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

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AddCSLuaFile()
DEFINE_BASECLASS("weapon_zs_base")
SWEP.PrintName = "'Quicksilver' Semi-Auto Rifle"
SWEP.Description = "A semi automatic sniper rifle. Has good fire rate, large clip size and a decent damage per shot."
SWEP.Slot = 3
SWEP.SlotPos = 0
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.HUD3DBone = "v_weapon.g3sg1_Parent"
SWEP.HUD3DPos = Vector(-1.2, -5.75, -1)
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_snip_g3sg1.mdl"
SWEP.WorldModel = "models/weapons/w_snip_g3sg1.mdl"
SWEP.UseHands = true
SWEP.Primary.Sound = Sound("Weapon_G3SG1.Single")
SWEP.Primary.Damage = 78.5
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.38
SWEP.Primary.ClipSize = 10
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "357"
GAMEMODE:SetupDefaultClip(SWEP.Primary)
SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
SWEP.ConeMax = 6.5
SWEP.ConeMin = 0
SWEP.IronSightsPos = Vector(11, -9, -2.2)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.WalkSpeed = SPEED_SLOW
SWEP.Tier = 4
SWEP.MaxStock = 3
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.05)
GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Mercurial' Birdshot Rifle", "Fires a spread of less accurate shots that deal more total damage", function(wept)
wept.Primary.Damage = wept.Primary.Damage / 5
wept.Primary.NumShots = 6
wept.ConeMin = 3
end)
function SWEP:IsScoped()
return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime()
end
if CLIENT then
SWEP.IronsightsMultiplier = 0.25
function SWEP:GetViewModelPosition(pos, ang)
if GAMEMODE.DisableScopes then return end
if self:IsScoped() then
return pos + ang:Up() * 256, ang
end
return BaseClass.GetViewModelPosition(self, pos, ang)
end
function SWEP:DrawHUDBackground()
if GAMEMODE.DisableScopes then return end
if self:IsScoped() then
self:DrawRegularScope()
end
end
end