AddCSLuaFile() SWEP.PrintName = "Rebar Mace" SWEP.Description = "Disorients zombies hit." if CLIENT then SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 60 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_debris/rebar004b_48.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.194, 2.111, -16.512), angle = Angle(0, 0, 0), size = Vector(0.8, 0.8, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_debris/rebar004b_48.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.244, 3.529, -15.808), angle = Angle(-3.796, 1.958, -4.97), size = Vector(0.8, 0.8, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.DamageType = DMG_CLUB SWEP.ViewModel = "models/weapons/c_stunstick.mdl" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.UseHands = true SWEP.HoldType = "melee2" SWEP.MeleeDamage = 135 SWEP.MeleeRange = 70 SWEP.MeleeSize = 3 SWEP.MeleeKnockBack = 300 SWEP.Primary.Delay = 1.4 SWEP.WalkSpeed = SPEED_SLOWEST SWEP.SwingRotation = Angle(60, 0, -80) SWEP.SwingOffset = Vector(0, -30, 0) SWEP.SwingTime = 0.8 SWEP.SwingHoldType = "melee" SWEP.Tier = 3 SWEP.AllowQualityWeapons = true GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.15) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "Rebar Ward Hammer", "Grants defence on kill, does not knockback zombie vision, faster but less damage and knockback", function(wept) wept.Primary.Delay = wept.Primary.Delay * 0.8 wept.MeleeDamage = wept.MeleeDamage * 0.75 wept.MeleeKnockBack = 200 wept.OnZombieKilled = function(self, zombie, total, dmginfo) local killer = self:GetOwner() if killer:IsValid() then killer:GiveStatus("medrifledefboost", 15) end end if SERVER then wept.OnMeleeHit = function() end end end) function SWEP:PlaySwingSound() self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(55, 65)) end function SWEP:PlayHitSound() self:EmitSound("physics/concrete/concrete_break"..math.random(2,3)..".wav", 75, math.random(95, 105)) end if SERVER then function SWEP:OnMeleeHit(hitent, hitflesh, tr) if hitent:IsValid() and hitent:IsPlayer() and CurTime() >= (hitent._NextLeadPipeEffect or 0) then hitent._NextLeadPipeEffect = CurTime() + 1.5 --hitent:GiveStatus("disorientation") local x = math.Rand(0.75, 1) x = x * (math.random(2) == 2 and 1 or -1) local ang = Angle(1 - x, x, 0) * 50 hitent:ViewPunch(ang) local eyeangles = hitent:EyeAngles() eyeangles:RotateAroundAxis(eyeangles:Up(), ang.yaw) eyeangles:RotateAroundAxis(eyeangles:Right(), ang.pitch) eyeangles.pitch = math.Clamp(ang.pitch, -89, 89) eyeangles.roll = 0 hitent:SetEyeAngles(eyeangles) end end end