AddCSLuaFile() if CLIENT then SWEP.PrintName = "'Tiny' Slug Rifle" SWEP.Description = "This powerful rifle instantly kills any zombie with a head shot." SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 50 SWEP.HUD3DBone = "v_weapon.xm1014_Bolt" SWEP.HUD3DPos = Vector(-1, 0, 0) SWEP.HUD3DAng = Angle(0, 0, 0) SWEP.HUD3DScale = 0.02 SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_phx/construct/metal_plate_curve360x2.mdl", bone = "v_weapon.xm1014_Parent", rel = "", pos = Vector(0, -6, -9), angle = Angle(0, 0, 0), size = Vector(0.014, 0.014, 0.094), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_phx/construct/metal_angle360.mdl", bone = "v_weapon.xm1014_Parent", rel = "base", pos = Vector(0, 0, 8.5), angle = Angle(0, 0, 0), size = Vector(0.014, 0.014, 0.014), color = Color(255, 255, 255, 45), surpresslightning = false, material = "models/screenspace", skin = 0, bodygroup = {} }, ["base++"] = { type = "Model", model = "models/props_phx/construct/metal_angle360.mdl", bone = "v_weapon.xm1014_Parent", rel = "base", pos = Vector(0, 0, 2), angle = Angle(0, 0, 0), size = Vector(0.014, 0.014, 0.014), color = Color(255, 255, 255, 45), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_phx/construct/metal_plate_curve360x2.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(13, 1, -7), angle = Angle(80, 0, 0), size = Vector(0.014, 0.014, 0.094), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_phx/construct/metal_angle360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, 8.5), angle = Angle(0, 0, 0), size = Vector(0.014, 0.014, 0.014), color = Color(255, 255, 255, 45), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["base++"] = { type = "Model", model = "models/props_phx/construct/metal_angle360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, 2), angle = Angle(0, 0, 0), size = Vector(0.014, 0.014, 0.014), color = Color(255, 255, 255, 45), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "ar2" SWEP.ViewModel = "models/weapons/cstrike/c_shot_xm1014.mdl" SWEP.WorldModel = "models/weapons/w_shot_xm1014.mdl" SWEP.UseHands = true SWEP.Primary.Sound = Sound("Weapon_AWP.Single") SWEP.Primary.Damage = 135 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 1.5 SWEP.ReloadDelay = SWEP.Primary.Delay SWEP.Primary.ClipSize = 2 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "357" SWEP.Primary.DefaultClip = 10 SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.ConeMax = 0.12 SWEP.ConeMin = 0.005 SWEP.IronSightsPos = Vector() --Vector(-7.3, 9, 2.3) SWEP.IronSightsAng = Vector(0, -1, 0) SWEP.WalkSpeed = SPEED_SLOWER function SWEP:IsScoped() return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime() end if CLIENT then SWEP.IronsightsMultiplier = 0.25 function SWEP:GetViewModelPosition(pos, ang) if self:IsScoped() then return pos + ang:Up() * 256, ang end return self.BaseClass.GetViewModelPosition(self, pos, ang) end local matScope = Material("zombiesurvival/scope") function SWEP:DrawHUDBackground() if self:IsScoped() then local scrw, scrh = ScrW(), ScrH() local size = math.min(scrw, scrh) surface.SetMaterial(matScope) surface.SetDrawColor(255, 255, 255, 255) surface.DrawTexturedRect((scrw - size) * 0.5, (scrh - size) * 0.5, size, size) surface.SetDrawColor(0, 0, 0, 255) if scrw > size then local extra = (scrw - size) * 0.5 surface.DrawRect(0, 0, extra, scrh) surface.DrawRect(scrw - extra, 0, extra, scrh) end if scrh > size then local extra = (scrh - size) * 0.5 surface.DrawRect(0, 0, scrw, extra) surface.DrawRect(0, scrh - extra, scrw, extra) end end end end SWEP.NextReload = 0 function SWEP:Reload() if CurTime() < self.NextReload then return end self.NextReload = CurTime() + self.ReloadDelay local owner = self.Owner if self:Clip1() < self.Primary.ClipSize and 0 < owner:GetAmmoCount(self.Primary.Ammo) then self:DefaultReload(ACT_VM_RELOAD) owner:DoReloadEvent() self:SetNextPrimaryFire(CurTime() + self.ReloadDelay) timer.Simple(0.25, function() if self:IsValid() and IsValid(owner) then self:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) end end) end end function SWEP.BulletCallback(attacker, tr, dmginfo) if tr.HitGroup == HITGROUP_HEAD then local ent = tr.Entity if ent:IsValid() and ent:IsPlayer() then if ent:Team() == TEAM_UNDEAD and ent:GetZombieClassTable().Boss then GenericBulletCallback(attacker, tr, dmginfo) return end ent.Gibbed = CurTime() end if gamemode.Call("PlayerShouldTakeDamage", ent, attacker) then ent:SetHealth(math.max(ent:Health() - 400, 1)) end end INFDAMAGEFLOATER = true GenericBulletCallback(attacker, tr, dmginfo) end