AddCSLuaFile() DEFINE_BASECLASS("weapon_zs_base") SWEP.PrintName = "'Adonis' Pulse Rifle" SWEP.Description = "Deals massive damage and slows targets." SWEP.Slot = 2 SWEP.SlotPos = 0 if CLIENT then SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 60 SWEP.HUD3DBone = "Vent" SWEP.HUD3DPos = Vector(1, 0, 0) SWEP.HUD3DScale = 0.018 end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "ar2" SWEP.ViewModel = "models/weapons/c_irifle.mdl" SWEP.WorldModel = "models/weapons/w_IRifle.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.ReloadSound = Sound("Weapon_SMG1.Reload") SWEP.Primary.Sound = Sound("Airboat.FireGunHeavy") SWEP.Primary.Damage = 29 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 0.2 SWEP.Primary.ClipSize = 20 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "pulse" GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.ConeMax = 3 SWEP.ConeMin = 1 SWEP.WalkSpeed = SPEED_SLOW SWEP.IronSightsPos = Vector(-3, 1, 1) SWEP.Tier = 5 SWEP.MaxStock = 2 SWEP.PointsMultiplier = GAMEMODE.PulsePointsMultiplier SWEP.TracerName = "AR2Tracer" SWEP.FireAnimSpeed = 0.4 SWEP.LegDamage = 5.5 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.014, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Servitor' Pulse Rifle", "Refreshes zapper cooldown on kill, more leg damage, reduced accuracy and reload speed", function(wept) wept.ConeMin = 2.25 wept.ConeMax = 3.75 wept.ReloadSpeed = 0.85 wept.LegDamage = 8 wept.OnZombieKilled = function(self) local killer = self:GetOwner() if killer:IsValid() then for _,v in pairs(ents.FindByClass("prop_zapper*")) do if v:GetObjectOwner() == killer then v:SetNextZap(0) end end end end end) function SWEP.BulletCallback(attacker, tr, dmginfo) local ent = tr.Entity if ent:IsValidZombie() then local activ = attacker:GetActiveWeapon() ent:AddLegDamageExt(activ.LegDamage, attacker, activ, SLOWTYPE_PULSE) end if IsFirstTimePredicted() then util.CreatePulseImpactEffect(tr.HitPos, tr.HitNormal) end end