SWEP.PrintName = "'Impaler' Crossbow" SWEP.Description = "This ancient weapon can easily skewer groups of zombies." 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("Weapon_Crossbow.Single") SWEP.Primary.Delay = 2.0 SWEP.Primary.Automatic = true SWEP.Primary.Damage = 90 SWEP.Primary.ClipSize = 1 SWEP.Primary.Ammo = "XBowBolt" SWEP.Primary.DefaultClip = 15 SWEP.SecondaryDelay = 0.25 SWEP.WalkSpeed = SPEED_SLOWER SWEP.Tier = 5 SWEP.MaxStock = 2 SWEP.ConeMax = 0 SWEP.ConeMin = 0 SWEP.NextZoom = 0 SWEP.ReloadSpeed = 0.85 -- Since it works with it now. GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_PROJECTILE_VELOCITY, 100) function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("weapons/crossbow/bolt_load"..math.random(2)..".wav", 65, 100, 0.9, CHAN_WEAPON + 21) self:EmitSound("weapons/crossbow/reload1.wav", 65, 100, 0.9, 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")