-- Variables that are used on both client and server

SWEP.Gun = ("bat") -- must be the name of your swep but NO CAPITALS!

SWEP.Category				= "Team Fortress 2" --Category where you will find your weapons

SWEP.Author				= ""

SWEP.Contact				= ""

SWEP.Purpose				= ""

SWEP.Instructions				= ""

SWEP.PrintName				= "Bat"		-- Weapon name (Shown on HUD)	

SWEP.Slot				= 1				-- Slot in the weapon selection menu

SWEP.SlotPos				= 1			-- Position in the slot

SWEP.DrawAmmo				= true		-- Should draw the default HL2 ammo counter

SWEP.DrawWeaponInfoBox		= false		-- Should draw the weapon info box

SWEP.BounceWeaponIcon   	= false		-- Should the weapon icon bounce?

SWEP.DrawCrosshair			= true		-- set false if you want no crosshair

SWEP.Weight					= 30		-- rank relative ot other weapons. bigger is better

SWEP.AutoSwitchTo			= true		-- Auto switch to if we pick it up

SWEP.AutoSwitchFrom			= true		-- Auto switch from if you pick up a better weapon

SWEP.HoldType 				= "melee"		-- how others view you carrying the weapon

-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive 

-- you're mostly going to use ar2, smg, shotgun or pistol. rpg makes for good sniper rifles



SWEP.ViewModelFOV			= 70

SWEP.ViewModelFlip			= false

SWEP.ViewModel				= "models/weapons/c_scoutsbat.mdl"	-- Weapon view model

SWEP.WorldModel				= "models/weapons/w_stunbaton.mdl"	-- Weapon world model

SWEP.ShowWorldModel			= false

SWEP.UseHands              = true

SWEP.Base				= "blaze_scout_melee_base" --the Base this weapon will work on. PLEASE RENAME THE BASE! 

SWEP.Spawnable				= true

SWEP.AdminSpawnable			= true

SWEP.FiresUnderwater = false



SWEP.Primary.Delay			= 0.50 	--In seconds

SWEP.Primary.Recoil			= 0		--Gun Kick

SWEP.Primary.Damage			= 10	--Damage per Bullet

SWEP.Primary.NumShots		= 1		--Number of shots per one fire

SWEP.Primary.Cone			= 0 	--Bullet Spread

SWEP.Primary.ClipSize		= -1	--Use "-1 if there are no clips"

SWEP.Primary.DefaultClip	= 0	--Number of shots in next clip

SWEP.Primary.Automatic   	= true	--Pistol fire (false) or SMG fire (true)

SWEP.Primary.Ammo         	= "none"	--Ammo Type

SWEP.Primary.Force = 0;

-- Pistol, buckshot, and slam always ricochet. 

--Use AirboatGun for a light metal peircing shotgun pellets

SWEP.SelectiveFire		= true

SWEP.CanBeSilenced		= false



SWEP.Secondary.IronFOV			= 55		-- How much you 'zoom' in. Less is more! 	



SWEP.data 				= {}				--The starting firemode

SWEP.data.ironsights			= 1



SWEP.Primary.Damage		= 30	-- Base damage per bullet

SWEP.Primary.Spread		= .02	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)

SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns



-- Enter iron sight info and bone mod info below

SWEP.IronSightsPos = Vector(0, 0, 0)

SWEP.IronSightsAng = Vector(0, 0, 0)

SWEP.RunSightsPos = Vector(0, 0, 0)

SWEP.RunSightsAng = Vector(0, 0, 0)



SWEP.VElements = {

	["bat"] = { type = "Model", model = "models/weapons/w_models/w_bat.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.987, 1.197, 5.456), angle = Angle(180, 0, 2.489), size = Vector(1.322, 1.322, 1.322), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }

}



SWEP.WElements = {

	["bat"] = { type = "Model", model = "models/weapons/w_models/w_bat.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.266, 1.649, 0.126), angle = Angle(-172.756, 0, 0), size = Vector(1.226, 1.226, 1.226), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }

}



