------------------------------------------------------------------------------------------_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---------------------------------------------------------------------------------------------------------------------------------------function onPickup( playerid )-- When the player picks this weapon upendfunction onDrop( playerid )-- When the player drops this weapon_EntRemove(MyIndex); -- remove the weapon itself (player does not drop the weapon when dieing)endfunction onRemove() -- When this weapon is deleted from the groundendfunction Deploy() -- When the player swaps to this weaponendfunction Holster() -- When the player swaps away from this weaponendfunction onInit() -- When this script is loaded--_SWEPSetSound( MyIndex, "single_shot", "" )endfunction onThink() -- Called every frame (Constantly)endfunction onPrimaryAttack() -- When the player hits primary fire... PlayerLookTrace(Owner,4096) -- max distance is 4096, else traces will get glitchy local ent = _TraceGetEnt() if ( _EntGetType(ent) == "player" ) or ( _TraceHitWorld() == true ) then _PrintMessage(Owner,HUD_PRINTTALK,"Error: Wrong entity.") return end _EffectInit(); _EffectSetEnt(255); _EffectSetOrigin(_TraceEndPos()); _EffectSetStart(_PlayerGetShootPos(Owner)); _EffectSetScale(20); _EffectSetMagnitude(2); _EffectDispatch( "FadingLine" ); _EntSetMaxHealth(ent, 100) _EntFire(ent,"addoutput","health","100","0") _PrintMessage(Owner,HUD_PRINTTALK,"Health of ".._EntGetType(ent).." set to 100.")endfunction onSecondaryAttack() -- When the player hits secondary fire...returnendfunction onReload()-- When the player hits reload... (Keep the return true, or change to false to not allow the player to reload)return trueend-- ==========================================-- Basic Weapon Display Settings:-- ==========================================function getHUDMaterial() return "gmod/SWEP/default"; end -- This weapon's picture in the HUD weapons browserfunction getDeathIcon() return "swep_default"; end -- The picture of the gun you killed someone with in upper right hand corner (swep_default is the Pac-Man-like logo for Gmod)function getWeaponSwapHands() return true; end -- Return true for right-handed in CSS, false for right-handed in HL2.function getWeaponFOV() return 74; end -- Feild of veiw (a higher number makes the gun appear further away from you)function getWeaponSlot() return 1; end --(0-5)0=crowbar,1=pistol,2=smg,3=shotgun,4=grenade,5=pheropod(bugbait)function getWeaponSlotPos() return 3; end --0=crowbar,1=stunstick,2=grav,3=physgun,etc.function getViewModel() return "models/weapons/v_pistol.mdl"; endfunction getWorldModel() return "models/weapons/w_pistol.mdl"; endfunction getAnimPrefix() return "pistol"; end -- The animations for the viewmodel (Kind of like how you hold it) (pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade)function getPrintName() return "DrogenViechs\nSetHealth"; end -- What the weapon is called in the HUD weapons browserfunction getClassName() return "weapon_drogenviech_sethealth"; end -- What the weapons is called by the console when it reports a kill-- ==========================================-- Basic Attributes:-- ==========================================function getFiresUnderwater() return true; end -- Can it shoot underwater?function getReloadsSingly() return false; end -- Reload after each shot? (like a shotgun)-- ==========================================-- Primary Fire Settings:-- ==========================================function getDamage() return 0; end -- Primary fire damage, per bulletfunction getPrimaryShotDelay() return 5; end -- Delay between primary fire shots (in seconds)function getPrimaryIsAutomatic() return false; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?)function getNumShotsPrimary() return 1; end -- Number of bullets per shot (The HL2 shotgun uses 7)function getMaxClipPrimary() return 255; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate)function getDefClipPrimary() return 255; end -- How much primary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)function getPrimaryAmmoType() return "357"; end -- Primary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)function getPrimaryScriptOverride() return 2; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onPrimaryAttack)function getTracerFreqPrimary() return 1; end -- How often a primary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)function getBulletSpread() return vector3(0.0, 0.0, 0.0); end -- Bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)function getViewKick() return vector3(0.0, 0.0, 0.0); end -- Veiw kick for each shot(X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)function getViewKickRandom() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)-- ==========================================-- Secondary Fire Settings:-- ==========================================function getDamageSecondary() return 0; end -- Secondary fire damage, per bulletfunction getSecondaryShotDelay() return 10; end -- Delay between secondary fire shots (in seconds)function getSecondaryIsAutomatic() return false; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)function getNumShotsSecondary() return 1; end -- Number of bullets per shot (the HL2 shotgun's secondary fire uses 14 for secondary fire)function getMaxClipSecondary() return 255; end -- How much secondary ammo each clip can hold before you have to reload ( -1 = Infinate)function getDefClipSecondary() return 255; end -- How much secondary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)function getSecondaryAmmoType() return "357"; end -- Secondary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)function getSecondaryScriptOverride() return 3; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onSecondaryAttack)function getTracerFreqSecondary() return 1; end -- How often a secondary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)function getBulletSpreadSecondary() return vector3(0.0, 0.0, 0.0); end -- Secondary fire bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)function getViewKickSecondary() return vector3(0.0, 0.0, 0.0); end -- View kick for secondary fire (X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)function getViewKickRandomSecondary() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random for secondary fire (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)