if ( SERVER ) then AddCSLuaFile( "shared.lua" ) SWEP.HoldType = "pistol"endif ( CLIENT ) then SWEP.PrintName = "Particle" SWEP.Author = "HexSpider" SWEP.Contact = "hexspider@atomworx.us" SWEP.Purpose = "Fires a high velocity projectile with deadly accuracy. Unlimited shots, powered by electricity!" SWEP.Instructions = "Point at target, pull trigger, repeat until sexually satisfied." SWEP.Slot = 1 SWEP.SlotPos = 5 SWEP.IconLetter = "u" killicon.AddFont( "weapon_fiveseven", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )end--Use the default CS weapon baseSWEP.Base = "weapon_cs_base"--Make it not spawnable by normal users, but spawnable by adminSWEP.Spawnable = trueSWEP.AdminSpawnable = true--Set the view model of the fiveseven (what you see)SWEP.ViewModel = "models/weapons/v_pist_fiveseven.mdl"--Set the world model of the fiveseven (what everyone else sees)SWEP.WorldModel = "models/weapons/w_pist_fiveseven.mdl"--Set the weight of the weaponSWEP.Weight = 5--Tell it whether or not it should automatically switch to/from this weaponSWEP.AutoSwitchTo = falseSWEP.AutoSwitchFrom = false--The sound this gun makes when it is firedSWEP.Primary.Sound = Sound( "Weapon_USP.SilencedShot" )--The recoil of the gun when fired (we want it to be zero for a good admin gun)SWEP.Primary.Recoil = 0--The damage this gun will deal out per shot! (we want it exceptionally high)SWEP.Primary.Damage = 5000--How many shots?SWEP.Primary.NumShots = 25--The cone of this weapon (accuracy)SWEP.Primary.Cone = 0.1--How many bullets does this clip hold? (We'll make it one, becuase the clip will be endless)SWEP.Primary.ClipSize = 1--Delay between shotsSWEP.Primary.Delay = 0.2--How big should the default clip beSWEP.Primary.DefaultClip = 1--Is the weapon fully automatic?SWEP.Primary.Automatic = true--What ammo does it takeSWEP.Primary.Ammo = "pistol"--No secondary fire, so just let it be -1, and none for ammo type.SWEP.Secondary.ClipSize = -1SWEP.Secondary.DefaultClip = -1SWEP.Secondary.Automatic = falseSWEP.Secondary.Ammo = "none"--Set the iron sights so that they CORRECTLY line up with the bullet trajectory.SWEP.IronSightsPos = Vector(4.5,3,3.36)SWEP.IronSightsAng = Vector(-.3,-.075,0)--Fire the weapon!function SWEP:PrimaryAttack()--If the weapon can attack... if ( !self:CanPrimaryAttack() ) then return end--Fire bullet downrange at target local bullet = { } bullet.Num = 1 bullet.Src = self.Owner:GetShootPos() -- Source bullet.Dir = self.Owner:GetAimVector() -- Direction of bullet bullet.Spread = Vector( 0.02, 0.02, 0 ) -- Aim Cone bullet.Tracer = 1 -- Show a tracer on every x bullets bullet.Force = 4 -- Amount of force to give to phys objects bullet.Damage = 5000 bullet.AmmoType = "Pistol" bullet.TracerName = "ToolTracer" self.Weapon:FireBullets( bullet )--BOOM! Emit the weapon sound for this weapon self.Weapon:EmitSound(self.Primary.Sound)-- This doesn't trace the bullet, just where the player is looking ;) --local trace = self.Owner:GetEyeTrace()--do the effects self:ShootEffects()--Set a delay between shots of 0.08 seconds. self.Weapon:SetNextPrimaryFire( CurTime() + 0.08 )--The admin gun has unlimited ammo so don't take a bullet away! self:TakePrimaryAmmo( 0 )--[[ Old Gun Effects--Effect data for the toolgun effectlocal effectdata = EffectData()--Start the beam from the hit position of the bullet effectdata:SetOrigin( trace.HitPos )--Trace the beam all the way back to the shoot position effectdata:SetStart( self.Owner:GetShootPos() )--Attach the beam effectdata:SetAttachment( 1 )--Set the entity for the beam effectdata:SetEntity( self.Weapon )--Do the effect util.Effect( "ToolTracer", effectdata )]]--end--Gun Effectsfunction SWEP:ShootEffects()--Muzzleflash self.Owner:MuzzleFlash()--Attack animation self.Owner:SetAnimation( PLAYER_ATTACK1 )--Weapon slide animation self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )end--Is the clip full (unnecessary, because clip is always full.)function SWEP:CanPrimaryAttack() return trueend