rendered paste body -- ============================================= -- // Updated ( V1.04 ) 12 Dec. | 11:17:05 // -- =============================================_OpenScript( "includes/defines.lua" );_OpenScript( "includes/vector3.lua" );_OpenScript( "includes/misc.lua" );_OpenScript( "includes/backcompat.lua" ); -- =================== -- // HUD Functions // -- =================== function GMod_Text(ID, Text, xpos, ypos, T, FI, FO, R, G, B, A)_GModText_Start( "HudHintTextLarge" ); _GModText_SetPos( xpos, ypos ); _GModText_SetColor( R, G, B, A ); _GModText_SetTime( T, FI, FO ); _GModText_SetText( Text ); _GModText_SetDelay( 0 );_GModText_Send( Owner, ID );endfunction GMod_Rect(ID, xpos, ypos, xscale, yscale, T, FI, FO, R, G, B, A)_GModRect_Start( "gmod/white" ); _GModRect_SetPos( xpos, ypos, xscale, yscale ); _GModRect_SetColor( R, G, B, A ); _GModRect_SetTime( T, FI, FO ); _GModRect_SetDelay( 0 );_GModRect_Send( Owner, ID );end -- =============== -- // Variables // -- ===============local barshow_on = 1;local barshow_off = 0;local Fforce = 500;local tmp = _CurTime() + 0.4;local regenrate = 1;local set = 1;local showset = 1;local toggle = 1;local toggle_tmp = _CurTime() + 0.4;local barshow_off_tmp = _CurTime() + 0.6; -- ====================== -- // Health Variables // -- ======================local regenratehz = 1;local regenratehe = 0; -- ===================== -- // Armor Variables // -- =====================local regenrateaz = 1;local regenrateae = 0; -- ================ -- // SCRIPT !!! // -- ================function onPickup( playerid )local iHealth = _PlayerInfo( playerid, "health" );local mathh = iHealth / 5000;local mathz = iHealth / 10;GMod_Rect( 1, 0.030, 0.520, 0.27, 0.10, 9999, 0.2, 0.2, 0, 0, 0, 180 );GMod_Rect( 2, 0.090, 0.530, mathh, 0.02, 9999, 0.2, 0.2, 83, 176, 235, 255 );GMod_Text( 3, mathz.. "%", 0.040, 0.530, 9999, 0.2, 0.2, 255, 255, 255, 255 );GMod_Text( 4, "Force : " ..Fforce, 0.040, 0.560, 9999, 0.2, 0.2, 255, 255, 255, 255 );if (toggle == 1) thenGMod_Text( 5 , "Regeneration : ON", 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 );endif (toggle == 0) thenGMod_Text( 5 , "Regeneration : OFF", 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 );end endfunction onDrop() _EntRemove(MyIndex); endfunction onRemove() endfunction Deploy() -- ================================================ -- // Show HUD when Player switch to this weapon // -- ================================================local iHealth = _PlayerInfo(Owner,"health");local mathh = iHealth / 5000;local mathz = iHealth / 10;GMod_Rect( 1, 0.030, 0.520, 0.27, 0.10, 9999, 0.2, 0.2, 0, 0, 0, 180 );GMod_Rect( 2, 0.090, 0.530, mathh, 0.02, 9999, 0.2, 0.2, 83, 176, 235, 255 );GMod_Text( 3, mathz.. "%", 0.040, 0.530, 9999, 0.2, 0.2, 255, 255, 255, 255 );GMod_Text( 4, "Force : " ..Fforce, 0.040, 0.560, 9999, 0.2, 0.2, 255, 255, 255, 255 );if (toggle == 1) thenGMod_Text( 5 , "Regeneration : ON", 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 );endif (toggle == 0) thenGMod_Text( 5 , "Regeneration : OFF", 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 );endendfunction Holster() -- ============================================ -- // Hide HUD when player leave this weapon // -- ============================================_GModRect_Hide( Owner, 1, 0.3 );_GModRect_Hide( Owner, 2, 0.3 );_GModText_Hide( Owner, 3, 0.3 );_GModText_Hide( Owner, 4, 0.3 );_GModText_Hide( Owner, 5, 0.3 );showset = 1;endfunction onInit() _SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" )endfunction onThink() -- =========================== -- // Make the regeneration // -- ===========================local iArmor = _PlayerInfo(Owner,"armor");local iHealth = _PlayerInfo(Owner,"health");if (regenrate == 1) thenif (regenratehh == 1) theniHealth = iHealth + 100; _PlayerSetHealth( Owner, iHealth );endif (regenratehz == 1) theniHealth = iHealth + 10; _PlayerSetHealth( Owner, iHealth );endif (regenratehe == 1) theniHealth = iHealth + 1; _PlayerSetHealth( Owner, iHealth ); endendlocal mathh = iHealth / 5000;local mathz = iHealth / 10;if (set == 1) then if (mathz == 100) then -- =========================== -- // Show Regeneration HUD // -- ===========================GMod_Text( 3, mathz.. "%", 0.040, 0.530, 9999, 0.0, 