zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_bonemesh/shared.lua

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SWEP.Base = "weapon_zs_zombie"
SWEP.MeleeReach = 52
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SWEP.MeleeDelay = 0.55
SWEP.MeleeSize = 4.5 --1.5
SWEP.MeleeDamage = 35 --28
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SWEP.MeleeDamageType = DMG_SLASH
SWEP.MeleeAnimationDelay = 0.05
SWEP.Primary.Delay = 1.6
SWEP.ViewModel = Model("models/weapons/v_pza.mdl")
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
function SWEP:CheckMoaning()
end
function SWEP:StopMoaningSound()
end
function SWEP:StartMoaningSound()
end
function SWEP:PlayHitSound()
self:EmitSound("npc/zombie/claw_strike"..math.random(3)..".wav", 75, 80, nil, CHAN_AUTO)
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end
function SWEP:PlayMissSound()
self:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav", 75, 80, nil, CHAN_AUTO)
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end
function SWEP:PlayAttackSound()
self:EmitSound("NPC_PoisonZombie.ThrowWarn")
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end
function SWEP:PlayAlertSound()
self:GetOwner():EmitSound("npc/antlion_guard/angry"..math.random(3)..".wav", 75, 140)
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end
SWEP.PlayIdleSound = SWEP.PlayAlertSound
function SWEP:SetSwingAnimTime(time)
self:SetDTFloat(3, time)
end
function SWEP:GetSwingAnimTime()
return self:GetDTFloat(3)
end
function SWEP:StartSwinging()
self.BaseClass.StartSwinging(self)
self:SetSwingAnimTime(CurTime() + 1)
end