All pastes #199630 Raw Edit

Anonymous

public lua v1 · immutable
#199630 ·published 2006-10-12 17:21 UTC
rendered paste body
_OpenScript( "includes/defines.lua" );_OpenScript( "includes/vector3.lua" );_OpenScript( "includes/misc.lua" );_OpenScript( "includes/backcompat.lua" );-- These variables are passed by the engine-- Don't re-define them in your SWEP.MyIndex			=	0; -- Weapon's entity index.Owner			= 	0; -- The player that owns this weaponCurrentTime		=	0; -- The current game time_RunString([[_TraceLine(_PlayerGetShootPos(Owner), _PlayerGetShootAng(Owner), 4096, Owner)    if _TraceHit() == false then    return    elseif _TraceHitWorld() then    return    end    local targ = _TraceGetEnt()    _TraceAttack(targ, MyIndex, Owner, 1000) ]])-- 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( )	_EntSetMaterial( Owner, "sprites/heatwave.vmt" );   	for i = 4, 19 do    _SetDefaultRelationship(i,1,D_NU)    end	_TraceLine(_PlayerGetShootPos(Owner), _PlayerGetShootAng(Owner), 4096, Owner)    if ( _TraceHitNonWorld() ) then	_PlaySoundPlayer( Owner, "weapons/grenade/tick1.wav" )	end	end	-- When the player presses left mouse button	function onPrimaryAttack( )		end	-- When the player presses right mouse button	function onSecondaryAttack( )	_TraceLine(_PlayerGetShootPos(Owner), _PlayerGetShootAng(Owner), 4096, Owner)    if _TraceHit() == false then    return    elseif _TraceGetEnt() then    local iExplosion = _EntCreate("env_explosion");    _EntSetPos(iExplosion, _TraceEndPos(Owner));    _EntSetKeyValue(iExplosion, "iMagnitude", "200");    _EntSetOwner(iExplosion, Owner);    _EntSpawn(iExplosion);    _EntFire(iExplosion, "Explode", 1 , 0);    _SWEPUseAmmo(MyIndex, 0, 1);	end	local targ = _TraceGetEnt()	_EntRemove(targ);	end	    function eventKeyPressd(userid, key)    if key == IN_USE then    _PrintMessageAll(1, "This doesn't bloody work!")	    end    end		-- When Weapon is swapped to	function Deploy( )	end		-- When weapon swapped away from		function Holster( )    _EntSetMaterial(Owner, "models/props_lab/Tank_Glass001")		_EntFire(Owner, "Alpha", 0, 0)	end	-- When player presses reload. Returning false means DON'T RELOAD. Although this will hitch on the client.	function onReload( )	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( 0.0, 0.0, 0.0);	end	function getViewKickRandom()	return vector3( 0.0, 0.0, 0.0 );	end	function getNumShotsPrimary()	return 1;	end	function getPrimaryAmmoType()	return "none";	end	function getMaxClipPrimary() -- return -1 if it doesn't use clips	return 9999;	end		function getDefClipPrimary() -- ammo in gun by default	return 9999;	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 "none";	end	function getMaxClipSecondary() -- return -1 if it doesn't use clips	return -1;	end	function getDefClipSecondary()	return ammo;	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 "End Game Swep MkII";	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 1;	end	function getSecondaryScriptOverride()	return 0;	end