AddCSLuaFile() if CLIENT then SWEP.PrintName = "S&W 500" SWEP.Slot = 6 SWEP.Icon = "vgui/ttt/icon_revolver" SWEP.IconLetter = "f" end -- Always derive from weapon_tttbase SWEP.Base = "weapon_tttbase" -- Standard GMod values SWEP.HoldType = "pistol" SWEP.Primary.Ammo = "none" SWEP.Primary.Delay = 2 SWEP.Primary.Recoil = 0.8 SWEP.Primary.Cone = 0.0325 SWEP.Primary.Damage = 500 SWEP.Primary.Automatic = false SWEP.Primary.ClipSize = 1 SWEP.Primary.ClipMax = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Sound = Sound( "Weapon_DetRev.Single" ) -- Model properties SWEP.UseHands = true SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 54 SWEP.ViewModel = Model( "models/weapons/c_357.mdl" ) SWEP.WorldModel = Model( "models/weapons/w_357.mdl" ) SWEP.IronSightsPos = Vector ( -4.64, -3.96, 0.68 ) SWEP.IronSightsAng = Vector ( 0.214, -0.1767, 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_EQUIP1 -- If AutoSpawnable is true and SWEP.Kind is not WEAPON_EQUIP1/2, then this gun can -- be spawned as a random weapon. SWEP.AutoSpawnable = false -- The AmmoEnt is the ammo entity that can be picked up when carrying this gun. SWEP.AmmoEnt = "none" -- CanBuy is a table of ROLE_* entries like ROLE_TRAITOR and ROLE_DETECTIVE. If -- a role is in this table, those players can buy this. SWEP.CanBuy = { ROLE_DETECTIVE } -- 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 LimitedStock is true, you can only buy one per round. SWEP.LimitedStock = true -- 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 -- Precache custom sounds function SWEP:Precache() util.PrecacheSound( "weapons/det_revolver/revolver-fire.wav" ) end -- Give the primary sound an alias sound.Add ( { name = "Weapon_DetRev.Single", channel = CHAN_USER_BASE + 10, volume = 1.0, sound = "weapons/det_revolver/revolver-fire.wav" } ) -- Equipment menu information is only needed on the client if CLIENT then -- Text shown in the equip menu SWEP.EquipMenuData = { type = "Weapon", desc = "Eliminate any terrorist in one shot." } end