DAS HIER IST NUR UM ES SICH MAL ANZUSCHAUEN:
   if (SERVER) then
AddCSLuaFile("shared.lua")
SWEP.Weight                          = 5
SWEP.AutoSwitchTo                    = True
SWEP.AutoSwitchFrom                  = True
end
if (CLIENT) then
SWEP.PrintName                       = "FusionNuke"
SWEP.DrawAmmo                        = True
SWEP.DrawCrosshair                   = True
SWEP.ViewModelFOV                    = False
SWEP.ViewModelFlip                   = False
end
SWEP.Author                          = "[JEM]TheReignOfTheDesserted"
SWEP.Contact                         = "
[email protected]"
SWEP.Purpose                         = "I will the world may cry!"
SWEP.Instructions                    = ""
SWEP.Spawnable                       = True
SWEP.AdminSpawnable                  = True
SWEP.Slot			     = 5
SWEP.SlotPos			     = 3
SWEP.ViewModel                       = "models/weapons/v_rpg.mdl"
SWEP.WorldModel                      = "models/weapons/w_rocket_launcher.mdl"
util.PrecacheModel(SWEP.ViewModel)
util.PrecacheModel(SWEP.WorldModel)
SWEP.Primary.ReloadSound	     = "sounds/weapons/reload1.wav"
SWEP.Primary.ReloadTime		     = 1.1
SWEP.Primary.ClipSize                = 10
SWEP.Primary.DefaultClip             = 10000
SWEP.Primary.Automatic               = True
SWEP.Primary.Ammo                    = "smg1"
SWEP.Primary.Recoil	             = 0.1
SWEP.Primary.Damage		     = 999999999999
SWEP.Primary.NumShots		     = 5
SWEP.Primary.Cone		     = 0
SWEP.Primary.Delay		     = 2
SWEP.Primary.Sound                   = "sounds/weapons/fire2.wav"
SWEP.Secondary.ClipSize              = 10
SWEP.Secondary.DefaultClip           = 10000
SWEP.Secondary.Automatic             = True
SWEP.Secondary.Ammo                  = "smg1"
SWEP.Secondary.Recoil		     = 0.1
SWEP.Secondary.Damage		     = -1
SWEP.Secondary.NumShots		     = 1
SWEP.Secondary.Cone		     = 0
SWEP.Secondary.Delay		     = 2
SWEP.Secondary.Sound                 = "sounds/weapons/exp2.wav"
SWEP.Secondary.ReloadSound	     = "sounds/weapons/reload1.wav"
SWEP.Secondary.ReloadTime	     = 1.1
function SWEP:Initialize()
if ( SERVER ) then
	
		self:SetWeaponHoldType( self.HoldType )
end
function SWEP:Reload()
	self.Weapon:SetNetworkedBool( "Scoped", false )
	if (SERVER) then self.Owner:SetFOV(90,.3) end
	self.Weapon:DefaultReload(ACT_VM_RELOAD)
	self.Weapon:EmitSound(self.Primary.ReloadSound)
	
	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
	
function SWEP:Think()
	if self.Owner:KeyPressed( IN_USE ) then
		if (self.Use + 1.1 > CurTime()) then return end
		self.Use = CurTime()
		if self.Mode == 1 then
		self.Mode = 0
		self.Weapon:SendWeaponAnim( ACT_VM_RELOAD) 		// View model animation 
		self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
		self.Owner:PrintMessage(HUD_PRINTCENTER, "CombineBall")
		else	
		self.Mode = 1
		self.Weapon:SendWeaponAnim( ACT_VM_RELOAD) 		// View model animation 
		self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.ReloadTime )
		self.Owner:PrintMessage(HUD_PRINTCENTER, "Laser")
        end
function SWEP:PrimaryAttack()
        local Laser = Material( "comball/laser" )
        function ENT:Draw()
                     	   self.Entity:DrawModel()
   	  	           local Vector1 = self.Entity:LocalToWorld( Vector( 0, 0, -200 ) )
                           local Vector2 = self.Entity:LocalToWorld( Vector( 0, 0, 200 ) ) 
 	  	           render.SetMaterial( Laser )
                           render.DrawBeam( Vector1, Vector2, 5, 0, 0, Color( 255, 255, 255, 255 ) )
end
function SWEP:SecondaryAttack()
	if self.Weapon:Clip1() < 1 then 
	return end
	
	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
	self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
	self:TakeSecondaryAmmo(1)
	local PlayerPos = self.Owner:GetShootPos()
	local PlayerAng = self.Owner:GetAimVector()
	
	local trace = {}
	trace.start = PlayerPos + PlayerAng*16
	trace.endpos = PlayerPos + PlayerAng*65536
	trace.filter = {self.Owner}
	local hitpos = util.TraceLine(trace).HitPos
	
	trace.start = hitpos + Vector(0,0,2048)
	trace.endpos = trace.start + Vector(0,0,6144)
	local traceRes = util.TraceLine(trace)
	local spawnpos
	
	if traceRes.Hit then
		spawnpos = traceRes.HitPos - Vector(0,0,64)
	else
		spawnpos = hitpos + Vector(0,0,8192)
	end
	self.Rocket = ents.Create("sent_nuke_missile")
	self.Rocket:SetVar("owner",self.Owner)
	self.Rocket:SetPos(spawnpos)
	self.Rocket:SetAngles(Vector(90,0,0))
	self.Rocket:Spawn()
	self.Rocket:Activate()
	self.RocketPhysObj = self.Rocket:GetPhysicsObject()
	
	self.Rocket:EmitSound(sndMissileFire)
	
        end
        function SWEP:Holster()
        
        end
        function SWEP:Deploy()
        end
        function SWEP:DrawHUD()
        end
end