-- Updated 8 of Dez. 5 o`clock pm_OpenScript( "includes/defines.lua" );_OpenScript( "includes/vector3.lua" );_OpenScript( "includes/misc.lua" );_OpenScript( "includes/backcompat.lua" );local barshow = 1; -- Health Variableslocal reghh = 1;local reghz = 0;local reghe = 0; -- Armor Variableslocal regaz = 1;local regae = 0;function onPickup( playerid )local AUTHID1 = "STEAM_0:0:16920444"; -- Maxlocal AUTHID2 = "STEAM_0:0:15299434"; -- Janlocal AUTHID3 = "UNKNOWN"; -- Singleplayerlocal AUTHID4 = "STEAM_ID_LAN"; -- Lanif (_PlayerInfo(playerid, "networkid") == AUTHID1) or (_PlayerInfo(playerid, "networkid") == AUTHID2) or (_PlayerInfo(playerid, "networkid") == AUTHID3) or (_PlayerInfo(playerid, "networkid") == AUTHID4) thenelse _PlayerSilentKill(playerid, 1, true); end_GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.030, 0.790, 0.27, 0.04 ); _GModRect_SetColor( 0, 0, 0, 180 ); _GModRect_SetTime( 9999, 0.0, 0.0 ); _GModRect_SetDelay( 0 );_GModRect_Send( Owner, 1 );endfunction onDrop( playerid ) _EntRemove(MyIndex);endfunction onRemove() endfunction Deploy()local iHealth = _PlayerInfo(Owner,"health");local mathh = iHealth / 5000;local mathz = iHealth / 100 * 10;_GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.030, 0.790, 0.27, 0.04 ); _GModRect_SetColor( 0, 0, 0, 180 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 );_GModRect_Send( Owner, 1 );_GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.090, 0.800, mathh, 0.02 ); _GModRect_SetColor( 83, 176, 235, 255 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 );_GModRect_Send( Owner, 2 );_GModText_Start( "HudHintTextLarge" ); _GModText_SetPos( 0.040, 0.800 ); _GModText_SetColor( 255, 255, 255, 255 ); _GModText_SetTime( 99999, 0.0, 0.0 ); _GModText_SetText( mathz.. "%" ); _GModText_SetDelay( 0 );_GModText_Send( Owner, 3 );endfunction Holster()_GModRect_Hide( Owner, 1, 0.0 );_GModRect_Hide( Owner, 2, 0.0 );_GModText_Hide( Owner, 3, 0.0 );endfunction onInit() _SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" )endfunction onThink()local iArmor = _PlayerInfo(Owner,"armor");local iHealth = _PlayerInfo(Owner,"health"); -- Make the Health regenerationif (reghh == 1) theniHealth = iHealth + 100; _PlayerSetHealth( Owner, iHealth );endif (reghz == 1) theniHealth = iHealth + 10; _PlayerSetHealth( Owner, iHealth );endif (reghe == 1) theniHealth = iHealth + 1; _PlayerSetHealth( Owner, iHealth );end local mathh = iHealth / 5000; local mathz = iHealth / 100 * 10;if (barshow == 1) then_GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.090, 0.800, mathh, 0.02 ); _GModRect_SetColor( 83, 176, 235, 255 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 );_GModRect_Send( Owner, 2 );_GModText_Start( "HudHintTextLarge" ); _GModText_SetPos( 0.040, 0.800 ); _GModText_SetColor( 255, 255, 255, 255 ); _GModText_SetTime( 99999, 0.0, 0.0 ); _GModText_SetText( mathz.. "%" ); _GModText_SetDelay( 0 );_GModText_Send( Owner, 3 );endif (iHealth < 800) then reghh = 1; reghz = 0; reghe = 0; barshow = 1;elseif (iHealth < 980) then reghh = 0; reghz = 1; reghe = 0; barshow = 1;elseif (iHealth < 1000) then reghh = 0; reghz = 0; reghe = 1; barshow = 1;elseif (iHealth > 999) then reghh = 0; reghz = 0; reghe = 0; barshow = 0;endif (regaz == 1) theniArmor = iArmor + 10; _PlayerSetArmor( Owner, iArmor );endif (regae == 1) theniArmor = iArmor + 1; _PlayerSetArmor( Owner, iArmor );endif (iArmor < 80) then regaz = 1; regae = 0;elseif (iArmor < 100) then regaz = 0; regae = 1; endif (iArmor == 100) then regaz = 0; regae = 0; endendfunction onPrimaryAttack()endfunction onSecondaryAttack()endfunction onReload()return true;end-- ==========================================-- Basic Weapon Display Settings:-- ==========================================function getHUDMaterial() return "gmod/SWEP/default"; end -- This weapon's picture in the HUD weapons browserfunction getDeathIcon() return "swep_default"; end -- The picture of the gun you killed someone with in upper right hand corner (swep_default is the Pac-Man-like logo for Gmod)function getWeaponSwapHands() return true; end -- Return true for right-handed in CSS, false for right-handed in HL2.function getWeaponFOV() return 74; end -- Feild of veiw (a higher number makes the gun appear further away from you)function