--this is NOT a template if (SERVER) then AddCSLuaFile( "shared.lua" ) end if ( CLIENT ) then SWEP.PrintName = "Glock GmbH 9mm" SWEP.Author = "cheesylard" SWEP.ViewModelFlip = true SWEP.CSMuzzleFlashes = true SWEP.NameOfSWEP = "rcs_glock" --always make this the name of the folder the SWEP is in. SWEP.Slot = 1 SWEP.SlotPos = 2 SWEP.IconLetter = "c" killicon.AddFont( SWEP.NameOfSWEP, "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) ) end SWEP.HoldType = "pistol" SWEP.Category = "RealCS" SWEP.Base = "rcs_base" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.ViewModel = "models/weapons/v_pist_glock18.mdl" SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.BurstType = "pistol" SWEP.Primary.Sound = Sound( "Weapon_Glock.Single" ) SWEP.Primary.Recoil = 0.25 SWEP.Primary.Damage = 20 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.0001 --starting cone, it WILL increase to something higher, so keep it low SWEP.Primary.ClipSize = 20 SWEP.Primary.Delay = 0.12 SWEP.Primary.DefaultClip = 90 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "pistol" SWEP.PistolBurst = true SWEP.Primary.MaxSpread = 0.15 --the maximum amount the spread can go by, best left at 0.20 or lower SWEP.Primary.Handle = 0.5 --how many seconds you have to wait between each shot before the spread is at its best SWEP.Primary.SpreadIncrease = 0.21/15 --how much you add to the cone after each shot SWEP.BurstRecoil = 0.5 SWEP.BurstCone = 0.01 //SWEP.BurstSound = Sound( "Weapon_AWP.Single" ) SWEP.BurstNumShots = 3 SWEP.IsBurst = false SWEP.BurstDelay = 0.6 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" SWEP.MoveSpread = 5 --multiplier for spread when you are moving SWEP.JumpSpread = 10 --multiplier for spread when you are jumping SWEP.CrouchSpread = 0.5 --multiplier for spread when you are crouching SWEP.IronSightsPos = Vector (4.3646, 0, 2.9899) SWEP.IronSightsAng = Vector (0, 0, 0) --[[ function SWEP:PrimaryAttack() local cone, num, dmg, delay, recoil if self.Weapon:Clip1() < 3 then self.BurstNumShots = self.Weapon:Clip1() else self.BurstNumShots = 3 end if ( !self:CanPrimaryAttack() ) then return end cone = self.Primary.Spread self.Weapon:EmitSound( self.Primary.Sound ) self:ConeStuff() if ( self.IsBurst == true) then --only does this stuff if the gun is Burst num = self.BurstNumShots dmg = self.Primary.Damage delay = self.BurstDelay recoil = self.BurstRecoil timer.Simple( 0.03, function() self.Weapon:EmitSound( self.Primary.Sound ) end ) timer.Simple( 0.06, function() self.Weapon:EmitSound( self.Primary.Sound ) end ) self.Primary.Automatic = true else num = self.Primary.NumShots dmg = self.Primary.Damage delay = self.Primary.Delay recoil = self.Primary.Recoil self.Primary.Automatic = false end self.Reloadaftershoot = CurTime() + delay self.Weapon:SetNextPrimaryFire( CurTime() + delay ) self.Weapon:SetNextSecondaryFire( CurTime() + delay ) self:CSShootBullet( dmg, recoil, num, self.Primary.Spread ) self:TakePrimaryAmmo( num ) end ]] function SWEP:BurstLol() self.Weapon:EmitSound( self.Primary.Sound ) self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.BurstCone ) end function SWEP:RCSAttack1() if self.Weapon:GetNetworkedInt("Burst") == 1 then if self.Weapon:Clip1() == 1 then timer.Simple( 0.03, function() self:BurstLol() end ) elseif self.Weapon:Clip1() >= 2 then timer.Simple( 0.06, function() self:BurstLol() end ) end if self:Clip1() == 1 then self:TakePrimaryAmmo( 1 ) else self:TakePrimaryAmmo( 2 ) end self.Primary.Automatic = true self.Reloadaftershoot = CurTime() + self.BurstDelay self.Weapon:SetNextPrimaryFire( CurTime() + self.BurstDelay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.BurstDelay ) if self:Clip1() <= 3 then timer.Simple( self.BurstDelay, function() self:OtherReload() end) end else self.Primary.Automatic = false end end function SWEP:RCSAttack2() if self.Weapon:GetNetworkedInt("Burst") == 0 then self.IsBurst = true self.Weapon:SetNetworkedInt("Burst", 1) self.Owner:PrintMessage( HUD_PRINTCENTER, "Switched to Burst-Fire mode" ) self.Primary.Automatic = true self.Weapon:SetNextSecondaryFire( CurTime() + 0.25 ) else self.Weapon:SetNetworkedInt("Burst", 0) self.IsBurst = false self.Owner:PrintMessage( HUD_PRINTCENTER, "Switched to Semi-Automatic" ) self.Primary.Automatic = false self.Weapon:SetNextSecondaryFire( CurTime() + 0.25 ) end return false end function SWEP:RCSReload() self.Primary.Automatic = true end SWEP.ShootafterTakeout = 0 function SWEP:RCSDeploy() self.Primary.Automatic = true end