SWEP.PrintName = "'Enkindler' Fire Mine Layer" SWEP.Description = "A mine layer that lays mines that ignite zombies." SWEP.Slot = 4 SWEP.SlotPos = 0 SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "shotgun" SWEP.ViewModel = "models/weapons/c_rpg.mdl" SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl" SWEP.ViewModelFOV = 60 SWEP.Primary.Sound = Sound("weapons/grenade_launcher1.wav") SWEP.Primary.Delay = 1 SWEP.Primary.Damage = 36.5 SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "impactmine" SWEP.Primary.DefaultClip = 7 SWEP.ReloadSound = Sound("weapons/ar2/ar2_reload.wav") SWEP.ConeMax = 0 SWEP.ConeMin = 0 SWEP.WalkSpeed = SPEED_SLOWEST * 0.9 SWEP.UseHands = true SWEP.MaxMines = 6 SWEP.Tier = 2 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAXIMUM_MINES, 1) function SWEP:CanPrimaryAttack() if self.BaseClass.CanPrimaryAttack(self) then local c = 0 for _, ent in pairs(ents.FindByClass("projectile_impactmine_kin")) do if (CLIENT or ent.CreateTime + 300 > CurTime()) and ent:GetOwner() == self:GetOwner() then c = c + 1 end end if c >= self.MaxMines then return false end return true end return false end function SWEP:CanSecondaryAttack() if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() or self:GetReloadFinish() > 0 then return false end return self:GetNextSecondaryFire() <= CurTime() end function SWEP:SecondaryAttack() if not self:CanSecondaryAttack() then return end self:SetNextSecondaryFire(CurTime() + 0.1) local owner = self:GetOwner() local hitpos = owner:CompensatedMeleeTrace(2048, 1, nil, nil, false).HitPos if SERVER then for _, ent in pairs(ents.FindInSphere(hitpos, 24)) do if ent:GetClass() == "projectile_impactmine_kin" and ent:GetOwner() == owner then local mine = ents.Create("prop_ammo") if mine:IsValid() then mine:SetAmmo(1) mine:SetAmmoType("impactmine") mine:SetPos(ent:GetStartPos()) mine:SetAngles(ent:GetAngles()) mine:Spawn() end if owner:IsValidLivingHuman() then mine.NoPickupsTime = CurTime() + 15 mine.NoPickupsOwner = owner end ent:Remove() end end end end function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 65, math.random(107, 113), 0.6) end function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound(self.ReloadSound, 60, 110, 0.5, CHAN_WEAPON + 21) end end