Golden Gun Help

I was checking the Garry’s Mod wikia and found that in the TTT section there is a list of common weapons.
One of the weapons was something called a Golden Gun, basically its a Detective weapon, one shot, if it hits an Innocent then nothing happens.
If it hits a Traitor then they instantly die, I know, amazing right?!
Is this a custom weapon for servers with hardcore coders or is this something you can find and download?
If you want to check for yourself, here is the link to the wikia ====> http://gmod.wikia.com/wiki/Trouble_in_Terrorist_Town
Thanks to anyone who could help out :smiley:


if SERVER then
   AddCSLuaFile( "shared.lua" )
end

SWEP.HoldType         = "pistol"

if CLIENT then
   SWEP.PrintName         = "Golden Gun"
   SWEP.Author            = "TTT"
   SWEP.Slot            = 6
   SWEP.SlotPos         = 0

   SWEP.EquipMenuData = {
      type="Weapon",
      model="models/weapons/w_pist_usp.mdl",
      desc="Shoot a traitor, instant kill.
Shoot an innocent, you die.
Now wouldn't that be a waste?"
   };

   //SWEP.Icon = "something"
end

SWEP.Base = "weapon_tttbase"
SWEP.Primary.Recoil   = 1.3
SWEP.Primary.Damage = 1
SWEP.Primary.Delay = 0.25
SWEP.Primary.Cone = 0.02
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = true
SWEP.Primary.DefaultClip = 1
SWEP.Primary.ClipMax = 1
SWEP.Primary.Ammo = "RPG_Round"

SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_DETECTIVE} -- only detectives can buy
SWEP.WeaponID = AMMO_GOLDPISTOL
SWEP.LimitedStock = true
SWEP.AmmoEnt = nil

SWEP.IsSilent = false

SWEP.ViewModel         = "models/weapons/v_pist_fiveseven.mdl"
SWEP.WorldModel         = "models/weapons/w_pist_fiveseven.mdl"

SWEP.Primary.Sound = Sound( "Weapon_Deagle.Single"  )
SWEP.Primary.SoundLevel = 500

SWEP.IronSightsPos = Vector(1.159, 0, -1)
SWEP.IronSightsAng = Vector(0, 0, 0)


SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK
SWEP.ReloadAnim = ACT_VM_RELOAD

function SWEP:Deploy()
   //self.Weapon:SetMaterial("models/deagle_skin1.vtf")
   self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
   return true
end


function SWEP:PrimaryAttack()
   if not self:CanPrimaryAttack() then return end

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

   

   local trace = util.GetPlayerTrace(self.Owner)
    local tr = util.TraceLine(trace)

      if tr.Entity:IsPlayer() then
      if tr.Entity:IsRole(ROLE_TRAITOR) then

               bullet = {}
               bullet.Num    = 1
               bullet.Src    = self.Owner:GetShootPos()
               bullet.Dir    = self.Owner:GetAimVector()
               bullet.Spread = Vector(0, 0, 0)
               bullet.Tracer = 0
               bullet.Force  = 3000
               bullet.Damage = 4000
            self.Owner:FireBullets(bullet)
            self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
               self:TakePrimaryAmmo(1)
               self.Weapon:EmitSound(Sound( "Weapon_Deagle.Single"  ))
            
               
            end
            


      if tr.Entity:IsRole(ROLE_INNOCENT) or tr.Entity:IsRole(ROLE_DETECTIVE) then
         self.Owner:Kill()
         self.Weapon:EmitSound(Sound( "Weapon_Deagle.Single"  ))
         self:TakePrimaryAmmo(1)
            end
            end
            
               self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
               self:TakePrimaryAmmo(1)
               self.Owner:EmitSound(Sound( "Weapon_Deagle.Single"  ))
            
end

function SWEP:WasBought(buyer)
   if IsValid(buyer) then 
     // buyer:GiveAmmo( 1, "RPG_Round" )
   end
end