90 lines
2.3 KiB
Lua
90 lines
2.3 KiB
Lua
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SWEP.PrintName = "'Artemis' Dual Crossbows"
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SWEP.Description = "A pair of miniature crossbows. Fires quick successions of explosive bolts."
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SWEP.Slot = 3
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SWEP.SlotPos = 0
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SWEP.Base = "weapon_zs_baseproj"
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sound.Add({
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name = "Weapon_Artemis_Reload.Single",
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channel = CHAN_WEAPON,
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volume = 1.0,
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soundlevel = 100,
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pitch = {80, 85},
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sound = "weapons/crossbow/reload1.wav"
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})
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sound.Add({
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name = "Weapon_Artemis_Fire.Single",
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channel = CHAN_WEAPON,
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volume = 1.0,
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soundlevel = 100,
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pitch = {150, 160},
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sound = "weapons/crossbow/fire1.wav"
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})
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sound.Add({
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name = "Weapon_Artemis_Empty.Single",
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channel = CHAN_WEAPON,
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volume = 1.0,
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soundlevel = 100,
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pitch = {80, 85},
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sound = "weapons/ar2/ar2_empty.wav"
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})
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SWEP.HoldType = "duel"
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SWEP.ViewModel = "models/weapons/cstrike/c_pist_elite.mdl"
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SWEP.WorldModel = "models/weapons/w_pist_elite.mdl"
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Delay = 0.5
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SWEP.Primary.Damage = 85
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SWEP.Primary.ClipSize = 4
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "XBowBolt"
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SWEP.Primary.DefaultClip = 15
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SWEP.ReloadDelay = 3.5
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SWEP.Tier = 4
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SWEP.MaxStock = 3
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SWEP.ConeMax = 0
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SWEP.ConeMin = 0
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.Primary.Sound = Sound("Weapon_Artemis_Fire.Single")
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SWEP.ReloadSound = Sound("Weapon_Artemis_Reload.Single")
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SWEP.DryFireSound = Sound("Weapon_Artemis_Empty.Single")
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SWEP.DontScaleReloadSpeed = true
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1, 1)
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_CLIP_SIZE, 1, 1)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Actaeon' Dual Crossbows", "Bolts pierce slightly instead of exploding, and inflict damage vulnerability, less damage", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 0.75
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wept.Primary.Projectile = "projectile_arrow_inq"
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wept.EntModify = function(self, ent)
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ent:SetDTBool(0, true)
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end
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end)
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function SWEP:SecondaryAttack()
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end
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function SWEP:SendWeaponAnimation()
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self:SendWeaponAnim(self:Clip1() % 2 == 0 and ACT_VM_PRIMARYATTACK or ACT_VM_SECONDARYATTACK)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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function SWEP:ProcessReloadEndTime()
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local reloadspeed = self.ReloadSpeed * self:GetReloadSpeedMultiplier()
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self:SetReloadFinish(CurTime() + self.ReloadDelay / reloadspeed)
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end
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