AddCSLuaFile() ENT.Type = "anim" ENT.Base = "drug_ent" ENT.PrintName = L.gunslinger -- dont change anything here except for this name ENT.Author = "LegendofRobbo" ENT.Contact = "" ENT.Purpose = "" ENT.Instructions = "" ENT.Category = "Drugmod" ENT.Spawnable = true ---------------- EDIT THIS STUFF FOR CUSTOM DRUGS ---------------- ENT.DrugModel = "models/props_lab/jar01b.mdl" ENT.DrugModelColor = Color(255, 155, 55) ENT.DrugSound = "npc/barnacle/barnacle_gulp1.wav" -- the sound the drug makes when you use it ENT.DrugEffect = "Gunslinger" -- what effect it gives you ENT.DrugTime = 120 -- how much effect duration it gives you, effect duration can stack with multiple doses -- clientside only ENT.DrugColor = Color(255, 155, 55) -- the colour of the title text ENT.DrugDescription = "Improves your vision and focus, allowing you aim at weak points with your guns\nGives 25% increased gun damage" ENT.DrugLegal = false -- is this a counterfeit drug or an over-the-counter pharmacy drug ------------------------------------------------------------------ ---------------- DONT MESS WITH THIS UNLESS YOU KNOW HOW TO CODE ---------------- if SERVER then function ENT:Initialize() self:SetModel( self.DrugModel ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetColor( self.DrugModelColor ) self:SetUseType( SIMPLE_USE ) self:SetCollisionGroup( COLLISION_GROUP_WEAPON ) local PhysAwake = self:GetPhysicsObject() if ( PhysAwake:IsValid() ) then PhysAwake:Wake() end end function ENT:Use( activator, caller ) if activator:HasBuff( "Overdose" ) then return end activator:AddBuff( self.DrugEffect, self.DrugTime ) activator:EmitSound(self.DrugSound, 75, 100) self:Remove() end end