All pastes #417722 Raw Edit

Someone

public lua v1 · immutable
#417722 ·published 2007-03-31 02:27 UTC
rendered paste body
if (SERVER) then	AddCSLuaFile( "shared.lua" )	SWEP.Weight				= 5	SWEP.AutoSwitchTo		= false	SWEP.AutoSwitchFrom		= falseendif ( CLIENT ) then	SWEP.PrintName      = "Paintball Gun"	SWEP.DrawAmmo			= false	SWEP.DrawCrosshair		= false	SWEP.ViewModelFOV		= 70	SWEP.ViewModelFlip		= false	SWEP.CSMuzzleFlashes	= falseendSWEP.Author   = "Panda X and TheDeuceBox"SWEP.Contact        = "thepanda@impulse55.net" SWEP.Spawnable      = trueSWEP.AdminSpawnable  = true SWEP.ViewModel      = "models/paintball/weapons/v_angel/v_angel.mdl" //"models/weapons/v_smg_tmp.mdl"SWEP.WorldModel   = "models/paintball/weapons/w_angel/w_angel.mdl"SWEP.Primary.Sound = "weapons/sounds/pistol_empty.wav"SWEP.Primary.ClipSize      = 200SWEP.Primary.DefaultClip    = 400SWEP.Primary.Automatic    = falseSWEP.Primary.Ammo         = "pistol"SWEP.Primary.Delay			= 0.2SWEP.Primary.Recoil			= 0.2SWEP.Secondary.ClipSize      = 0SWEP.Secondary.DefaultClip    = 0SWEP.Secondary.Automatic    = falseSWEP.Secondary.Ammo         = "none"function SWEP:Reload()	endfunction SWEP:Think()   endlocal align = Vector( 7, 5, -5 )function SWEP:Precache()    util.PrecacheSound(self.Primary.Sound)    util.PrecacheModel("models/paintball/paintball.mdl")end function SWEP:PrimaryAttack(data)        self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )    //self.BaseClass.ShootEffects (self)    self.Weapon:EmitSound("Weapon_Pistol.Empty")    self.Weapon:SetNextPrimaryFire( CurTime() + 0.03 )    self:TakePrimaryAmmo(1)    if ( !self:CanPrimaryAttack() ) then return end        if CLIENT then return end     //self.Weapon:SetNextPrimaryFire( CurTime() + 0.2 )    local pb = ents.Create("paintball")    if pb:IsValid() then		local v = self.Owner:GetShootPos()		v = v + self.Owner:GetForward() * 5		v = v + self.Owner:GetRight() * 7.5		v = v + self.Owner:GetUp() * -2.5        pb:SetPos(v)        pb:SetOwner(self.Owner)        pb:Spawn()        pb:Fire("kill", "", 10)        local physobj = pb:GetPhysicsObject()        if physobj:IsValid() then	    physobj:Wake()            physobj:ApplyForceCenter(self.Owner:EyeAngles():Forward() * 100000)            //physobj:SetMass(5)        end    endend //Reload Functionfunction SWEP:Reload()	self.Weapon:DefaultReload( ACT_VM_RELOAD );endfunction SWEP:TakePrimaryAmmo( num )		// Doesn't use clips	if ( self.Weapon:Clip1() <= 0 ) then 			if ( self:Ammo1() <= 0 ) then return end				self.Owner:RemoveAmmo( num, self.Weapon:GetPrimaryAmmoType() )		return end		self.Weapon:SetClip1( self.Weapon:Clip1() - num )		endfunction SWEP:Ammo1()	return self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() )endfunction SWEP:CanPrimaryAttack()	if ( self.Weapon:Clip1() < 0 ) then			self.Weapon:EmitSound( "Weapon_Pistol.Empty" )		self.Weapon:SetNextPrimaryFire( CurTime() + 2.0 )		return false			end	return trueend