AddCSLuaFile()



if CLIENT then

	SWEP.PrintName = "'Blaster' Shotgun"

	SWEP.Slot = 3

	SWEP.SlotPos = 0

	

	SWEP.ViewModelFlip = false



	SWEP.HUD3DPos = Vector(4, -3.5, -1.2)

	SWEP.HUD3DAng = Angle(90, 0, -30)

	SWEP.HUD3DScale = 0.02

	SWEP.HUD3DBone = "SS.Grip.Dummy"

end



SWEP.Base = "weapon_zs_base"



SWEP.HoldType = "shotgun"



SWEP.ViewModel = "models/weapons/v_supershorty/v_supershorty.mdl"

SWEP.WorldModel = "models/weapons/w_supershorty.mdl"



SWEP.ReloadDelay = 0.4



SWEP.Primary.Sound = Sound("Weapon_Shotgun.Single")

SWEP.Primary.Damage = 12

SWEP.Primary.NumShots = 7

SWEP.Primary.Delay = 0.8



SWEP.Primary.ClipSize = 6

SWEP.Primary.Automatic = false

SWEP.Primary.Ammo = "buckshot"

GAMEMODE:SetupDefaultClip(SWEP.Primary)



SWEP.ConeMax = 0.18

SWEP.ConeMin = 0.155



SWEP.WalkSpeed = SPEED_SLOWER



SWEP.reloadtimer = 0

SWEP.nextreloadfinish = 0



function SWEP:Reload()

	if self.reloading then return end



	if self:Clip1() < self.Primary.ClipSize and 0 < self.Owner:GetAmmoCount(self.Primary.Ammo) then

		self:SetNextPrimaryFire(CurTime() + self.ReloadDelay)

		self.reloading = true

		self.reloadtimer = CurTime() + self.ReloadDelay

		self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)

		self.Owner:RestartGesture(ACT_HL2MP_GESTURE_RELOAD_SHOTGUN)

	end



	self:SetIronsights(false)

end



function SWEP:Think()

	if self.reloading and self.reloadtimer < CurTime() then

		self.reloadtimer = CurTime() + self.ReloadDelay

		self:SendWeaponAnim(ACT_VM_RELOAD)



		self.Owner:RemoveAmmo(1, self.Primary.Ammo, false)

		self:SetClip1(self:Clip1() + 1)

		self:EmitSound("Weapon_Shotgun.Reload")



		if self.Primary.ClipSize <= self:Clip1() or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then

			self.nextreloadfinish = CurTime() + self.ReloadDelay

			self.reloading = false

			self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)

		end

	end



	local nextreloadfinish = self.nextreloadfinish

	if nextreloadfinish ~= 0 and nextreloadfinish < CurTime() then

		self:EmitSound("Weapon_M3.Pump")

		self:SendWeaponAnim(ACT_SHOTGUN_PUMP)

		self.nextreloadfinish = 0

	end



	if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then

		self:SetIronsights(false)

	end

end



function SWEP:CanPrimaryAttack()

	if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end



	if self:Clip1() <= 0 then

		self:EmitSound("Weapon_Shotgun.Empty")

		self:SetNextPrimaryFire(CurTime() + 0.25)

		return false

	end



	if self.reloading then

		if 0 < self:Clip1() then

			self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)

		else

			self:SendWeaponAnim(ACT_VM_IDLE)

		end

		self.reloading = false

		self:SetNextPrimaryFire(CurTime() + 0.25)

		return false

	end



	return true

end



function SWEP:SecondaryAttack()

end

