zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_crossbow/shared.lua

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SWEP.PrintName = "'Impaler' Crossbow"
SWEP.Description = "This ancient weapon can easily skewer groups of zombies."
SWEP.Base = "weapon_zs_baseproj"
SWEP.HoldType = "crossbow"
SWEP.ViewModel = "models/weapons/c_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Sound = Sound("Weapon_Crossbow.Single")
SWEP.Primary.Delay = 2.0
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 90
SWEP.Primary.ClipSize = 1
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.DefaultClip = 15
SWEP.SecondaryDelay = 0.25
SWEP.WalkSpeed = SPEED_SLOWER
SWEP.Tier = 5
SWEP.MaxStock = 2
SWEP.ConeMax = 0
SWEP.ConeMin = 0
SWEP.NextZoom = 0
SWEP.ReloadSpeed = 0.85 -- Since it works with it now.
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_PROJECTILE_VELOCITY, 100)
function SWEP:EmitReloadSound()
if IsFirstTimePredicted() then
self:EmitSound("weapons/crossbow/bolt_load"..math.random(2)..".wav", 65, 100, 0.9, CHAN_WEAPON + 21)
self:EmitSound("weapons/crossbow/reload1.wav", 65, 100, 0.9, CHAN_WEAPON + 22)
end
end
function SWEP:IsScoped()
return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime()
end
util.PrecacheSound("weapons/crossbow/bolt_load1.wav")
util.PrecacheSound("weapons/crossbow/bolt_load2.wav")