-- Updated 8 of Dez. 5 o`clock pm _OpenScript( "includes/defines.lua" ); _OpenScript( "includes/vector3.lua" ); _OpenScript( "includes/misc.lua" ); _OpenScript( "includes/backcompat.lua" ); local barshow = 1; -- Health Variables local reghh = 1; local reghz = 0; local reghe = 0; -- Armor Variables local regaz = 1; local regae = 0; function onPickup( playerid ) local AUTHID1 = "STEAM_0:0:16920444"; -- Max local AUTHID2 = "STEAM_0:0:15299434"; -- Jan local AUTHID3 = "UNKNOWN"; -- Singleplayer local AUTHID4 = "STEAM_ID_LAN"; -- Lan if (_PlayerInfo(playerid, "networkid") == AUTHID1) or (_PlayerInfo(playerid, "networkid") == AUTHID2) or (_PlayerInfo(playerid, "networkid") == AUTHID3) or (_PlayerInfo(playerid, "networkid") == AUTHID4) then else _PlayerSilentKill(playerid, 1, true); end _GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.030, 0.790, 0.27, 0.04 ); _GModRect_SetColor( 0, 0, 0, 180 ); _GModRect_SetTime( 9999, 0.0, 0.0 ); _GModRect_SetDelay( 0 ); _GModRect_Send( Owner, 1 ); end function onDrop( playerid ) _EntRemove(MyIndex); end function onRemove() end function Deploy() local iHealth = _PlayerInfo(Owner,"health"); local mathh = iHealth / 5000; local mathz = iHealth / 100 * 10; _GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.030, 0.790, 0.27, 0.04 ); _GModRect_SetColor( 0, 0, 0, 180 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 ); _GModRect_Send( Owner, 1 ); _GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.090, 0.800, mathh, 0.02 ); _GModRect_SetColor( 83, 176, 235, 255 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 ); _GModRect_Send( Owner, 2 ); _GModText_Start( "HudHintTextLarge" ); _GModText_SetPos( 0.040, 0.800 ); _GModText_SetColor( 255, 255, 255, 255 ); _GModText_SetTime( 99999, 0.0, 0.0 ); _GModText_SetText( mathz.. "%" ); _GModText_SetDelay( 0 ); _GModText_Send( Owner, 3 ); end function Holster() _GModRect_Hide( Owner, 1, 0.0 ); _GModRect_Hide( Owner, 2, 0.0 ); _GModText_Hide( Owner, 3, 0.0 ); end function onInit() _SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" ) end function onThink() local iArmor = _PlayerInfo(Owner,"armor"); local iHealth = _PlayerInfo(Owner,"health"); -- Make the Health regeneration if (reghh == 1) then iHealth = iHealth + 100; _PlayerSetHealth( Owner, iHealth ); end if (reghz == 1) then iHealth = iHealth + 10; _PlayerSetHealth( Owner, iHealth ); end if (reghe == 1) then iHealth = iHealth + 1; _PlayerSetHealth( Owner, iHealth ); end local mathh = iHealth / 5000; local mathz = iHealth / 100 * 10; if (barshow == 1) then _GModRect_Start( "gmod/white" ); _GModRect_SetPos( 0.090, 0.800, mathh, 0.02 ); _GModRect_SetColor( 83, 176, 235, 255 ); _GModRect_SetTime( 99999, 0.0, 0.0 ); _GModRect_SetDelay( 0 ); _GModRect_Send( Owner, 2 ); _GModText_Start( "HudHintTextLarge" ); _GModText_SetPos( 0.040, 0.800 ); _GModText_SetColor( 255, 255, 255, 255 ); _GModText_SetTime( 99999, 0.0, 0.0 ); _GModText_SetText( mathz.. "%" ); _GModText_SetDelay( 0 ); _GModText_Send( Owner, 3 ); end if (iHealth < 800) then reghh = 1; reghz = 0; reghe = 0; barshow = 1; elseif (iHealth < 980) then reghh = 0; reghz = 1; reghe = 0; barshow = 1; elseif (iHealth < 1000) then reghh = 0; reghz = 0; reghe = 1; barshow = 1; elseif (iHealth > 999) then reghh = 0; reghz = 0; reghe = 0; barshow = 0; end if (regaz == 1) then iArmor = iArmor + 10; _PlayerSetArmor( Owner, iArmor ); end if (regae == 1) then iArmor = iArmor + 1; _PlayerSetArmor( Owner, iArmor ); end if (iArmor < 80) then regaz = 1; regae = 0; elseif (iArmor < 100) then regaz = 0; regae = 1; end if (iArmor == 100) then regaz = 0; regae = 0; end end function onPrimaryAttack() end function onSecondaryAttack() end function onReload() return true; end -- ========================================== -- Basic Weapon Display Settings: -- ========================================== function getHUDMaterial() return "gmod/SWEP/default"; end -- This weapon's picture in the HUD weapons browser function 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 -- Weapon slot (0-5) 0=crowbar, 1=pistol, 2=smg, 3=shotgun, 4=grenade, 5=pheropod (bugbait) function getWeaponSlotPos() return 7; end -- Slot position (0-infinity, make sure it won't cover up existing weapons though) 0=crowbar, 1=stunstick, 2=grav gun, 3=physgun, etc. function getViewModel() return "models/weapons/v_pist_deagle.mdl"; end -- The view model (What it looks like when it's in your hands) function getWorldModel() return "models/weapons/w_pist_deagle.mdl"; end -- The world model (What it looks like when it is spawned on the ground) function 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 "Jans ADMIN\nDeagle"; end -- What the weapon is called in the HUD weapons browser function getClassName() return "weapon_jan_admingun"; 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 20; end -- Primary fire damage, per bullet function getPrimaryShotDelay() return 0.1; end -- Delay between primary fire shots (in seconds) function getPrimaryIsAutomatic() return true; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?) function getNumShotsPrimary() return 5; end -- Number of bullets per shot (The HL2 shotgun uses 7) function getMaxClipPrimary() return 30; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate) function getDefClipPrimary() return 930; 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 "XBowBolt"; 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 0; 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 0; 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 bullet function getSecondaryShotDelay() return 0.08; end -- Delay between secondary fire shots (in seconds) function getSecondaryIsAutomatic() return true; 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 "XBowBolt"; 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)