AddCSLuaFile() if CLIENT then SWEP.PrintName = "'Hunter' Rifle" SWEP.Description = "Fires special large caliber rounds. The reloading time is slow but it packs a powerful punch." SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 60 SWEP.HUD3DBone = "v_weapon.awm_parent" SWEP.HUD3DPos = Vector(-1.25, -3.5, -16) SWEP.HUD3DAng = Angle(0, 0, 0) SWEP.HUD3DScale = 0.02 end sound.Add( { name = "Weapon_Hunter.Single", channel = CHAN_WEAPON, volume = 1.0, soundlevel = 100, pitchstart = 134, pitchend = 10, sound = "weapons/awp/awp1.wav" }) SWEP.Base = "weapon_zs_base" SWEP.HoldType = "ar2" SWEP.ViewModel = "models/weapons/cstrike/c_snip_awp.mdl" SWEP.WorldModel = "models/weapons/w_snip_awp.mdl" SWEP.UseHands = true SWEP.ReloadSound = Sound("Weapon_AWP.ClipOut") SWEP.Primary.Sound = Sound("Weapon_Hunter.Single") SWEP.Primary.Damage = 115 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 1.5 SWEP.ReloadDelay = SWEP.Primary.Delay SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "357" SWEP.Primary.DefaultClip = 15 SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.ConeMax = 0.115 SWEP.ConeMin = 0 SWEP.IronSightsPos = Vector(5.015, -8, 2.52) SWEP.IronSightsAng = Vector(0, 0, 0) SWEP.WalkSpeed = SPEED_SLOWER SWEP.TracerName = "AR2Tracer" function SWEP:IsScoped() return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime() end --[[function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 85, 80) end]] function SWEP:SendWeaponAnimation() self:SendWeaponAnim(ACT_VM_PRIMARYATTACK) end function SWEP.BulletCallback(attacker, tr, dmginfo) local effectdata = EffectData() effectdata:SetOrigin(tr.HitPos) effectdata:SetNormal(tr.HitNormal) util.Effect("hit_hunter", effectdata) GenericBulletCallback(attacker, tr, dmginfo) 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