AddCSLuaFile() if CLIENT then SWEP.PrintName = "FAMAS" SWEP.Slot = 2 SWEP.Icon = "vgui/ttt/icon_famas" SWEP.IconLetter = "t" end -- Always derive from weapon_tttbase SWEP.Base = "weapon_tttbase" -- Standard GMod values SWEP.HoldType = "ar2" SWEP.Primary.Ammo = "Pistol" SWEP.Primary.Delay = 0.105 SWEP.Primary.Recoil = 1.5 SWEP.Primary.Cone = 0.030 SWEP.Primary.Damage = 18 SWEP.Primary.Automatic = true SWEP.Primary.ClipSize = 30 SWEP.Primary.ClipMax = 30 SWEP.Primary.DefaultClip = 30 SWEP.Primary.Sound = Sound( "Weapon_FAMAS.Single" ) -- Model properties SWEP.UseHands = true SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 64 SWEP.ViewModel = Model( "models/weapons/cstrike/c_rif_famas.mdl" ) SWEP.WorldModel = Model( "models/weapons/w_rif_famas.mdl" ) SWEP.IronSightsPos = Vector( -6.24, -2.757, 1.36 ) -- TTT config values -- Kind specifies the category this weapon is in. Players can only carry one of -- each. Can be: WEAPON_... MELEE, PISTOL, HEAVY, NADE, CARRY, EQUIP1, EQUIP2 or ROLE. -- Matching SWEP.Slot values: 0 1 2 3 4 6 7 8 SWEP.Kind = WEAPON_HEAVY -- If AutoSpawnable is true and SWEP.Kind is not WEAPON_EQUIP1/2, then this gun can -- be spawned as a random weapon. SWEP.AutoSpawnable = true -- The AmmoEnt is the ammo entity that can be picked up when carrying this gun. SWEP.AmmoEnt = "item_ammo_pistol_ttt" -- InLoadoutFor is a table of ROLE_* entries that specifies which roles should -- receive this weapon as soon as the round starts. In this case, none. SWEP.InLoadoutFor = { nil } -- If AllowDrop is false, players can't manually drop the gun with Q SWEP.AllowDrop = true -- If IsSilent is true, victims will not scream upon death. SWEP.IsSilent = false -- If NoSights is true, the weapon won't have ironsights SWEP.NoSights = false