2014-10-02 08:49:54 +08:00
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AddCSLuaFile()
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2018-05-02 06:32:59 +08:00
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SWEP.PrintName = "Sawhack"
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2014-10-02 08:49:54 +08:00
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2018-05-02 06:32:59 +08:00
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if CLIENT then
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2014-10-02 08:49:54 +08:00
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SWEP.ViewModelFOV = 60
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2018-05-02 06:32:59 +08:00
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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2014-10-02 08:49:54 +08:00
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SWEP.VElements = {
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2018-05-02 06:32:59 +08:00
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["axe"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.184, 1.501, -7.421), angle = Angle(2.427, -10, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["saw"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, -0.021), angle = Angle(0, 0, 0), size = Vector(0.449, 0.449, 0.805), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["saw2"] = { type = "Model", model = "models/XQM/Rails/trackball_1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, 0), angle = Angle(0, 90, 0), size = Vector(0.234, 0.234, 0.133), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/door_klab01", skin = 0, bodygroup = {} }
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2014-10-02 08:49:54 +08:00
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}
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SWEP.WElements = {
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2018-05-02 06:32:59 +08:00
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["axe"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.023, 2.147, -8.32), angle = Angle(-6.166, 20.881, 86.675), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["saw2"] = { type = "Model", model = "models/XQM/Rails/trackball_1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, 0), angle = Angle(0, 90, 0), size = Vector(0.234, 0.234, 0.133), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/door_klab01", skin = 0, bodygroup = {} },
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["saw"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, -0.021), angle = Angle(0, 0, 0), size = Vector(0.449, 0.449, 0.805), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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2014-10-02 08:49:54 +08:00
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}
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end
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SWEP.Base = "weapon_zs_basemelee"
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SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.UseHands = true
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SWEP.HoldType = "melee2"
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SWEP.Primary.Delay = 0.45
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SWEP.MeleeDamage = 32
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SWEP.MeleeRange = 55
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SWEP.MeleeSize = 1.9
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2018-05-02 06:32:59 +08:00
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SWEP.MeleeKnockBack = 100
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SWEP.MeleeViewPunchScale = 0.25
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2014-10-02 08:49:54 +08:00
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SWEP.WalkSpeed = SPEED_FAST
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SWEP.SwingTime = 0.15
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SWEP.SwingRotation = Angle(0, -35, -50)
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SWEP.SwingOffset = Vector(10, 0, 0)
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SWEP.HoldType = "melee2"
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SWEP.SwingHoldType = "melee2"
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SWEP.HitDecal = "Manhackcut"
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SWEP.HitAnim = ACT_VM_MISSCENTER
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2018-05-02 06:32:59 +08:00
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SWEP.AllowQualityWeapons = true
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.04, 1)
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MELEE_KNOCK, 10, 1)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "Razorhack", "Increased attack delay, but deals more damage while bleeding", function(wept)
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wept.Primary.Delay = wept.Primary.Delay * 1.25
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wept.OnMeleeHit = function(self, hitent, hitflesh, tr)
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if self:GetOwner():GetBleedDamage() > 1 then
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self.MeleeDamage = wept.MeleeDamage * 1.5
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end
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end
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wept.PostOnMeleeHit = function(self, hitent, hitflesh, tr)
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self.MeleeDamage = wept.MeleeDamage
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end
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end)
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2014-10-02 08:49:54 +08:00
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SWEP.NoHitSoundFlesh = true
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2018-05-02 06:32:59 +08:00
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SWEP.Tier = 2
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SWEP.DismantleDiv = 2
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2014-10-02 08:49:54 +08:00
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function SWEP:PlaySwingSound()
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(75, 80))
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end
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function SWEP:PlayHitSound()
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self:EmitSound("npc/manhack/grind"..math.random(5)..".wav")
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end
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function SWEP:PlayHitFleshSound()
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self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav")
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end
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function SWEP:OnMeleeHit(hitent, hitflesh, tr)
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if not hitflesh then
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local effectdata = EffectData()
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effectdata:SetOrigin(tr.HitPos)
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effectdata:SetNormal(tr.HitNormal)
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effectdata:SetMagnitude(2)
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effectdata:SetScale(1)
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util.Effect("sparks", effectdata)
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end
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end
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