AddCSLuaFile() if CLIENT then SWEP.PrintName = "USP" SWEP.Slot = 1 SWEP.Icon = "vgui/ttt/icon_hl2_pistol" SWEP.IconLetter = "a" end -- Always derive from weapon_tttbase SWEP.Base = "weapon_tttbase" -- Standard GMod values SWEP.HoldType = "pistol" SWEP.Primary.Ammo = "Pistol" SWEP.Primary.Delay = 0.15 SWEP.Primary.Recoil = 0.8 SWEP.Primary.Cone = 0.018 SWEP.Primary.Damage = 14 SWEP.Primary.Automatic = true SWEP.Primary.ClipSize = 20 SWEP.Primary.ClipMax = 60 SWEP.Primary.DefaultClip = 20 SWEP.Primary.Sound = Sound( "Weapon_Pistol.Single" ) -- Model properties SWEP.UseHands = true SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 54 SWEP.ViewModel = Model( "models/weapons/c_pistol.mdl" ) SWEP.WorldModel = Model( "models/weapons/w_pistol.mdl" ) SWEP.IronSightsPos = Vector( -5.761, -8.898, 3.119 ) SWEP.IronSightsAng = Vector( 0.275, -1, 0 ) -- 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_PISTOL -- 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