SWEP.PrintName = "'Zeus' Voltaic Crossbow" SWEP.Description = "An electrified crossbow which nullifies zombie buffs and prevents healing or reviving. Has a low flight arc but does not headshot, and shoots a bolt as it travels." SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "crossbow" SWEP.ViewModel = "models/weapons/c_crossbow.mdl" SWEP.WorldModel = "models/weapons/w_crossbow.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.Sound = Sound("ambient/levels/labs/electric_explosion5.wav") SWEP.ReloadFinishSound = Sound("npc/vort/attack_shoot.wav") SWEP.Primary.Delay = 1 SWEP.Primary.Automatic = true SWEP.Primary.Damage = 123 SWEP.Primary.ClipSize = 1 SWEP.Primary.Ammo = "XBowBolt" SWEP.Primary.DefaultClip = 15 SWEP.RequiredClip = 1 SWEP.SecondaryDelay = 0.25 SWEP.WalkSpeed = SPEED_SLOW SWEP.Tier = 4 SWEP.MaxStock = 3 SWEP.ConeMax = 0 SWEP.ConeMin = 0 SWEP.NextZoom = 0 SWEP.ReloadSpeed = 0.8 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.065) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 75, math.random(215, 225), 0.75) self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 75, math.random(112, 128), 0.6, CHAN_WEAPON + 20) end function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("weapons/crossbow/bolt_load"..math.random(2)..".wav", 50, 85, 1, CHAN_WEAPON + 21) end end function SWEP:EmitReloadFinishSound() if IsFirstTimePredicted() then self:EmitSound(self.ReloadFinishSound, 75, 235, 0.5, CHAN_WEAPON + 22) end end function SWEP:IsScoped() return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime() end util.PrecacheSound("weapons/crossbow/bolt_load1.wav") util.PrecacheSound("weapons/crossbow/bolt_load2.wav")