zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_inferno.lua

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AddCSLuaFile()
SWEP.PrintName = "'Inferno' AUG"
SWEP.Description = "A very accurate assault rifle with great damage output and a high clip size."
SWEP.Slot = 2
SWEP.SlotPos = 0
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if CLIENT then
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SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
SWEP.HUD3DBone = "v_weapon.aug_Parent"
SWEP.HUD3DPos = Vector(-1, -2.5, -3)
SWEP.HUD3DAng = Angle(0, 0, 0)
SWEP.HUD3DScale = 0.015
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "ar2"
SWEP.ViewModel = "models/weapons/cstrike/c_rif_aug.mdl"
SWEP.WorldModel = "models/weapons/w_rif_aug.mdl"
SWEP.UseHands = true
SWEP.Primary.Sound = Sound("Weapon_AUG.Single")
SWEP.Primary.Damage = 23
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.095
SWEP.Primary.ClipSize = 40
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SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "ar2"
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.ConeMax = 4
SWEP.ConeMin = 1
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SWEP.WalkSpeed = SPEED_SLOW
SWEP.Tier = 4
SWEP.MaxStock = 3
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SWEP.IronSightsAng = Vector(-1, -1, 0)
SWEP.IronSightsPos = Vector(-3, 4, 3)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Inferno' Incendiary Rifle", "Fires incendiary assault rifle rounds, but reduced damage", function(wept)
wept.Primary.Damage = wept.Primary.Damage * 0.85
wept.BulletCallback = function(attacker, tr, dmginfo)
local ent = tr.Entity
if SERVER and math.random(6) == 1 and ent:IsValidLivingZombie() then
ent:Ignite(6)
for __, fire in pairs(ents.FindByClass("entityflame")) do
if fire:IsValid() and fire:GetParent() == ent then
fire:SetOwner(attacker)
fire:SetPhysicsAttacker(attacker)
fire.AttackerForward = attacker
end
end
end
end
end)