All pastes #242062 Raw Edit

Anonymous

public lua v1 · immutable
·published 2006-11-06 21:53 UTC
rendered paste body
-- This is the base SWEP (Scripted Weapon).-- DO NOT change this file.-- When making a new weapon you only need to override what you need._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-- 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( )	end	-- When the player presses left mouse button	function onPrimaryAttack( )		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