AddCSLuaFile()

SWEP.HoldType              = "ar2"

if CLIENT then
   SWEP.PrintName          = "stungun_name"
   SWEP.Slot               = 6

   SWEP.ViewModelFlip      = false
   SWEP.ViewModelFOV       = 54

   SWEP.EquipMenuData = {
      type = "item_weapon",
      desc = "ump_desc"
   };

   SWEP.Icon               = "vgui/ttt/icon_ump"
   SWEP.IconLetter         = "q"
end

SWEP.Base                  = "weapon_tttbase"

SWEP.Kind                  = WEAPON_EQUIP
SWEP.WeaponID              = AMMO_STUN
SWEP.CanBuy                = {ROLE_DETECTIVE}
SWEP.LimitedStock          = false
SWEP.AmmoEnt               = "item_ammo_smg1_ttt"

SWEP.Primary.Damage        = 9
SWEP.Primary.Delay         = 0.1
SWEP.Primary.Cone          = 0.02
SWEP.Primary.ClipSize      = 30
SWEP.Primary.ClipMax       = 60
SWEP.Primary.DefaultClip   = 30
SWEP.Primary.Automatic     = true
SWEP.Primary.Ammo          = "SMG1"
SWEP.Primary.Recoil        = 1.2
SWEP.Primary.Sound         = Sound( "Weapon_UMP45.Single" )

SWEP.UseHands              = true
SWEP.ViewModel             = "models/weapons/cstrike/c_smg_ump45.mdl"
SWEP.WorldModel            = "models/weapons/w_smg_ump45.mdl"

SWEP.IronSightsPos         = Vector(-8.735, -10, 4.039)
SWEP.IronSightsAng         = Vector(-1.201, -0.201, -2)

SWEP.HeadshotMultiplier    = 4.5 -- brain fizz
--SWEP.DeploySpeed = 3

function SWEP:ShootBullet( dmg, recoil, numbul, cone )
   local sights = self:GetIronsights()

   numbul = numbul or 1
   cone   = cone   or 0.01

   -- 10% accuracy bonus when sighting
   cone = sights and (cone * 0.9) or cone

   local bullet = {}
   bullet.Num       = numbul
   bullet.Src       = self:GetOwner():GetShootPos()
   bullet.Dir       = self:GetOwner():GetAimVector()
   bullet.Spread    = Vector( cone, cone, 0 )
   bullet.Tracer    = 4
   bullet.Force     = 5
   bullet.Damage    = dmg
   bullet.Attacker  = self:GetOwner()
   bullet.Inflictor = self

   bullet.Callback = function(att, tr, dmginfo)
                        if SERVER or (CLIENT and IsFirstTimePredicted()) then
                           local ent = tr.Entity
                           if (not tr.HitWorld) and IsValid(ent) then
                              local edata = EffectData()

                              edata:SetEntity(ent)
                              edata:SetMagnitude(3)
                              edata:SetScale(2)

                              util.Effect("TeslaHitBoxes", edata)

                              if SERVER and ent:IsPlayer() then
                                 local eyeang = ent:EyeAngles()

                                 local j = 10
                                 eyeang.pitch = math.Clamp(eyeang.pitch + math.Rand(-j, j), -90, 90)
                                 eyeang.yaw = math.Clamp(eyeang.yaw + math.Rand(-j, j), -90, 90)
                                 ent:SetEyeAngles(eyeang)
                              end
                           end
                        end
                     end


   self:GetOwner():FireBullets( bullet )
   self:SendWeaponAnim(self.PrimaryAnim)

   -- Owner can die after firebullets, giving an error at muzzleflash
   if not IsValid(self:GetOwner()) or not self:GetOwner():Alive() then return end

   self:GetOwner():MuzzleFlash()
   self:GetOwner():SetAnimation( PLAYER_ATTACK1 )

   if self:GetOwner():IsNPC() then return end

   if ((game.SinglePlayer() and SERVER) or
       ((not game.SinglePlayer()) and CLIENT and IsFirstTimePredicted() )) then

      -- reduce recoil if ironsighting
      recoil = sights and (recoil * 0.75) or recoil

      local eyeang = self:GetOwner():EyeAngles()
      eyeang.pitch = eyeang.pitch - recoil
      self:GetOwner():SetEyeAngles( eyeang )

   end
end
