--RealM4A1 --If you want to edit this so it's a pistol, this is NOT for you. Edit rcs_usp if (SERVER) then AddCSLuaFile( "shared.lua" ) end --9270723, 9270713, 6232709 if ( CLIENT ) then SWEP.PrintName = "Colt M4A1 Carbine" SWEP.Author = "cheesylard" SWEP.ViewModelFlip = true SWEP.CSMuzzleFlashes = true SWEP.SlotPos = 1 SWEP.IconLetter = "w" SWEP.NameOfSWEP = "rcs_m4a1" --always make this the name of the folder the SWEP is in. killicon.AddFont( SWEP.NameOfSWEP, "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) ) end SWEP.Category = "RealCS" SWEP.Base = "rcs_base" SWEP.HoldType = "ar2" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.ViewModel = "models/weapons/v_rif_m4a1.mdl" SWEP.WorldModel = "models/weapons/w_rif_m4a1.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Primary.Sound = Sound( "Weapon_m4a1.Single" ) SWEP.Primary.Recoil = 0.25 SWEP.Primary.Damage = 22 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.001 SWEP.Primary.ClipSize = 30 SWEP.Primary.Delay = 0.08 SWEP.Primary.DefaultClip = 90 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "smg1" SWEP.SilencedDamage = 18 SWEP.SilencedRecoil = 0.3 SWEP.SilencedCone = 0.005 SWEP.SilencedSound = Sound( "Weapon_M4a1.Silenced" ) SWEP.SilencedNumShots = 1 SWEP.IsSilenced = false SWEP.SilenceTime = 2 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.SilencedSpreadIncrease = 0.19/15 SWEP.SilencedMaxSpread = 0.13 SWEP.SilencedHandle = 0.4 SWEP.MoveSpread = 6 --multiplier for spread when you are moving SWEP.JumpSpread = 8 --multiplier for spread when you are jumping SWEP.CrouchSpread = 0.5 --multiplier for spread when you are crouching SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector (5.9727, -2.2375, 1.1719) SWEP.IronSightsAng = Vector (3.2776, 1.3466, 2.6221) function SWEP:Silence() if self.Weapon:GetNetworkedBool("Silenced") == false then self.IsSilenced = true self.Weapon:SetNetworkedBool("Silenced", true) self.Weapon:SendWeaponAnim( ACT_VM_ATTACH_SILENCER ) self.Primary.Spread = self.SilencedCone * 1 self.CSMuzzleFlashes = false else self.IsSilenced = false self.Weapon:SetNetworkedBool("Silenced", false) self.Weapon:SendWeaponAnim( ACT_VM_DETACH_SILENCER ) self.Primary.Spread = self.Primary.Cone * 1 self.CSMuzzleFlashes = true end self:SetIronsights( false ) self.Weapon:SetNextPrimaryFire( CurTime() + self.SilenceTime ) self.Weapon:SetNextSecondaryFire( CurTime() + self.SilenceTime ) self.Reloadaftershoot = CurTime() + self.SilenceTime self.Weapon:SetNetworkedInt("deploydelay", CurTime() + self.SilenceTime); if self:Clip1() == 0 then timer.Simple( self.SilenceTime, function() self:OtherReload() end) end end function SWEP:RCSAttack2() if (!self.AlwaysSilenced) then self:Silence() end; end function SWEP:RCSDeploy() if (self.AlwaysSilenced) then self.Weapon:SetNetworkedBool("Silenced", true) end; if self.Weapon:GetNetworkedBool("Silenced") == true then self.Weapon:SendWeaponAnim( ACT_VM_DRAW_SILENCED ) self.Primary.Spread = self.SilencedCone * 1 else self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) self.Primary.Spread = self.Primary.Cone * 1 end self.Primary.Automatic = true end