SWEP.PrintName = "'Pollutor' Acid Rifle" SWEP.Description = "Launches acidic projectiles that have a chance to remove damage resistance" SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "smg" SWEP.ViewModel = "models/weapons/cstrike/c_smg_ump45.mdl" SWEP.WorldModel = "models/weapons/w_smg_ump45.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.ClipSize = 20 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "chemical" SWEP.Primary.Delay = 0.45 SWEP.Primary.DefaultClip = 20 SWEP.Primary.Damage = 34 SWEP.Primary.NumShots = 1 SWEP.ConeMax = 3 SWEP.ConeMin = 2.5 SWEP.WalkSpeed = SPEED_SLOW SWEP.Tier = 3 SWEP.MaxStock = 3 SWEP.FireAnimSpeed = 0.4 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.05) local branch = GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Scorch' Napalm Rifle", "Chance to ignite instead of corrode at the cost of damage", function(wept) wept.Primary.Damage = wept.Primary.Damage * 0.86 if SERVER then wept.EntModify = function(self, ent) ent:SetDTInt(5, 1) end else wept.VElements["bio++++++++++"].color = Color(230, 150, 100) wept.VElements["bio++++++"].color = Color(230, 150, 100) wept.WElements["bio++++++++++"].color = Color(230, 150, 100) wept.WElements["bio++++++"].color = Color(230, 150, 100) end end) branch.Colors = {Color(255, 160, 50), Color(215, 120, 50), Color(175, 100, 40)} branch.NewNames = {"Hot", "Searing", "Torching"} branch = GAMEMODE:AddNewRemantleBranch(SWEP, 2, "'Glaze' Cryo Rifle", "Launches cryoblobs that slow zombies down at the cost of damage", function(wept) wept.Primary.Damage = wept.Primary.Damage * 0.77 if SERVER then wept.EntModify = function(self, ent) ent:SetDTInt(5, 2) end else wept.VElements["bio++++++++++"].color = Color(100, 190, 230) wept.VElements["bio++++++"].color = Color(100, 190, 230) wept.WElements["bio++++++++++"].color = Color(100, 190, 230) wept.WElements["bio++++++"].color = Color(100, 190, 230) end end) branch.Colors = {Color(50, 160, 255), Color(50, 130, 215), Color(40, 115, 175)} branch.NewNames = {"Cold", "Arctic", "Glacial"} function SWEP:EmitFireSound() self:EmitSound("^weapons/mortar/mortar_fire1.wav", 70, math.random(88, 92), 0.65) self:EmitSound("npc/barnacle/barnacle_gulp2.wav", 70, 70, 0.85, CHAN_AUTO + 20) end