if (SERVER) then
/*---------------------------------------------------------
SWEP wude mit dem DSO Swep Script erstellt
URL: dark-side-one.de.vu
---------------------------------------------------------*/
	AddCSLuaFile ("shared.lua");
 	SWEP.Weight = 5;
 	SWEP.AutoSwitchTo = false;
 	SWEP.AutoSwitchFrom = false;
 
end
 
if (CLIENT) then 
 	SWEP.PrintName			= "Test Swep"
	SWEP.Slot				= 0
	SWEP.SlotPos			= 0
	SWEP.DrawAmmo			= true
	SWEP.DrawCrosshair		= true
	SWEP.DrawWeaponInfoBox	= true
	SWEP.BounceWeaponIcon   = true
	SWEP.SwayScale			= 1.0
	SWEP.BobScale			= 1.0
 
end
// Variables that are used on both client and server
SWEP.Author			= "DSO Team"
SWEP.Contact		= "
[email protected]"
SWEP.Purpose		= "Meine Absicht"
SWEP.Instructions	= "links: Feuer "
SWEP.ViewModelFOV	= 62
SWEP.ViewModelFlip	= true
SWEP.ViewModel		= "models/weapons/v_rif_aks74u.mdl"
SWEP.WorldModel		= "models/weapons/w_rif_aks74u.mdl"
SWEP.AnimPrefix		= "python"
SWEP.Spawnable			= true
SWEP.AdminSpawnable		= true
SWEP.Primary.ClipSize		= 7
SWEP.Primary.DefaultClip	= 30
SWEP.Primary.Automatic		= true
SWEP.Primary.Ammo			= "AR2"
SWEP.Secondary.ClipSize		= 1
SWEP.Secondary.DefaultClip	= 10				
SWEP.Secondary.Automatic	= true
SWEP.Secondary.Ammo			= "AR2"
function SWEP:Initialize()
/*kann man leer lassen*/
end
function SWEP:Precache()
/*kann man leer lassen*/
end
function SWEP:PrimaryAttack()
/* Make sure we can shoot first*/
if ( !self:CanPrimaryAttack() ) then return end
/* Play shoot sound*/
self.Weapon:EmitSound("Weapon_AR2.Single")
/* 50 damage, Shoot 1 bullets, 0.01 aimcone = Streuung der kugeln*/
self:ShootBullet( 50, 1, 0.01 )
/* Remove 1 bullet from our clip*/
self:TakePrimaryAmmo( 1 )
/* Punch the player's view = Die Sicht wird nach oben gehauen*/
self.Owner:ViewPunch( Angle( -1, 0, 0 ) )
/* Zeit bis erneut geschossen wird*/
self:SetNextPrimaryFire( CurTime() + 0.05 )
end
function SWEP:SecondaryAttack()
/*Make sure we can shoot first*/
if ( !self:CanSecondaryAttack() ) then return end
/* Play shoot sound*/
self.Weapon:EmitSound("Weapon_Shotgun.Single")
/* 50 damage, Shoot 3 bullets,  0.03 aimcone*/
self:ShootBullet( 50, 3, 0.03 )
/* Remove 1 bullet from our clip*/
self:TakeSecondaryAmmo( 1 )
/* Punch the player's view*/
self.Owner:ViewPunch( Angle( -3, 0, 0 ) )
/* Zeit bis erneut geschossen wird*/
self:SetNextSecondaryFire( CurTime() + 0.05 )
end
function SWEP:CheckReload()
end
function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD );
end
function SWEP:Think()
/*kann man leer lassen*/
end
function SWEP:Holster( wep )
return true
end
function SWEP:Deploy()
return true
end
function SWEP:ShootEffects()
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self.Owner:MuzzleFlash()
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:ShootBullet( damage, num_bullets, aimcone )
local bullet = {}
bullet.Num = num_bullets
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( aimcone, aimcone, 0 )
bullet.Tracer = 5
bullet.Force = 1
bullet.Damage = damage
bullet.AmmoType = "Pistol"
self.Owner:FireBullets( bullet )
self:ShootEffects()
end
function SWEP:TakePrimaryAmmo( num )
/* Doesn't use clips*/
if ( self.Weapon:Clip1() <= 0 ) then 
if ( self:Ammo1() <= 0 ) then return end
		
self.Owner:RemoveAmmo( num, self.Weapon:GetPrimaryAmmoType() )
	
return end
	
self.Weapon:SetClip1( self.Weapon:Clip1() - num )	
end
function SWEP:TakeSecondaryAmmo( num )
/* Doesn't use clips*/
if ( self.Weapon:Clip2() <= 0 ) then 
if ( self:Ammo2() <= 0 ) then return end
		
self.Owner:RemoveAmmo( num, self.Weapon:GetSecondaryAmmoType() )
	
return end
	
self.Weapon:SetClip2( self.Weapon:Clip2() - num )	
end
function SWEP:CanPrimaryAttack()
if ( self.Weapon:Clip1() <= 0 ) then
	
self:EmitSound( "Weapon_Pistol.Empty" )
self:SetNextPrimaryFire( CurTime() + 0.2 )
self:Reload()
return false
		
end
return true
end
function SWEP:CanSecondaryAttack()
if ( self.Weapon:Clip2() <= 0 ) then
	
self.Weapon:EmitSound( "Weapon_Pistol.Empty" )
self.Weapon:SetNextSecondaryFire( CurTime() + 0.2 )
return false
		
end
return true
end
function SWEP:ContextScreenClick( aimvec, mousecode, pressed, ply )
/*kann man leer lassen*/
end
function SWEP:OnRemove()
/*kann man leer lassen*/
end
function SWEP:OwnerChanged()
/*kann man leer lassen*/
end
function SWEP:Ammo1()
return self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() )
end
function SWEP:Ammo2()
return self.Owner:GetAmmoCount( self.Weapon:GetSecondaryAmmoType() )
end
function SWEP:SetDeploySpeed( speed )
self.m_WeaponDeploySpeed = tonumber( speed )
end
/*kann man leer lassen*/
Ist das normal das der Code so aussieht?:(
€: im Editor sieht das aber anders aus...:(