//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" })