AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( "shared.lua" ) SWEP.Weight = 5 // Decides whether we should switch from/to this SWEP.AutoSwitchTo = true // Auto switch to if we pick it up SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon /*--------------------------------------------------------- Name: OnRestore Desc: The game has just been reloaded. This is usually the right place to call the GetNetworked* functions to restore the script's values. ---------------------------------------------------------*/ function SWEP:OnRestore() end /*--------------------------------------------------------- Name: AcceptInput Desc: Accepts input, return true to override/accept input ---------------------------------------------------------*/ function SWEP:AcceptInput( name, activator, caller, data ) return false end /*--------------------------------------------------------- Name: KeyValue Desc: Called when a keyvalue is added to us ---------------------------------------------------------*/ function SWEP:KeyValue( key, value ) end /*--------------------------------------------------------- Name: OnRemove Desc: Called just before entity is deleted ---------------------------------------------------------*/ function SWEP:OnRemove() end /*--------------------------------------------------------- Name: Equip Desc: A player or NPC has picked the weapon up ---------------------------------------------------------*/ function SWEP:Equip( NewOwner ) end /*--------------------------------------------------------- Name: EquipAmmo Desc: The player has picked up the weapon and has taken the ammo from it The weapon will be removed immidiately after this call. ---------------------------------------------------------*/ function SWEP:EquipAmmo( NewOwner ) end /*--------------------------------------------------------- Name: OnDrop Desc: Weapon was dropped ---------------------------------------------------------*/ function SWEP:OnDrop() end /*--------------------------------------------------------- Name: ShouldDropOnDie Desc: Should this weapon be dropped when its owner dies? ---------------------------------------------------------*/ function SWEP:ShouldDropOnDie() return true end /*--------------------------------------------------------- Name: GetCapabilities Desc: For NPCs, returns what they should try to do with it. ---------------------------------------------------------*/ function SWEP:GetCapabilities() return CAP_WEAPON_RANGE_ATTACK1 | CAP_INNATE_RANGE_ATTACK1 end /*--------------------------------------------------------- Name: NPCShoot_Secondary Desc: NPC tried to fire secondary attack ---------------------------------------------------------*/ function SWEP:NPCShoot_Secondary( ShootPos, ShootDir ) self:SecondaryAttack() end /*--------------------------------------------------------- Name: NPCShoot_Secondary Desc: NPC tried to fire primary attack ---------------------------------------------------------*/ function SWEP:NPCShoot_Primary( ShootPos, ShootDir ) self:PrimaryAttack() end // These tell the NPC how to use the weapon AccessorFunc( SWEP, "fNPCMinBurst", "NPCMinBurst" ) AccessorFunc( SWEP, "fNPCMaxBurst", "NPCMaxBurst" ) AccessorFunc( SWEP, "fNPCFireRate", "NPCFireRate" ) AccessorFunc( SWEP, "fNPCMinRestTime", "NPCMinRest" ) AccessorFunc( SWEP, "fNPCMaxRestTime", "NPCMaxRest" )