UMP45:
if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "UMP45"
SWEP.Slot = 2
SWEP.Icon = "VGUI/ttt/icon_mac"
end
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Kind = WEAPON_HEAVY
SWEP.Primary.Delay = 0.1
SWEP.Primary.Recoil = 1.2
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.Damage = 25
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 30
SWEP.Primary.ClipMax = 60
SWEP.Primary.DefaultClip = 30
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = "item_ammo_smg1_ttt"
SWEP.ViewModel = "models/weapons/v_smg_ump45.mdl"
SWEP.WorldModel = "models/weapons/w_smg_ump45.mdl"
SWEP.Primary.Sound = Sound( "Weapon_UMP45.Single" )
SWEP.IronSightsPos = Vector( 7.3, -5.5, 3.2 )
SWEP.IronSightsAng = Vector( -1.5, 0.35, 2 )
AWP (for traitors):
if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "AWP"
SWEP.Slot = 2
SWEP.Icon = "VGUI/ttt/icon_scout"
end
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Kind = WEAPON_EQUIP1
SWEP.WeaponID = AMMO_RIFLE
SWEP.Primary.Delay = 1.5
SWEP.Primary.Recoil = 7
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 100
SWEP.Primary.Cone = 0.005
SWEP.Primary.ClipSize = 1
SWEP.Primary.ClipMax = 1
SWEP.Primary.DefaultClip = 1
SWEP.AutoSpawnable = false
SWEP.ViewModel = Model("models/weapons/v_snip_awp.mdl")
SWEP.WorldModel = Model("models/weapons/w_snip_awp.mdl")
SWEP.Primary.Sound = Sound(")weapons/awp/awp1.wav")
SWEP.Secondary.Sound = Sound("Default.Zoom")
SWEP.IronSightsPos = Vector( 5, -15, -2 )
SWEP.IronSightsAng = Vector( 2.6, 1.37, 3.5 )
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.InLoadoutFor = nil
SWEP.LimitedStock = true
if CLIENT then
-- Path to the icon material
SWEP.Icon = "VGUI/ttt/icon_scout"
-- Text shown in the equip menu
SWEP.EquipMenuData = {
type = "Magnum Sniper",
desc = "One shot, one kill."
};
end
function SWEP:SetZoom(state)
if CLIENT then
return
else
if state then
self.Owner:SetFOV(20, 0.3)
else
self.Owner:SetFOV(0, 0.2)
end
end
end
-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self.Weapon:GetNextSecondaryFire() > CurTime() then return end
bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
if SERVER then
self:SetZoom(bIronsights)
else
self:EmitSound(self.Secondary.Sound)
end
self.Weapon:SetNextSecondaryFire( CurTime() + 0.3)
end
function SWEP:PreDrop()
self:SetZoom(false)
self:SetIronsights(false)
return self.BaseClass.PreDrop(self)
end
function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD );
self:SetIronsights( false )
self:SetZoom(false)
end
function SWEP:Holster()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
if CLIENT then
local scope = surface.GetTextureID("sprites/scope")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local x = ScrW() / 2.0
local y = ScrH() / 2.0
local scope_size = ScrH()
-- crosshair
local gap = 80
local length = scope_size
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
gap = 0
length = 50
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
-- cover edges
local sh = scope_size / 2
local w = (x - sh) + 2
surface.DrawRect(0, 0, w, scope_size)
surface.DrawRect(x + sh - 2, 0, w, scope_size)
surface.SetDrawColor(255, 0, 0, 255)
surface.DrawLine(x, y, x + 1, y + 1)
-- scope
surface.SetTexture(scope)
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)
else
return self.BaseClass.DrawHUD(self)
end
end
function SWEP:AdjustMouseSensitivity()
return (self:GetIronsights() and 0.2) or nil
end
end
Where's my money, bitch?