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Gmod counter strike weapons
Gmod counter strike weapons





gmod counter strike weapons

if it's a pistol then set the shots fired to 0 after the player releases a button Self: SetNextDecreaseShotsFired( CurTime() + 0.4 ) If self: GetMaxClip1() ~= - 1 and not self: InReload() and self: GetNextPrimaryAttack() 15 then If IsValid( self: GetOwner() ) and self: GetOwner(): IsPlayer() then Self: SetNextSecondaryAttack( CurTime() + self: SequenceDuration() ) Self: SetNextPrimaryAttack( CurTime() + self: SequenceDuration() ) Self: SendWeaponAnim( self: TranslateViewModelActivity( ACT_VM_DRAW ) ) Self: SetNextDecreaseShotsFired( CurTime() ) Self: NetworkVar( "Bool ", 3, "FullReload " ) Self: NetworkVar( "Bool ", 2, "DelayFire " ) Self: NetworkVar( "Bool ", 1, "HasSilencer " ) Self: NetworkVar( "Bool ", 0, "InReload " ) Self: NetworkVar( "Int ", 3, "WeaponID " ) Self: NetworkVar( "Int ", 2, "Direction " ) Self: NetworkVar( "Int ", 1, "ShotsFired " ) Self: NetworkVar( "Int ", 0, "WeaponType " ) Self: NetworkVar( "Float ", 4, "NextDecreaseShotsFired " ) Self: NetworkVar( "Float ", 3, "NextIdle " ) Self: NetworkVar( "Float ", 2, "Accuracy " ) Self: NetworkVar( "Float ", 1, "NextSecondaryAttack " ) Self: NetworkVar( "Float ", 0, "NextPrimaryAttack " ) Some of this data is already applied to the weapon table ( such as. Returns the raw data parsed from the vdf in table form, SubMachinegun = CS_WEAPONTYPE_SUBMACHINEGUN, SniperRifle = CS_WEAPONTYPE_SNIPER_RIFLE,

gmod counter strike weapons

Local cl_bobup = CreateConVar( "cl_cs_bobup ", "0.5 ", FCVAR_ARCHIVE + FCVAR_CHEAT ) Local cl_bob = CreateConVar( "cl_cs_bob ", "0.002 ", FCVAR_ARCHIVE + FCVAR_CHEAT )

gmod counter strike weapons

Local cl_bobcycle = CreateConVar( "cl_cs_bobcycle ", "0.8 ", FCVAR_ARCHIVE + FCVAR_CHEAT ) Local cl_crosshairusealpha = CreateConVar( "cl_cs_crosshairusealpha ", "0 ", FCVAR_ARCHIVE ) Local cl_crosshairalpha = CreateConVar( "cl_cs_crosshairalpha ", "200 ", FCVAR_ARCHIVE ) Local cl_crosshairscale = CreateConVar( "cl_cs_crosshairscale ", "0 ", FCVAR_ARCHIVE ) Local cl_scalecrosshair = CreateConVar( "cl_cs_scalecrosshair ", "1 ", FCVAR_ARCHIVE ) Local cl_dynamiccrosshair = CreateConVar( "cl_cs_dynamiccrosshair ", "1 ", FCVAR_ARCHIVE ) Local cl_crosshaircolor = CreateConVar( "cl_cs_crosshaircolor ", "0 ", FCVAR_ARCHIVE ) Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below.







Gmod counter strike weapons