primary
if SERVER then
local MuzzlePos = self.Owner:GetShootPos() + (self.Owner:GetRight() * Right) + (self.Owner:GetUp() * Up) + (self.Owner:GetForward() * Forward)
local ball = ents.Create("proj_shotgunrocket")
ball:SetPos(MuzzlePos)
ball:SetOwner(self.Owner)
ball:SetAngles(self.Owner:GetAimVector())
ball:Spawn()
ball:GetPhysicsObject():SetVelocity(self.Owner:GetAimVector()*3000)
end
secondary
if SERVER then
for i=1,4 do
local MuzzlePos = self.Owner:GetShootPos() + (self.Owner:GetRight() * Right) + (self.Owner:GetUp() * Up) + (self.Owner:GetForward() * Forward)
local ball = ents.Create("proj_shotgunrocket")
ball:SetPos(MuzzlePos)
ball:SetOwner(self.Owner)
ball:SetAngles(self.Owner:GetAimVector())
ball:Spawn()
local ang=self.Owner:GetAimVector()*2000
ang=ang+Vector(math.random(0,200),math.random(0,200),math.random(0,200))
ball:GetPhysicsObject():SetVelocity(ang)
end
end