AddCSLuaFile()



if CLIENT then

	SWEP.PrintName = "Boom Stick"

	SWEP.Description = "This shotgun allows you to load up to four shells in the chamber at once. Hold down reload for faster loading of each shell."

	SWEP.Slot = 3

	SWEP.SlotPos = 0



	SWEP.HUD3DBone = "ValveBiped.Gun"

	SWEP.HUD3DPos = Vector(1.65, 0, -8)

	SWEP.HUD3DScale = 0.025

	

	SWEP.ViewModelFlip = false

end



SWEP.Base = "weapon_zs_base"



SWEP.HoldType = "shotgun"



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

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

SWEP.UseHands = true



SWEP.CSMuzzleFlashes = false



SWEP.ReloadDelay = 0.4



SWEP.Primary.Sound = Sound("weapons/shotgun/shotgun_dbl_fire.wav")

SWEP.Primary.Recoil = 12.5

SWEP.Primary.Damage = 36

SWEP.Primary.NumShots = 6

SWEP.Primary.Delay = 1.5



SWEP.Primary.ClipSize = 4

SWEP.Primary.Automatic = false

SWEP.Primary.Ammo = "buckshot"

SWEP.Primary.DefaultClip = 28



SWEP.ConeMax = 0.23

SWEP.ConeMin = 0.2



SWEP.WalkSpeed = SPEED_SLOWER



function SWEP:SetIronsights()

end



SWEP.reloadtimer = 0

SWEP.nextreloadfinish = 0



function SWEP:Reload()

	if self.reloading then return end



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

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

		self.reloading = true

		self.reloadtimer = CurTime() + self.ReloadDelay

		self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)

		self.Owner:DoReloadEvent()

		self:SetNextReload(CurTime() + self:SequenceDuration())

	end

end



function SWEP:PrimaryAttack()

	if self:CanPrimaryAttack() then

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

		self:EmitSound(self.Primary.Sound)



		local clip = self:Clip1()



		self:ShootBullets(self.Primary.Damage, self.Primary.NumShots * clip, self:GetCone())



		self:TakePrimaryAmmo(clip)

		self.Owner:ViewPunch(clip * 0.5 * self.Primary.Recoil * Angle(math.Rand(-0.1, -0.1), math.Rand(-0.1, 0.1), 0))



		--self.Owner:SetGroundEntity(NULL)

		--self.Owner:SetVelocity(-80 * clip * self.Owner:GetAimVector())



		self.IdleAnimation = CurTime() + self:SequenceDuration()

	end

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 or not self.Owner:KeyDown(IN_RELOAD) 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:SendWeaponAnim(ACT_SHOTGUN_PUMP)

		self:EmitSound("Weapon_Shotgun.Special1")

		self.nextreloadfinish = 0

	end



	if self.IdleAnimation and self.IdleAnimation <= CurTime() then

		self.IdleAnimation = nil

		self:SendWeaponAnim(ACT_VM_IDLE)

	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 self:Clip1() < self.Primary.ClipSize then

			self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH)

		else

			self:SendWeaponAnim(ACT_SHOTGUN_PUMP)

			self:EmitSound("Weapon_Shotgun.Special1")

		end

		self.reloading = false

		self:SetNextPrimaryFire(CurTime() + 0.25)

		return false

	end



	return self:GetNextPrimaryFire() <= CurTime()

end

