AddCSLuaFile() SWEP.PrintName = "'Long Arm' Handgun" SWEP.Description = "A heavy handgun that consumes 2 pistol rounds that spread into shrapnel on walls." SWEP.Slot = 1 SWEP.SlotPos = 0 if CLIENT then SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 60 SWEP.HUD3DBone = "Python" SWEP.HUD3DPos = Vector(0.85, 0, -2.5) SWEP.HUD3DScale = 0.015 SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_short.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(23, 1, -6.5), angle = Angle(0, -90, -5), size = Vector(0.2, 1, 0.2), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_lab/powerbox02c.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 9, 3), angle = Angle(90, 90, 0), size = Vector(0.5, 0.2, 1), color = Color(155, 160, 165, 255), surpresslightning = false, material = "models/weapons/v_grenade/rim", skin = 0, bodygroup = {} } } SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_short.mdl", bone = "Python", rel = "", pos = Vector(0, -1.5, 16), angle = Angle(0, 0, 90), size = Vector(0.2, 1, 0.2), color = Color(75, 75, 75, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_lab/powerbox02c.mdl", bone = "Python", rel = "base", pos = Vector(0, 9, 3), angle = Angle(90, 90, 0), size = Vector(0.5, 0.2, 1), color = Color(155, 160, 165, 255), surpresslightning = false, material = "models/weapons/v_grenade/rim", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "revolver" SWEP.ViewModel = "models/weapons/c_357.mdl" SWEP.WorldModel = "models/weapons/w_357.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.Sound = Sound("weapons/zs_longarm/longarm_fire.ogg") SWEP.Primary.Delay = 0.73 SWEP.Primary.Damage = 120 SWEP.Primary.NumShots = 1 SWEP.Primary.ClipSize = 10 SWEP.RequiredClip = 2 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "pistol" SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.WalkSpeed = SPEED_SLOW SWEP.ConeMax = 3.75 SWEP.ConeMin = 1.65 SWEP.Tier = 4 SWEP.MaxStock = 3 SWEP.IronSightsPos = Vector(-4.65, 4, 0.25) SWEP.IronSightsAng = Vector(0, 0, 1) SWEP.WallDivide = 6 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.468) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.206) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.075, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Gunslinger' Handgun", "Fires rapidly, larger clip, but deals less damage and less damage on bounce", function(wept) wept.Primary.Damage = wept.Primary.Damage * 0.7 wept.Primary.Delay = wept.Primary.Delay * 0.68 wept.Primary.ClipSize = 16 wept.WallDivide = 8 end) local function DoRicochet(attacker, hitpos, hitnormal, normal, damage) attacker.RicochetBullet = true if attacker:IsValid() then local aw = attacker:GetActiveWeapon() attacker:FireBulletsLua(hitpos, 2 * hitnormal * hitnormal:Dot(normal * -1) + normal, 5, 6, damage / aw.WallDivide, nil, nil, "tracer_rico", nil, nil, nil, nil, nil, aw) end attacker.RicochetBullet = nil end function SWEP.BulletCallback(attacker, tr, dmginfo) if SERVER and tr.HitWorld and not tr.HitSky then local hitpos, hitnormal, normal, dmg = tr.HitPos, tr.HitNormal, tr.Normal, dmginfo:GetDamage() timer.Simple(0, function() DoRicochet(attacker, hitpos, hitnormal, normal, dmg) end) end end