64 lines
1.7 KiB
Lua
64 lines
1.7 KiB
Lua
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SWEP.PrintName = "'Inquisitor' Crossbow"
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SWEP.Description = "A practical design in a one-hand version. Pierces up to two zombies to deal extra damage."
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SWEP.Base = "weapon_zs_baseproj"
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SWEP.HoldType = "pistol"
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SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("weapons/crossbow/fire1.wav")
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "XBowBolt"
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SWEP.Primary.Delay = 1.25
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SWEP.Primary.DefaultClip = 15
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SWEP.Primary.Damage = 69
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SWEP.ConeMax = 0.5
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SWEP.ConeMin = 0
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SWEP.Recoil = 5
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SWEP.ReloadSpeed = 0.6
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SWEP.WalkSpeed = SPEED_SLOW
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SWEP.Tier = 2
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SWEP.Primary.ProjVelocity = 1600
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.06)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Absolver' Crossbow", "Higher velocity, more damage, but does not pierce, reloads slower", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 1.2
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wept.Primary.ProjVelocity = 2100
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wept.Primary.Projectile = "projectile_arrow_cha"
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wept.ReloadSpeed = wept.ReloadSpeed * 0.85
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end)
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function SWEP:SendReloadAnimation()
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self:SendWeaponAnim(ACT_VM_DRAW)
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end
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function SWEP:EmitReloadSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/crossbow/reload1.wav", 70, 130, 1, CHAN_WEAPON + 22)
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end
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end
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function SWEP:EmitReloadFinishSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/galil/galil_boltpull.wav", 70, 150)
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end
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end
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function SWEP:EmitFireSound()
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self:EmitSound("weapons/crossbow/fire1.wav", 70, 180, 0.7, CHAN_WEAPON + 20)
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self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 70, 243, 0.7, CHAN_WEAPON + 21)
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end
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