Garry's Mod

Garry's Mod

Chuck's Weaponry 2.0
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Update: 15 Aug, 2015 @ 2:16pm

calculateAccuracy now returns a 3rd argument - multiplier for the maximum overall spread

Update: 13 Aug, 2015 @ 9:08am

for real now, fucking prediction

Update: 13 Aug, 2015 @ 8:44am

fixed the infamous "can't holster if my gun is empty" bug, along with that also revamped and greatly improved holster logic and function, server owners - better update the base on your end

Update: 11 Aug, 2015 @ 10:37am

added a new attachment for use by modders - .45 Cobra M2 suppressor
added new bolt bone moving functions, intended for pistols:

SWEP.OffsetBoltDuringNonEmptyReload - boolean, whether the bolt bone should be moved when reloading a non-empty weapon
SWEP.BoltReloadOffset - vector, how much to offset the bolt by
SWEP.ReloadBoltBonePositionRecoverySpeed - integer/float, how fast the bolt bone goes back to it's position after being manipulated into it's reload position
SWEP.ReloadBoltBonePositionMoveSpeed - integer/float, how fast the bolt bone goes into the BoltReloadOffset position

Update: 9 Aug, 2015 @ 5:17am

fixed a memory leak, improved some stuff, extended stuff for developers (undocumented though, haven't had the time for that)

Update: 26 Jul, 2015 @ 3:19am

Update: 22 Jul, 2015 @ 11:04am

non 3d2d custom HUD now also supports the overrideReserveAmmoText callback

Update: 22 Jul, 2015 @ 10:38am

Update: 22 Jul, 2015 @ 9:41am

new callbacks for the callback system:
canReload - return up to 3 arguments, all booleans, first is whether the weapon can be reloaded, second whether the default amount of ammo in weapon check should be suppressed, third whether the default ammo in reserve check should be suppressed
defaultReloadLogic - return 1 boolean, suppress the default reload logic by returning true
shouldFreezeView - return 1 boolean, whether the view should be frozen when in the customization menu, useful for sliders controlled by the player's mouse
overrideReserveAmmoText - return up to 2 arguments, first is whether it should override it, second is what it should override it with
initialize - called upon creation of the weapon, has no check for validity of the weapon object + owner object, so you should do that yourself, returning anything has no effect
preAttachAttachment - called upon attaching an attachment, but before anything has been done; 2 arguments are passed on - the category and the desired attachment
postAttachAttachment - called upon attaching an attachment, after the attachment has been attached; 2 arguments are passed on - the category and the desired attachment
preDetachAttachment - same as preAttachAttachment, but for detaching
postDetachAttachment - same as postAttachAttachment, but for detaching
drawToHUD - called upon drawing the regular HUD, a single bool is passed - whether the custom HUD is turned on or not; it is called after everything has been drawn; it is not called if the customization menu is open
drawTo3D2DHUD - called when drawing the 3D2D HUD, no arguments are passed; it is called after all the 3D2D HUD stuff

improved weapon holstering system to be more reliable in multiplayer

Update: 6 Jul, 2015 @ 9:27am

changed the way the key binds are displayed in the attachment adjustment tab, also increased EoTech 552 adjustment range on the AR-15