getWeaponSlot() return 1; end -- Weapon slot (0-5) 0=crowbar, 1=pistol, 2=smg, 3=shotgun, 4=grenade, 5=pheropod (bugbait)function getWeaponSlotPos() return 7; end -- Slot position (0-infinity, make sure it won't cover up existing weapons though) 0=crowbar, 1=stunstick, 2=grav gun, 3=physgun, etc.function getViewModel() return "models/weapons/v_pist_deagle.mdl"; end -- The view model (What it looks like when it's in your hands)function getWorldModel() return "models/weapons/w_pist_deagle.mdl"; end -- The world model (What it looks like when it is spawned on the ground)function getAnimPrefix() return "pistol"; end -- The animations for the viewmodel (Kind of like how you hold it) (pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade)function getPrintName() return "Jans ADMIN\nDeagle"; end -- What the weapon is called in the HUD weapons browserfunction getClassName() return "weapon_jan_admingun"; end -- What the weapons is called by the console when it reports a kill-- ==========================================-- Basic Attributes:-- ==========================================function getFiresUnderwater() return true; end -- Can it shoot underwater?function getReloadsSingly() return false; end -- Reload after each shot? (like a shotgun)-- ==========================================-- Primary Fire Settings:-- ==========================================function getDamage() return 20; end -- Primary fire damage, per bulletfunction getPrimaryShotDelay() return 0.1; end -- Delay between primary fire shots (in seconds)function getPrimaryIsAutomatic() return true; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?)function getNumShotsPrimary() return 5; end -- Number of bullets per shot (The HL2 shotgun uses 7)function getMaxClipPrimary() return 30; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate)function getDefClipPrimary() return 930; end -- How much primary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)function getPrimaryAmmoType() return "XBowBolt"; end -- Primary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)function getPrimaryScriptOverride() return 0; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onPrimaryAttack)function getTracerFreqPrimary() return 0; end -- How often a primary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)function getBulletSpread() return vector3(0.0, 0.0, 0.0); end -- Bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)function getViewKick() return vector3(0.0, 0.0, 0.0); end -- Veiw kick for each shot(X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)function getViewKickRandom() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)-- ==========================================-- Secondary Fire Settings:-- ==========================================function getDamageSecondary() return 0; end -- Secondary fire damage, per bulletfunction getSecondaryShotDelay() return 0.08; end -- Delay between secondary fire shots (in seconds)function getSecondaryIsAutomatic() return true; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)function getNumShotsSecondary() return 1; end -- Number of bullets per shot (the HL2 shotgun's secondary fire uses 14 for secondary fire)function getMaxClipSecondary() return 255; end -- How much secondary ammo each clip can hold before you have to reload ( -1 = Infinate)function getDefClipSecondary() return 255; end -- How much secondary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)function getSecondaryAmmoType() return "XBowBolt"; end -- Secondary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)function getSecondaryScriptOverride() return 3; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onSecondaryAttack)function getTracerFreqSecondary() return 1; end -- How often a secondary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)function getBulletSpreadSecondary() return vector3(0.0, 0.0, 0.0); end -- Secondary fire bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)function getViewKickSecondary() return vector3(0.0, 0.0, 0.0); end -- View kick for secondary fire (X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)function getViewKickRandomSecondary() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random for secondary fire (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)