//this part is for making kill icons
local icol = Color( 255, 255, 255, 255 ) 
if CLIENT then

	killicon.Add( "test_rifle",		"vgui/hud/test_rifle", icol  )
	--			weapon name			location of weapon's kill icon, I just used the hud icon

end

//these are some variables we need to keep for stuff to work
//that means don't delete them

if GetConVar("M9KWeaponStrip") == nil then
	CreateConVar("M9KWeaponStrip", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Allow empty weapon stripping? 1 for true, 0 for false")
	print("Weapon Strip con var created")
end
	
if GetConVar("M9KDisablePenetration") == nil then
	CreateConVar("M9KDisablePenetration", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
	print("Penetration/ricochet con var created")
end
	
if GetConVar("M9KDynamicRecoil") == nil then
	CreateConVar("M9KDynamicRecoil", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use Aim-modifying recoil? 1 for true, 0 for false")
	print("Recoil con var created")
end
	
if GetConVar("M9KUniqueSlots") == nil then
	CreateConVar("M9KUniqueSlots", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Give M9K Weapons unique slots? 1 for true, 2 for false. A map change may be required.")
	print("Unique Slots con var created")
end
	
if GetConVar("M9KDisableHolster") == nil then
	CreateConVar("M9KDisableHolster", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable my totally worthless and broken holster system? Won't hurt my feelings any. 1 for true, 2 for false. A map change may be required.")
	print("Holster Disable con var created")
end
	
if GetConVar("M9KAmmoDetonation") == nil then
	CreateConVar("M9KAmmoDetonation", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Enable detonatable M9K Ammo crates? 1 for true, 0 for false.")
	print("Ammo crate detonation con var created")
end

if GetConVar("DebugM9K") == nil then
	CreateConVar("DebugM9K", "0", { FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Debugging for some m9k stuff, turning it on won't change much.")
end

if !game.SinglePlayer() then

	if CLIENT then
		if GetConVar("M9KGasEffect") == nil then
			CreateClientConVar("M9KGasEffect", "1", true, true)
			print("Client-side Gas Effect Con Var created")
		end
	end

else
	if GetConVar("M9KGasEffect") == nil then
		CreateConVar("M9KGasEffect", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use gas effect when shooting? 1 for true, 0 for false")
		print("Gas effect con var created")
	end
end

//G36B
sound.Add({
	name = 			"gunshot_sound",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/G36B/B5_fire.wav"
})

sound.Add({
	name = 			"B5.Out",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/G36B/B5_Out.wav"
})

sound.Add({
	name = 			"B5.In_1",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/G36B/B5_In1.wav"
})

sound.Add({
	name = 			"B5.In_2",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/G36B/B5_In2.wav"
})

sound.Add({
	name = 			"B5.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/G36B/B5_Deploy.wav"
})

//Xbow
sound.Add({
	name = 			"xbow_sound",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Fire.wav"
})

sound.Add({
	name = 			"Crossbow.Foley1",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Foley_1.wav"
})
sound.Add({
	name = 			"Crossbow.Foley2",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Foley_2.wav"
})

sound.Add({
	name = 			"Crossbow.Foley3",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Foley_3.wav"
})

sound.Add({
	name = 			"Crossbow.Foley4",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Foley_4.wav"
})

sound.Add({
	name = 			"Crossbow.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Xbow/Crossbow_Deploy.wav"
})


//L96_Dragon
sound.Add({
	name = 			"pop_sound",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/CF_L96/G_MZC_AWM_FIRE.wav"
})

sound.Add({
	name = 			"Weapon_CFAWP.Bolt",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/CF_L96/G_RELOAD_AWM.wav"
})

sound.Add({
	name = 			"Weapon_CFAWP.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/CF_L96/G_MZC_AWM_CLIPOUT.wav"
})

sound.Add({
	name = 			"Weapon_CFAWP.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/CF_L96/G_MZC_AWM_CLIPIN.wav"
})

//FlintLock_Divine
sound.Add({
	name = 			"Flint_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/D_Flint/Flintlock_Fire.wav"
})

sound.Add({
	name = 			"Flintlock.In_1",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Flint/Flintlock_In_1.wav"
})

sound.Add({
	name = 			"Flintlock.In_2",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Flint/Flintlock_In_2.wav"
})

sound.Add({
	name = 			"Flintlock.In_3",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Flint/Flintlock_In_3.wav"
})

sound.Add({
	name = 			"Flintlock.Draw",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Flint/Flintlock_Draw.wav"
})

