SWEP.PrintName = "'Spinfusor' Pulse Disc Launcher" SWEP.Description = "Launches pulse projectiles that react on walls, sending energy back in the direction they travelled." SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false sound.Add( { name = "Weapon_Slayer.Single", channel = CHAN_AUTO, volume = 1, soundlevel = 100, pitch = {125, 135}, sound = {"weapons/physcannon/superphys_launch2.wav", "weapons/physcannon/superphys_launch3.wav"} }) 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.Damage = 86 SWEP.Primary.Delay = 1.2 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "pulse" SWEP.Primary.Sound = Sound("Weapon_Slayer.Single") SWEP.Primary.ClipSize = 7 SWEP.Primary.DefaultClip = 30 SWEP.RequiredClip = 7 SWEP.ReloadSpeed = 0.9 SWEP.Recoil = 3 SWEP.WalkSpeed = SPEED_SLOWER SWEP.ConeMax = 0 SWEP.ConeMin = 0 SWEP.Tier = 5 SWEP.MaxStock = 2 SWEP.FireAnimSpeed = 0.65 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1) function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("weapons/ar2/ar2_reload.wav", 75, 100, 1, CHAN_WEAPON + 21) self:EmitSound("weapons/smg1/smg1_reload.wav", 75, 100, 1, CHAN_WEAPON + 22) end end util.PrecacheSound("weapons/ar2/ar2_reload.wav") util.PrecacheSound("weapons/smg1/smg1_reload.wav")