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

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SWEP.PrintName = "'Spinfusor' Pulse Disc Launcher"
SWEP.Description = "Launches pulse projectiles that react on walls, sending energy back in the direction they travelled."
SWEP.Slot = 3
SWEP.SlotPos = 0
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
sound.Add(
{
name = "Weapon_Slayer.Single",
channel = CHAN_AUTO,
volume = 1,
soundlevel = 100,
pitch = {125, 135},
sound = {"weapons/physcannon/superphys_launch2.wav", "weapons/physcannon/superphys_launch3.wav"}
})
SWEP.Base = "weapon_zs_baseproj"
SWEP.HoldType = "crossbow"
SWEP.ViewModel = "models/weapons/c_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Damage = 86
SWEP.Primary.Delay = 1.2
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pulse"
SWEP.Primary.Sound = Sound("Weapon_Slayer.Single")
SWEP.Primary.ClipSize = 7
SWEP.Primary.DefaultClip = 30
SWEP.RequiredClip = 7
SWEP.ReloadSpeed = 0.9
SWEP.Recoil = 3
SWEP.WalkSpeed = SPEED_SLOWER
SWEP.ConeMax = 0
SWEP.ConeMin = 0
SWEP.Tier = 5
SWEP.MaxStock = 2
SWEP.FireAnimSpeed = 0.65
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1)
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/ar2/ar2_reload.wav", 75, 100, 1, CHAN_WEAPON + 21)
self:EmitSound("weapons/smg1/smg1_reload.wav", 75, 100, 1, CHAN_WEAPON + 22)
end
end
util.PrecacheSound("weapons/ar2/ar2_reload.wav")
util.PrecacheSound("weapons/smg1/smg1_reload.wav")