--StayUpright
entid = nil
angle = nil
-- Called when the weapon is created.
function onInit( )
end
-- Called when player picks up weapon
function onPickup( playerid )
end
-- Called when player drops weapon
function onDrop( playerid )
end
-- Weapon is about to be destroyed.
function onRemove( )
end
-- Called every frame
function onThink( )
EntSetAng(entid,angle)
end
-- When the player presses left mouse button
function onPrimaryAttack( )
_TraceLine(_PlayerGetShootPos(Owner),_PlayerGetShootAng(Owner),4096,Owner)
entid=_TraceGetEnt()
angle=EntGetAng(entid)
end
-- When the player presses right mouse button
function onSecondaryAttack( )
end
-- When Weapon is swapped to
function Deploy( )
end
-- When weapon swapped away from
function Holster( )
end
-- When player presses reload. Returning false means DON'T RELOAD. Although this will hitch on the client.
function onReload( )
return true;
end
-- Primary Attack Settings
function getDamage()
return 10;
end
function getPrimaryShotDelay()
return 0.2;
end
function getPrimaryIsAutomatic()
return true;
end
function getBulletSpread()
return vector3( 0.01, 0.01, 0.01 );
end
function getViewKick()
return vector3( 0.5, 0.0, 0.0);
end
function getViewKickRandom()
return vector3( 0.5, 0.5, 0.2 );
end
function getNumShotsPrimary()
return 1;
end
function getPrimaryAmmoType()
return "pistol";
end
function getMaxClipPrimary() -- return -1 if it doesn't use clips
return 25;
end
function getDefClipPrimary() -- ammo in gun by default
return 25;
end
function getTracerFreqPrimary() -- 0 = none, 1 = every bullet, 2 = every 2nd bullet etc
return 2;
end
-- Secondary attack Settings
function getDamageSecondary()
return 10;
end
function getSecondaryShotDelay()
return 0.2;
end
function getSecondaryIsAutomatic()
return false;
end
function getBulletSpreadSecondary()
return vector3( 0.001, 0.001, 0.001 );
end
function getViewKickSecondary()
return vector3( 0.5, 0.0, 0.0);
end
function getViewKickRandomSecondary()
return vector3( 0.5, 0.5, 0.2 );
end
function getNumShotsSecondary()
return 1;
end
function getSecondaryAmmoType()
return "pistol";
end
function getMaxClipSecondary() -- return -1 if it doesn't use clips
return -1;
end
function getDefClipSecondary()
return 0;
end
function getTracerFreqSecondary()
return 2;
end
-- Weapon Configuration
function getViewModel( )
return "models/weapons/v_smg_ump45.mdl";
end
function getWorldModel( )
return "models/weapons/w_smg_ump45.mdl";
end
function getClassName()
return "weapon_scripted";
end
function getHUDMaterial( )
return "gmod/SWEP/default";
end
function getDeathIcon( )
return "swep_default";
end
function getWeaponSwapHands()
return false
end
function getWeaponFOV()
return 70
end
function getWeaponSlot()
return 5
end
function getWeaponSlotPos()
return 2
end
function getFiresUnderwater()
return true
end
function getReloadsSingly()
return false
end
-- How the player model holds the weapon:
-- pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade
function getAnimPrefix()
return "shotgun";
end
function getPrintName()
return "The Boltgun";
end
-- 0 = Don't override, shoot bullets, make sound and flash
-- 1 = Don't shoot bullets but do make flash/sounds
-- 2 = Only play animations
-- 3 = Don't do anything
function getPrimaryScriptOverride()
return 0;
end
function getSecondaryScriptOverride()
return 0;
end