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

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AddCSLuaFile()
SWEP.PrintName = "Nightmare"
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SWEP.Base = "weapon_zs_zombie"
SWEP.MeleeDamage = 15
SWEP.BleedDamage = 15
SWEP.SlowDownScale = 5.4
SWEP.MeleeDamageVsProps = 40
SWEP.EnfeebleDurationMul = 10 / SWEP.MeleeDamage
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function SWEP:Reload()
self:SecondaryAttack()
end
function SWEP:PlayAlertSound()
self:GetOwner():EmitSound("npc/barnacle/barnacle_tongue_pull"..math.random(3)..".wav")
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end
SWEP.PlayIdleSound = SWEP.PlayAlertSound
function SWEP:PlayAttackSound()
self:EmitSound("npc/barnacle/barnacle_bark"..math.random(2)..".wav")
end
function SWEP:MeleeHit(ent, trace, damage, forcescale)
if not ent:IsPlayer() then
damage = self.MeleeDamageVsProps
end
self.BaseClass.MeleeHit(self, ent, trace, damage, forcescale)
end
function SWEP:ApplyMeleeDamage(ent, trace, damage)
if SERVER and ent:IsPlayer() then
local gt = ent:GiveStatus("enfeeble", damage * self.EnfeebleDurationMul)
if gt and gt:IsValid() then
gt.Applier = self:GetOwner()
end
ent:GiveStatus("dimvision", 10)
local bleed = ent:GiveStatus("bleed")
if bleed and bleed:IsValid() then
bleed:AddDamage(self.BleedDamage)
bleed.Damager = self:GetOwner()
end
end
self.BaseClass.ApplyMeleeDamage(self, ent, trace, damage)
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end
if not CLIENT then return end
function SWEP:ViewModelDrawn()
render.ModelMaterialOverride(0)
end
local matSheet = Material("Models/Charple/Charple1_sheet")
function SWEP:PreDrawViewModel(vm)
render.ModelMaterialOverride(matSheet)
end