Weapons/PythonWeapon.cs
using Sandbox.Rendering;
using Sandbox.Utility;

public class PythonWeapon : BaseBulletWeapon
{
	[Property]
	public float Damage { get; set; } = 12.0f;

	public override void OnControl( Player player )
	{
		base.OnControl( player );

		if ( Input.Pressed( "attack1" ) )
		{
			ShootBullet( player );
		}
	}

	public void ShootBullet( Player player )
	{
		if ( !CanShoot() )
		{
			TryAutoReload();
			return;
		}

		AddShootDelay( 0.9f );

		if ( !TakeAmmo( 1 ) )
		{
			return;
		}

		var forward = player.EyeTransform.Rotation.Forward.WithAimCone( 1, 1 );
		var bulletRadius = GameSettings.PythonBulletRadius * GameSettings.BulletRadius;

		var tr = Scene.Trace.Ray( player.EyeTransform.ForwardRay with { Forward = forward }, 4096 )
							.IgnoreGameObjectHierarchy( player.GameObject )
							.WithCollisionRules( "bullet" )
							.Radius( bulletRadius )
							.UseHitboxes()
							.Run();

		ShootEffects( tr.EndPosition, tr.Hit, tr.Normal, tr.GameObject, tr.Surface );
		TraceAttack( TraceAttackInfo.From( tr, Damage ) );
		TimeSinceShoot = 0;

		if ( player.IsLocalPlayer )
		{
			HitMarker.CreateFromTrace( tr );
		}

		player.Controller.EyeAngles += new Angles( Random.Shared.Float( -2, -3 ), Random.Shared.Float( -2, 2 ), 0 );

		if ( !player.Controller.ThirdPerson && player.IsLocalPlayer )
		{
			_ = new Sandbox.CameraNoise.Punch( new Vector3( Random.Shared.Float( -50, -65 ), Random.Shared.Float( -20, 0 ), 0 ), 4.0f, 1, 0.5f );
			_ = new Sandbox.CameraNoise.Shake( 1.5f, 1.0f );
		}
	}

	public override void DrawCrosshair( HudPainter hud, Vector2 center )
	{
		var tss = TimeSinceShoot.Relative.Remap( 0, 0.8f, 1, 0 );
		var len = 16f + Easing.ExpoIn( tss ) * 16f;
		Color color = !CanShoot() ? UI.CrosshairInactive : UI.CrosshairActive;
		var gap = 10 + tss * 22;
		var w = 2f;

		hud.DrawLine( center + Vector2.Left * (len + gap), center + Vector2.Left * gap, w, color );
		hud.DrawLine( center - Vector2.Left * (len + gap), center - Vector2.Left * gap, w, color );
		hud.DrawCircle( center, w * 2f, color );
	}
}