0.0, 255, 255, 255, 255 );GMod_Rect( 2, 0.090, 0.530, mathh, 0.02, 9999, 0.0, 0.0, 83, 176, 235, 255 );set = 0; endend if (barshow_on == 1) then GMod_Rect( 2, 0.090, 0.530, mathh, 0.02, 1, 0.0, 0.0, 83, 176, 235, 255 );GMod_Text( 3, mathz.. "%", 0.040, 0.530, 1, 0.0, 0.0, 255, 255, 255, 255 );set = 1;endif ( _CurTime() > barshow_off_tmp ) then if (barshow_off == 1) then if (mathz < 100) then GMod_Rect( 2, 0.090, 0.530, mathh, 0.02, 1, 0.2, 0.2, 83, 176, 235, 255 );GMod_Text( 3, mathz.. "%", 0.040, 0.530, 1, 0.2, 0.2, 255, 255, 255, 255 );set = 1;barshow_off_tmp = _CurTime() + 0.4; end endend -- ================= -- // Some Config // -- ================= if (iHealth < 980) then regenratehz = 1; regenratehe = 0; if (toggle == 1) then barshow_on = 1; end elseif (iHealth < 1000) then regenratehz = 0; regenratehe = 1; if (toggle == 1) then barshow_on = 1; end elseif (iHealth > 999) then regenratehz = 0; regenratehe = 0; barshow_on = 0; endif (regenrate == 1) thenif (regenrateaz == 1) theniArmor = iArmor + 10; _PlayerSetArmor( Owner, iArmor );endif (regenrateae == 1) theniArmor = iArmor + 1; _PlayerSetArmor( Owner, iArmor );end if (iArmor < 80) then regenrateaz = 1; regenrateae = 0; elseif (iArmor < 100) then regenrateaz = 0; regenrateae = 1; end if (iArmor == 100) then regenrateaz = 0; regenrateae = 0; end endendfunction onPrimaryAttack() -- ==================== -- // Make the Force // -- ====================local vPlayerAng = _PlayerGetShootAng( Owner ); local vPlayerVel = vecMul( vPlayerAng, vector3( Fforce, Fforce, Fforce ) ); _EntSetVelocity( Owner, vPlayerVel ); endfunction onSecondaryAttack() -- =============================== -- // Change the power of Force // -- ===============================if (Fforce == 500) then Fforce = 1500;GMod_Text( 4 , "Force : " ..Fforce , 0.040 , 0.560, 9999, 0.0, 0.0, 255, 255, 255, 255 );return false;endif (Fforce == 1500) then Fforce = 3000;GMod_Text( 4 , "Force : " ..Fforce , 0.040 , 0.560, 9999, 0.0, 0.0, 255, 255, 255, 255 );return false;endif (Fforce == 3000) then Fforce = 5000;GMod_Text( 4 , "Force : " ..Fforce , 0.040 , 0.560, 9999, 0.0, 0.0, 255, 255, 255, 255 );return false;endif (Fforce == 5000) then Fforce = 500; GMod_Text( 4 , "Force : " ..Fforce , 0.040 , 0.560, 9999, 0.0, 0.0, 255, 255, 255, 255 );return false; endendfunction onReload() -- ======================================= -- // Toggles the Regeneration ON / OFF // -- =======================================if ( _CurTime() > toggle_tmp) thenif (toggle == 1) then GMod_Text( 5 , "Regeneration : OFF" , 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 ); toggle = 0; toggle_tmp = _CurTime() + 0.6; barshow_on = 0; barshow_off = 1; regenrate = 0; return false;endif (toggle == 0) then GMod_Text( 5 , "Regeneration : ON", 0.040 , 0.590, 9999, 0.0, 0.0, 255, 255, 255, 255 ); toggle = 1; toggle_tmp = _CurTime() + 0.6; barshow_on = 1; barshow_off = 0; regenrate = 1; return false; endendend -- ======================== -- // Some Weapon Script // -- ========================-- ==========================================-- 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 55; 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_hands.mdl"; end -- The view model (What it looks like when it's in your hands)function getWorldModel() return "models/weapons/w_knife_ct.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 "ADMIN Gun"; end -- What the weapon is called in the HUD weapons browserfunction getClassName() return "weapon_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 0; end -- Primary fire damage, per bulletfunction getPrimaryShotDelay() return 0.001; 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 0; 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 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 onPrimaryAttack)function getTracerFreqPrimary() return 1; 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 0.1; end -- Delay between secondary fire shots (in seconds)function getSecondaryIsAutomatic() return false; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)function getNumShotsSecondary() return 0; 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)-- >>>>>>>>><<<<<<<<-- >>/////////////<<-- >> Made by Jan <<-- >>/////////////<<-- >>>>>>>>><<<<<<<<