AddCSLuaFile() SWEP.HoldType = "ar2" if CLIENT then SWEP.PrintName = "AK47_Beast" SWEP.Author = "Primus" SWEP.Slot = 2 SWEP.ViewModelFlip = true SWEP.ViewModelFOV = 70 SWEP.Icon = "VGUI/spec_dm/icon_sdm_frosty" end SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_HEAVY SWEP.Primary.Recoil = 1.7 SWEP.Primary.Damage = 26 SWEP.Primary.Cone = 0.045 SWEP.Primary.ClipSize = 30 SWEP.Primary.Delay = 0.095 SWEP.Primary.DefaultClip = 30 SWEP.Primary.ClipMax = 60 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "smg1" SWEP.Primary.Sound = Sound("weapons/AK_Beast/ak-1.wav") -- Script that calls the primary fire sound SWEP.Primary.SilencedSound = Sound("") -- Sound if the weapon is silenced SWEP.HeadshotMultiplier = 2.2 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/v_rif_akmp.mdl" -- Weapon View Model SWEP.WorldModel = "models/weapons/w_rif_akmp.mdl" -- Weapon World Model SWEP.AutoSpawnable = false SWEP.AmmoEnt = "item_ammo_smg1_ttt" SWEP.AllowDrop = true SWEP.IsSilent = false SWEP.IronSightsPos = Vector(7, -10.73, 1.96) SWEP.IronSightsAng = Vector(1.802, 2.9, 2) function SWEP:AcceptInput( name, activator, caller, data ) if ( name == "ConstraintBroken" && self:HasSpawnFlags( 1 ) ) then local phys = self:GetPhysicsObject() if ( IsValid( phys ) ) then phys:Sleep() end local newflags = bit.band( self:GetSpawnFlags(), bit.bnot( 1 ) ) self:SetKeyValue("spawnflags", newflags) end -- Whatever other code you have in this function end SWEP.Offset = { Pos = {Up = -0.5, Right = 1, Forward = 0, }, Ang = {Up = 0, Right = 0, Forward = 180,} } function SWEP:DrawWorldModel( ) local hand, offset, rotate local pl = self:GetOwner() if IsValid( pl ) then local boneIndex = pl:LookupBone( "ValveBiped.Bip01_R_Hand" ) if boneIndex then local pos, ang = pl:GetBonePosition( boneIndex ) pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up) ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right ) ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward ) self:SetRenderOrigin( pos ) self:SetRenderAngles( ang ) self:DrawModel() end else self:SetRenderOrigin( nil ) self:SetRenderAngles( nil ) self:DrawModel() end end