Okay. Sorry for stretch. It uses the default gun script
//2handgun.cs
//audio
datablock AudioProfile(twohandgunShot1Sound)
{
   filename    = "./gunShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};
//muzzle flash effects
datablock ParticleData(twohandFlashParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 25;
	lifetimeVarianceMS   = 15;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.9 0.9 0.0 0.9";
	colors[1]     = "0.9 0.5 0.0 0.0";
	sizes[0]      = 0.5;
	sizes[1]      = 1.0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(twohandgunFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "twohandgunFlashParticle";
   uiName = "2 Handed Gun Flash";
};
datablock ParticleData(twohandgunSmokeParticle)
{
	dragCoefficient      = 3;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 525;
	lifetimeVarianceMS   = 55;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "0.5 0.5 0.5 0.9";
	colors[1]     = "0.5 0.5 0.5 0.0";
	sizes[0]      = 0.15;
	sizes[1]      = 0.15;
	useInvAlpha = false;
};
datablock ParticleEmitterData(twohandgunSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "twohandgunSmokeParticle";
   uiName = "2 Handed Gun Smoke";
};
datablock ParticleData(twohandgunExplosionParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = 1;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 700;
	lifetimeVarianceMS   = 400;
	textureName          = "base/data/particles/cloud";
	spinSpeed		= 10.0;
	spinRandomMin		= -50.0;
	spinRandomMax		= 50.0;
	colors[0]     = "0.9 0.9 0.9 0.3";
	colors[1]     = "0.9 0.5 0.6 0.0";
	sizes[0]      = 0.25;
	sizes[1]      = 0.75;
	useInvAlpha = true;
};
datablock ParticleEmitterData(twohandgunExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "twohandgunExplosionParticle";
   useEmitterColors = true;
   uiName = "2 Handed Gun Hit Dust";
};
datablock ParticleData(twohandgunExplosionRingParticle)
{
	dragCoefficient      = 8;
	gravityCoefficient   = -0.5;
	inheritedVelFactor   = 0.2;
	constantAcceleration = 0.0;
	lifetimeMS           = 50;
	lifetimeVarianceMS   = 35;
	textureName          = "base/data/particles/star1";
	spinSpeed		= 500.0;
	spinRandomMin		= -500.0;
	spinRandomMax		= 500.0;
	colors[0]     = "1 1 0.0 0.9";
	colors[1]     = "0.9 0.0 0.0 0.0";
	sizes[0]      = 1;
	sizes[1]      = 0;
	useInvAlpha = false;
};
datablock ParticleEmitterData(twohandgunExplosionRingEmitter)
{
	lifeTimeMS = 50;
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "twohandgunExplosionRingParticle";
   useEmitterColors = true;
   uiName = "2 Handed Gun Hit Flash";
};
datablock ExplosionData(twohandgunExplosion)
{
   //explosionShape = "";
	soundProfile = bulletHitSound;
   lifeTimeMS = 150;
   particleEmitter = twohandgunExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;
   emitter[0] = twohandgunExplosionRingEmitter;
   faceViewer     = true;
   explosionScale = "1 1 1";
   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;
   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};
AddDamageType("twohandGun",   '<bitmap:add-ons/Weapon_TwohandedGun/CI_2handedgun> %1',    '%2 <bitmap:add-ons/Weapon_TwohandedGun/CI_2handedgun> %1',0.2,1);
datablock ProjectileData(twohandgunProjectile)
{
   projectileShapeName = "add-ons/Weapon_Gun/bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::twohandGun;
   radiusDamageType    = $DamageType::twohandGun;
   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground
   impactImpulse	     = 400;
   verticalImpulse	  = 400;
   explosion           = twohandgunExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;
   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
   uiName = "Two handed Gun Bullet";
};
//////////
// item //
//////////
datablock ItemData(twohandedGunItem)
{
	category = "Weapon";  // Mission editor category
	className = "Weapon"; // For inventory system
	 // Basic Item Properties
	shapeFile = "./twohandgun.dts";
	rotate = false;
	mass = 1;
	density = 0.2;
	elasticity = 0.2;
	friction = 0.6;
	emap = true;
	//gui stuff
	uiName = "Two handed Gun";
	iconName = "./icon_2handedgun";
	doColorShift = true;
	colorShiftColor = "0.25 0.25 0.25 1.000";
	 // Dynamic properties defined by the scripts
	image = gunImage;
	canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(twohandgunImage)
{
   // Basic Item properties
   shapeFile = "./twohandgun.dts";
   emap = true;
   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );
   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off.  
   correctMuzzleVector = true;
   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";
   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = twohandgunProjectile;
   projectileType = Projectile;
	casing = twohandgunShellDebris;
	shellExitDir        = "1.0 -1.3 1.0";
	shellExitOffset     = "0 0 0";
	shellExitVariance   = 15.0;	
	shellVelocity       = 7.0;
   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   LarmReady = true;
   doColorShift = true;
   colorShiftColor = twohandgunItem.colorShiftColor;//"0.400 0.196 0 1.000";
   //casing = " ";
   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
   // Initial start up state
	stateName[0]                     = "Activate";
	stateTimeoutValue[0]             = 0.15;
	stateTransitionOnTimeout[0]       = "Ready";
	stateSound[0]					= weaponSwitchSound;
	stateName[1]                     = "Ready";
	stateTransitionOnTriggerDown[1]  = "Fire";
	stateAllowImageChange[1]         = true;
	stateSequence[1]	= "Ready";
	stateName[2]                    = "Fire";
	stateTransitionOnTimeout[2]     = "Smoke";
	stateTimeoutValue[2]            = 0.14;
	stateFire[2]                    = true;
	stateAllowImageChange[2]        = false;
	stateSequence[2]                = "Fire";
	stateScript[2]                  = "onFire";
	stateWaitForTimeout[2]			= true;
	stateEmitter[2]					= twohandgunFlashEmitter;
	stateEmitterTime[2]				= 0.05;
	stateEmitterNode[2]				= "muzzleNode";
	stateSound[2]					= twohandgunShot1Sound;
	stateEjectShell[2]       = true;
	stateName[3] = "Smoke";
	stateEmitter[3]					= twohandgunSmokeEmitter;
	stateEmitterTime[3]				= 0.05;
	stateEmitterNode[3]				= "muzzleNode";
	stateTimeoutValue[3]            = 0.01;
	stateTransitionOnTimeout[3]     = "Reload";
	stateName[4]			= "Reload";
	stateSequence[4]                = "Reload";
	stateTransitionOnTriggerUp[4]     = "Ready";
	stateSequence[4]	= "Ready";
};
function twohandgunImage::onFire(%this,%obj,%slot)
{
	if(%obj.getDamagePercent() < 1.0)
		%obj.playThread(2, shiftAway);
	Parent::onFire(%this,%obj,%slot);	
}
function twohandgunImage::onMount(%this, %obj, %slot)
{	
	%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}
function twohandgunImage::onUnMount(%this, %obj, %slot)
{	
	%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
}