//Tempest
sound.Add({
	name = 			"Temp_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/Temp/SF_SMG_Fire.wav"
})

sound.Add({
	name = 			"SF_SMG.Out",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Temp/SF_SMG_Out.wav"
})

sound.Add({
	name = 			"SF_SMG.In_1",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Temp/SF_SMG_In_1.wav"
})

sound.Add({
	name = 			"SF_SMG.In_2",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Temp/SF_SMG_In_2.wav"
})

sound.Add({
	name = 			"SF_SMG.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/Temp/SF_SMG_Deploy.wav"
})

//E_Blaster
sound.Add({
	name = 			"E_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/E_Blaster/SF Ethereal Fire.wav"
})

sound.Add({
	name = 			"SF Ethereal.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/E_Blaster/SF Ethereal Deploy.wav"
})

sound.Add({
	name = 			"SF Ethereal.Reload",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/E_Blaster/SF Ethereal Reload.wav"
})

//MP5_Guitar
sound.Add({
	name = 			"Guitar_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/MP5_Guitar/Guitar Fire.wav"
})

sound.Add({
	name = 			"Guitar.Out",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MP5_Guitar/Guitar Out.wav"
})

sound.Add({
	name = 			"Guitar.On",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MP5_Guitar/Guitar On.wav"
})

sound.Add({
	name = 			"Guitar.In",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MP5_Guitar/Guitar In.wav"
})

sound.Add({
	name = 			"Guitar.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MP5_Guitar/Guitar Deploy.wav"
})

//MAC_Lara
sound.Add({
	name = 			"MAC_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/MAC_Lara/Lara Fire.wav"
})

sound.Add({
	name = 			"Lara.Draw",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MAC_Lara/Lara Draw.wav"
})

sound.Add({
	name = 			"Lara.Reload",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/MAC_Lara/Lara Reload.wav"
})


//M3_Umbrella
sound.Add({
	name = 			"M3_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/M3_Umbrella/Umbrella Gun Fire.wav"
})

sound.Add({
	name = 			"Umbrella Gun.Insert",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M3_Umbrella/Umbrella Gun Insert.wav"
})

sound.Add({
	name = 			"Umbrella Gun.After Reload",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M3_Umbrella/Umbrella Gun After Reload.wav"
})

sound.Add({
	name = 			"Umbrella Gun.Start Reload",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M3_Umbrella/Umbrella Gun Start Reload.wav"
})

sound.Add({
	name = 			"Umbrella Gun.Draw",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M3_Umbrella/Umbrella Gun Draw.wav"
})

//D_Slingshot
sound.Add({
	name = 			"Sling_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/D_Slingshot/Catapult Fire.wav"
})

sound.Add({
	name = 			"Catapult.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Slingshot/Catapult Deploy.wav"
})

sound.Add({
	name = 			"Catapult.Reload",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/D_Slingshot/Catapult Reload.wav"
})

//TMP_Dragon
sound.Add({
	name = 			"TMP_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/TMP_Dragon/Dragon TMP Fire.wav"
})

sound.Add({
	name = 			"Dragon TMP.In",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/TMP_Dragon/Dragon TMP In.wav"
})

sound.Add({
	name = 			"Dragon TMP.Out",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/TMP_Dragon/Dragon TMP Out.wav"
})

sound.Add({
	name = 			"Dragon TMP.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/TMP_Dragon/Dragon TMP Deploy.wav"
})


//M4A1_Beast
sound.Add({
	name = 			"M4_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/M4_Beast/m4_unsil-1.wav"
})

sound.Add({
	name = 			"Weapon_CFM4A2.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M4_Beast/m4_clipin.wav"
})

sound.Add({
	name = 			"Weapon_CFM4A2.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M4_Beast/m4_clipout.wav"
})

sound.Add({
	name = 			"Weapon_CFM4A2.Boltpull",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/M4_Beast/m4_boltpull.wav"
})


//AK47_Beast
sound.Add({
	name = 			"AK_Shot",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/AK_Beast/ak-1.wav"
})

sound.Add({
	name = 			"Weapon_AKMP.Boltpull",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/AK_Beast/ak_boltpull.wav"
})

sound.Add({
	name = 			"Weapon_AKMP.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/AK_Beast/ak_clipin.wav"
})

sound.Add({
	name = 			"Weapon_AKMP.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/AK_Beast/ak_clipout.wav"
})