rendered paste bodyif SERVER then AddCSLuaFile("shared.lua") SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = falseendif CLIENT then SWEP.DrawAmmo = true SWEP.DrawCrosshair = true SWEP.ViewModelFOV = 65 SWEP.ViewModelFlip = true SWEP.CSMuzzleFlashes = true SWEP.PrintName = "USPMP 10" SWEP.Slot = 0 SWEP.Slotpos = 0 SWEP.IconLetter = "a" SWEP.IconFont = "CSSelectIcons" surface.CreateFont("csd", ScreenScale(30), 500, true, true, "CSKillIcons") surface.CreateFont("csd", ScreenScale(60), 500, true, true, "CSSelectIcons") function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha ) draw.SimpleText( self.IconLetter, self.IconFont, x + wide/2, y + tall*0.2, Color( 15, 20, 200, 255 ), TEXT_ALIGN_CENTER ) end endSWEP.Author = "Rambo_6"SWEP.Contact = ""SWEP.Purpose = ""SWEP.Instructions = ""SWEP.Spawnable = falseSWEP.AdminSpawnable = falseSWEP.Primary.Sound = Sound("Weapon_AK47.Single")SWEP.Primary.Recoil = 1.5SWEP.Primary.Damage = 40SWEP.Primary.NumShots = 1SWEP.Primary.Cone = 0.02SWEP.Primary.Delay = 0.15SWEP.Primary.ClipSize = 1SWEP.Primary.DefaultClip = 1SWEP.Primary.Automatic = falseSWEP.Primary.Ammo = "none"SWEP.Secondary.ClipSize = -1SWEP.Secondary.DefaultClip = -1SWEP.Secondary.Automatic = falseSWEP.Secondary.Ammo = "none"function SWEP:GetMaxAmmo() return self.Primary.ClipSizeendfunction SWEP:Initialize() if SERVER then self:SetWeaponHoldType(self.HoldType) endendfunction SWEP:Reload() self.Weapon:DefaultReload(ACT_VM_RELOAD)endfunction SWEP:Deploy() self.Weapon:SendWeaponAnim(ACT_VM_DRAW) return trueend function SWEP:Think() endfunction SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay) if not self:CanPrimaryAttack() then return end self.Weapon:EmitSound(self.Primary.Sound,100,math.random(98,102)) self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self.Primary.Cone) self:TakePrimaryAmmo(1) self.Owner:ViewPunch(Angle(math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) *self.Primary.Recoil, 0)) //if CLIENT then //self.Weapon:SetNetworkedFloat("LastShootTime", CurTime()) //endendfunction SWEP:ShootBullets( damage, numbullets, aimcone) local bullet = {} bullet.Num = numbullets bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( aimcone, aimcone, 0 ) bullet.Tracer = 5 bullet.Force = 11 bullet.Damage = damage bullet.AmmoType = "Pistol" bullet.TracerName = "Tracer" bullet.Callback = function ( attacker, tr, dmginfo ) if tr.Entity:IsValid() then if string.find(tr.Entity:GetClass(), "vehicle_") or string.find(tr.Entity:GetClass(), "beacon") then dmginfo:ScaleDamage(self.Primary.VehDamageScale) end end end self.Owner:FireBullets( bullet ) self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) // View model animation self.Owner:MuzzleFlash() // Crappy muzzle light self.Owner:SetAnimation( PLAYER_ATTACK1 ) // 3rd Person Animation endfunction SWEP:GetViewModelPosition(pos, ang) return pos, angendfunction SWEP:SecondaryAttack() end