if (SERVER) then AddCSLuaFile( "shared.lua" ) end if ( CLIENT ) then SWEP.PrintName = "Benelli M3 Super 90" SWEP.Author = "cheesylard" SWEP.SlotPos = 2 SWEP.IconLetter = "k" SWEP.NameOfSWEP = "rcs_m3" --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 = "crossbow" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.IsShotgun = true SWEP.ViewModel = "models/weapons/v_shot_m3super92.mdl" SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Primary.Sound = Sound( "Weapon_M3.Single" ) SWEP.ReloadSnd = Sound("Weapon_Shotgun.Reload") SWEP.Primary.Recoil = 5 SWEP.Primary.Damage = 20 SWEP.Primary.NumShots = 8 SWEP.Primary.Cone = 0.05 SWEP.Primary.ClipSize = 8 SWEP.Primary.Delay = 0.95 SWEP.Primary.DefaultClip = 16 SWEP.Primary.Automatic = true SWEP.IncreasesSpread = false --does not do the spread thing, it's a shotgun SWEP.Primary.Ammo = "buckshot" SWEP.EjectDelay = 0.53 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.MoveSpread = 1 --multiplier for spread when you are moving SWEP.JumpSpread = 3 --multiplier for spread when you are jumping SWEP.CrouchSpread = 1 --multiplier for spread when you are crouching SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector (5.7779, 0, 3.3952) SWEP.IronSightsAng = Vector (0, 0, 0) --[[ function SWEP:CanPrimaryAttack() if ( self.Weapon:Clip1() <= 0 ) then if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then return end -- Start reloading if we can if ( self.Weapon:Clip1() < self.Primary.ClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 ) then self.Reloading = "yes" self.Weapon:SetNetworkedBool( "reloading", true ) self.Weapon:SetVar( "reloadtimer", CurTime() + 0.5 ) self.Weapon:SetNextPrimaryFire( CurTime() + 0.49 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) self:SetIronsights( false ) end return false end return true end ]] function SWEP:RCSAttack1() self.Weapon:SetNetworkedBool( "reloading", false ) self.Reloading = "no" end --[[function SWEP:RCSReload() if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then return end --// Start reloading if we can if ( self.Weapon:Clip1() < self.Primary.ClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 ) then self.Weapon:SetNetworkedBool( "reloading", true ) self.Weapon:SetVar( "reloadtimer", CurTime() + 0.5) self.Reloading = "yes" self.Weapon:SetNextPrimaryFire( CurTime() + 0.49 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) self:SetIronsights( false ) end end]] function SWEP:RCSHolster() self:RCSAttack1() end function SWEP:RCSThink() if self.Weapon:Clip1() > self.Primary.ClipSize then self.Weapon:SetClip1(self.Primary.ClipSize) end --timer.Simple( 0.5, function() self:TReloadShotty() end ) if self.Weapon:GetNetworkedBool( "reloading") == true then if self.Weapon:GetNetworkedInt( "reloadtimer") < CurTime() then if self.unavailable then return end //r/e/a//l/cs w/a/s m/ad/e b/y/ c h/ee/syl a/r/ /d --// Finish filling, final pump if (( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0) && self.Weapon:GetNetworkedInt( "reloadtimer") < CurTime()) then --//if ( self.Reloading == "yes" ) then local o = CurTime()+.5 self.Weapon:SetNextPrimaryFire(o) self.Weapon:SetNextPrimaryFire(o) self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ) self.Weapon:SetNetworkedBool( "reloading", false) if (self.PlayReloadSounds) then if (!self.nextReloadSound or CurTime() >= self.nextReloadSound) then self.nextReloadSound = CurTime() + 1 self.Owner:EmitSound( "weapons/shotgun/shotgun_cock.wav" ) end end --//self.Reloading = "no" --//end else if (self.PlayReloadSounds) then self.Owner:EmitSound( self.ReloadSnd, math.random(50, 80) ) end --// Next cycle self.Weapon:SetNetworkedInt( "reloadtimer", CurTime() + .5 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) self.Owner:RemoveAmmo( 1, self.Primary.Ammo, false ) self.Weapon:SetClip1( self.Weapon:Clip1() + 1 ) if ( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0) then self.Weapon:SetNextPrimaryFire(CurTime()+1.5) self.Weapon:SetNextSecondaryFire(CurTime()+1.5) else self.Weapon:SetNextPrimaryFire(CurTime()+.49) self.Weapon:SetNextSecondaryFire(CurTime()+.5) end end end end end