  340. ACT_VM_DRAW_SILENCED - Draw silenced, overrides empty
  341.  
  342. ACT_VM_IDLE - Idle
  343. ACT_VM_IDLE_SILENCED - Idle empty, overwritten by silenced
  344. ACT_VM_IDLE_SILENCED - Idle silenced
  345.  
  346. ACT_VM_PRIMARYATTACK - Shoot
  347. ACT_VM_PRIMARYATTACK_EMPTY - Shoot last chambered bullet
  348. ACT_VM_PRIMARYATTACK_SILENCED - Shoot silenced, overrides empty
  349. ACT_VM_PRIMARYATTACK_1 - Shoot ironsights, overriden by everything besides normal shooting
  350. ACT_VM_DRYFIRE - Dryfire
  351.  
  352. ACT_VM_RELOAD - Reload / Tactical Reload / Insert Shotgun Shell
  353. ACT_SHOTGUN_RELOAD_START - Start shotgun reload, unless ACT_VM_RELOAD_EMPTY is there.
  354. ACT_SHOTGUN_RELOAD_FINISH - End shotgun reload.
  355. ACT_VM_RELOAD_EMPTY - Empty mag reload, chambers the new round. Works for shotguns too, where applicable.
  356. ACT_VM_RELOAD_SILENCED - Silenced reload, overwrites all
  357.  
  358.  
  359. ACT_VM_HOLSTER - Holster
  360. ACT_VM_HOLSTER_SILENCED - Holster empty, overwritten by silenced
  361. ACT_VM_HOLSTER_SILENCED - Holster silenced
  362.  
  363. ]]--
  364. DEFINE_BASECLASS( SWEP.Base )
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