65 lines
1.5 KiB
Lua
65 lines
1.5 KiB
Lua
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SWEP.PrintName = "'Spinfusor' Pulse Disc Launcher"
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SWEP.Description = "Launches pulse projectiles that react on walls, sending energy back in the direction they travelled."
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SWEP.Slot = 3
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SWEP.SlotPos = 0
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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sound.Add(
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{
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name = "Weapon_Slayer.Single",
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channel = CHAN_AUTO,
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volume = 1,
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soundlevel = 100,
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pitch = {125, 135},
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sound = {"weapons/physcannon/superphys_launch2.wav", "weapons/physcannon/superphys_launch3.wav"}
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})
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SWEP.Base = "weapon_zs_baseproj"
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SWEP.HoldType = "crossbow"
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SWEP.ViewModel = "models/weapons/c_crossbow.mdl"
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SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Damage = 86
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SWEP.Primary.Delay = 1.2
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "pulse"
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SWEP.Primary.Sound = Sound("Weapon_Slayer.Single")
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SWEP.Primary.ClipSize = 7
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SWEP.Primary.DefaultClip = 30
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SWEP.RequiredClip = 7
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SWEP.ReloadSpeed = 0.9
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SWEP.Recoil = 3
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SWEP.WalkSpeed = SPEED_SLOWER
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SWEP.ConeMax = 0
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SWEP.ConeMin = 0
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SWEP.Tier = 5
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SWEP.MaxStock = 2
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SWEP.FireAnimSpeed = 0.65
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1)
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function SWEP:EmitReloadSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/ar2/ar2_reload.wav", 75, 100, 1, CHAN_WEAPON + 21)
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self:EmitSound("weapons/smg1/smg1_reload.wav", 75, 100, 1, CHAN_WEAPON + 22)
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end
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end
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util.PrecacheSound("weapons/ar2/ar2_reload.wav")
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util.PrecacheSound("weapons/smg1/smg1_reload.wav")
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