SWEP.PrintName = "'Stinger' Zapper" SWEP.Description = "Zaps any zombies that enter proximity, prioritizing headcrabs. Has a long recharge and uses pulse ammo.\nPress PRIMARY ATTACK to deploy the zapper.\nPress SECONDARY ATTACK and RELOAD to rotate the zapper." SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/props_c17/utilityconnecter006c.mdl") SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "zapper" SWEP.Primary.Delay = 1 SWEP.Primary.Automatic = true SWEP.Primary.Damage = 25 SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "dummy" SWEP.ModelScale = 0.75 SWEP.MaxStock = 5 SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOWEST SWEP.ResupplyAmmoType = "pulse" SWEP.GhostStatus = "ghost_zapper" SWEP.DeployClass = "prop_zapper" SWEP.NoDeploySpeedChange = true SWEP.AllowQualityWeapons = true SWEP.LegDamage = 10 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_LEG_DAMAGE, 2) function SWEP:Initialize() self:SetWeaponHoldType("slam") self:SetDeploySpeed(1.1) self:HideViewAndWorldModel() end function SWEP:SetReplicatedAmmo(count) self:SetDTInt(0, count) end function SWEP:GetReplicatedAmmo() return self:GetDTInt(0) end function SWEP:GetWalkSpeed() if self:GetPrimaryAmmoCount() > 0 then return self.FullWalkSpeed end end function SWEP:SecondaryAttack() end function SWEP:Reload() end function SWEP:CanPrimaryAttack() if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end if self:GetPrimaryAmmoCount() <= 0 then self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) return false end return true end function SWEP:Holster() return true end