minetest.register_tool("rangedweapons:awp_uld", { stack_max= 1, wield_scale = {x=1.9,y=1.9,z=1.1}, range = 0, description = "" ..core.colorize("#35cdff","A.W.P. \n") ..core.colorize("#FFFFFF", "Ranged damage:18 + 35/sec of bullet lifetime\n")..core.colorize("#FFFFFF", "Accuracy: 100%\n") ..core.colorize("#FFFFFF", "knockback: 15\n") ..core.colorize("#FFFFFF", "Critical chance: 30%\n") ..core.colorize("#FFFFFF", "Critical efficiency: x3\n") ..core.colorize("#FFFFFF", "Ammunition: 7.62mm round/308.Winchester rounds\n") ..core.colorize("#FFFFFF", "Rate of fire: 1.0\n") ..core.colorize("#FFFFFF", "Reload time: 2.0\n") ..core.colorize("#FFFFFF", "Zoom: 12x\n") ..core.colorize("#be0d00", "Right-click to eject empty bullet shell\n") ..core.colorize("#FFFFFF", "Clip size: 10/10\n") ..core.colorize("#FFFFFF", "Enemy penetration:30%\n") ..core.colorize("#FFFFFF", "Block penetration:10%\n") ..core.colorize("#FFFFFF", "Gun type: Rifle\n") ..core.colorize("#FFFFFF", "Bullet velocity: 75"), groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_awp.png", weapon_zoom = 7.5, on_use = function(itemstack, user) minetest.sound_play("rangedweapons_empty", {pos = user:get_pos()}) end, on_secondary_use = function(itemstack, user, pointed_thing) eject_shell(itemstack,user,"rangedweapons:awp_rld",1.0,"rangedweapons_rifle_reload_a","rangedweapons:empty_shell") return itemstack end, }) minetest.register_tool("rangedweapons:awp_r", { rw_next_reload = "rangedweapons:awp_rr", load_sound = "rangedweapons_rifle_clip_in", range = 0, wield_scale = {x=1.9,y=1.9,z=1.1}, description = "", groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_awp_noclip.png", }) minetest.register_tool("rangedweapons:awp_rr", { rw_next_reload = "rangedweapons:awp_rrr", load_sound = "rangedweapons_rifle_reload_a", range = 0, wield_scale = {x=1.9,y=1.9,z=1.1}, description = "", groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_awp.png", }) minetest.register_tool("rangedweapons:awp_rrr", { rw_next_reload = "rangedweapons:awp", load_sound = "rangedweapons_rifle_reload_b", range = 0, wield_scale = {x=1.9,y=1.9,z=1.1}, description = "", groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_awp_rld.png", }) minetest.register_tool("rangedweapons:awp_rld", { stack_max= 1, range = 0, wield_scale = {x=1.9,y=1.9,z=1.1}, description = "", loaded_gun = "rangedweapons:awp", loaded_sound = "rangedweapons_rifle_reload_b", groups = {not_in_creative_inventory = 1}, inventory_image = "rangedweapons_awp_rld.png", }) minetest.register_tool("rangedweapons:awp", { description = "" ..core.colorize("#35cdff","A.W.P. \n") ..core.colorize("#FFFFFF", "Ranged damage:18 + 35/sec of bullet lifetime\n")..core.colorize("#FFFFFF", "Accuracy: 100%\n") ..core.colorize("#FFFFFF", "knockback: 15\n") ..core.colorize("#FFFFFF", "Critical chance: 30%\n") ..core.colorize("#FFFFFF", "Critical efficiency: x3\n") ..core.colorize("#FFFFFF", "Ammunition: 7.62mm round/308.Winchester rounds\n") ..core.colorize("#FFFFFF", "Rate of fire: 1.0\n") ..core.colorize("#FFFFFF", "Reload time: 2.0\n") ..core.colorize("#FFFFFF", "Zoom: 12x\n") ..core.colorize("#27a600", "The gun is loaded!\n") ..core.colorize("#FFFFFF", "Clip size: 10/10\n") ..core.colorize("#FFFFFF", "Enemy penetration:30%\n") ..core.colorize("#FFFFFF", "Block penetration:10%\n") ..core.colorize("#FFFFFF", "Gun type: Rifle\n") ..core.colorize("#FFFFFF", "Bullet velocity: 75"), range = 0, weapon_zoom = 7.5, wield_scale = {x=1.9,y=1.9,z=1.1}, inventory_image = "rangedweapons_awp.png", RW_gun_capabilities = { gun_damage = {fleshy=18,knockback=15}, gun_crit = 30, gun_critEffc = 3.0, suitable_ammo = {{"rangedweapons:762mm",10},{"rangedweapons:308winchester",10}}, gun_skill = {"rifle_skill",20}, gun_magazine = "rangedweapons:rifle_mag", gun_unloaded = "rangedweapons:awp_r", gun_cooling = "rangedweapons:awp_uld", gun_velocity = 75, gun_accuracy = 100, gun_cooldown = 1.0, gun_reload = 2.0/4, gun_projectiles = 1, has_shell = 0, gun_durability = 700, gun_smokeSize = 8, gun_dps = 35, gun_mob_penetration = 30, gun_node_penetration = 10, gun_unload_sound = "rangedweapons_rifle_clip_out", gun_sound = "rangedweapons_rifle_b", }, on_secondary_use = function(itemstack, user, pointed_thing) rangedweapons_reload_gun(itemstack, user) return itemstack end, on_use = function(itemstack, user, pointed_thing) rangedweapons_shoot_gun(itemstack, user) return itemstack end, })