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

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SWEP.PrintName = "'Zeus' Voltaic Crossbow"
SWEP.Description = "An electrified crossbow which nullifies zombie buffs and prevents healing or reviving. Has a low flight arc but does not headshot, and shoots a bolt as it travels."
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.Sound = Sound("ambient/levels/labs/electric_explosion5.wav")
SWEP.ReloadFinishSound = Sound("npc/vort/attack_shoot.wav")
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 123
SWEP.Primary.ClipSize = 1
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.DefaultClip = 15
SWEP.RequiredClip = 1
SWEP.SecondaryDelay = 0.25
SWEP.WalkSpeed = SPEED_SLOW
SWEP.Tier = 4
SWEP.MaxStock = 3
SWEP.ConeMax = 0
SWEP.ConeMin = 0
SWEP.NextZoom = 0
SWEP.ReloadSpeed = 0.8
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.065)
function SWEP:EmitFireSound()
self:EmitSound(self.Primary.Sound, 75, math.random(215, 225), 0.75)
self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 75, math.random(112, 128), 0.6, CHAN_WEAPON + 20)
end
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/crossbow/bolt_load"..math.random(2)..".wav", 50, 85, 1, CHAN_WEAPON + 21)
end
end
function SWEP:EmitReloadFinishSound()
if IsFirstTimePredicted() then
self:EmitSound(self.ReloadFinishSound, 75, 235, 0.5, CHAN_WEAPON + 22)
end
end
function SWEP:IsScoped()
return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime()
end
util.PrecacheSound("weapons/crossbow/bolt_load1.wav")
util.PrecacheSound("weapons/crossbow/bolt_load2.wav")