AddCSLuaFile() SWEP.PrintName = "'Waraxe' Handgun" SWEP.Slot = 1 SWEP.SlotPos = 0 if CLIENT then SWEP.ViewModelFOV = 50 SWEP.ViewModelFlip = false SWEP.HUD3DBone = "v_weapon.Glock_Slide" SWEP.HUD3DPos = Vector(-1.55, 0.25, 0.1) SWEP.HUD3DAng = Angle(90, 0, 0) SWEP.VElements = { ["barrel"] = { type = "Model", model = "models/props_phx/wheels/drugster_front.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, -4.448), angle = Angle(180, 0, 0), size = Vector(0.019, 0.019, 0.025), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} }, ["base"] = { type = "Model", model = "models/props_trainstation/pole_448Connection002b.mdl", bone = "v_weapon.Glock_Slide", rel = "", pos = Vector(3.292, 0.305, -0.005), angle = Angle(13.053, -90.301, 89.9), size = Vector(0.085, 0.045, 0.02), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} }, ["sides"] = { type = "Model", model = "models/props_trainstation/Column_Arch001a.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(-0.06, 0, -0.08), angle = Angle(0, 0, 0), size = Vector(0.119, 0.013, 0.09), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} } } SWEP.WElements = { ["barrel"] = { type = "Model", model = "models/props_phx/wheels/drugster_front.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, -4.448), angle = Angle(180, 0, 0), size = Vector(0.019, 0.019, 0.025), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} }, ["base"] = { type = "Model", model = "models/props_trainstation/pole_448Connection002b.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(6, 1.71, -3.711), angle = Angle(87.421, -5.053, 0), size = Vector(0.085, 0.045, 0.02), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} }, ["sides"] = { type = "Model", model = "models/props_trainstation/Column_Arch001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-0.06, 0, -0.072), angle = Angle(0, 0, 0), size = Vector(0.119, 0.013, 0.09), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "pistol" SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl" SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl" SWEP.UseHands = true SWEP.Primary.Damage = 14 SWEP.Primary.NumShots = 3 SWEP.Primary.Delay = 0.3 SWEP.Primary.ClipSize = 9 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "pistol" SWEP.Primary.Sound = ")weapons/usp/usp_unsil-1.wav" GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.ConeMax = 2.75 SWEP.ConeMin = 1.2 SWEP.HeadshotMulti = 2 SWEP.Tier = 2 SWEP.IronSightsPos = Vector(-5.75, 10, 2.7) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_CLIP_SIZE, 1, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_HEADSHOT_MULTI, 0.07) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Halberd' Handgun", "Deals extra damage to zombies with full health, but less overall damage", function(wept) wept.Primary.Damage = wept.Primary.Damage * 0.85 wept.BulletCallback = function(attacker, tr, dmginfo) if SERVER then local hitent = tr.Entity if hitent:IsValidLivingZombie() and hitent:Health() == hitent:GetMaxHealthEx() and gamemode.Call("PlayerShouldTakeDamage", hitent, attacker) then hitent:TakeSpecialDamage(hitent:Health() * 0.1, DMG_DIRECT, attacker, attacker:GetActiveWeapon(), tr.HitPos) end end end end) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 80, math.random(78, 82)) end