AddCSLuaFile() DEFINE_BASECLASS("weapon_zs_base") SWEP.PrintName = "'Innervator' Voltgun" SWEP.Description = "An electric volt cannon." if CLIENT then SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 49 SWEP.HUD3DBone = "v_weapon.xm1014_Bolt" SWEP.HUD3DPos = Vector(-1.2, -1.1, 2) SWEP.HUD3DAng = Angle(0, 0, 0) SWEP.HUD3DScale = 0.02 SWEP.ViewModelBoneMods = { ["v_weapon.xm1014_Shell"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["v_weapon.xm1014_Parent"] = { scale = Vector(1.2, 1.2, 1.2), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) } } SWEP.VElements = { ["laser+++++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0.1, 3, -0.601), angle = Angle(180, 0, -91), size = Vector(0.019, 0.021, 0.3), color = Color(89, 89, 97, 255), surpresslightning = false, material = "models/props/de_nuke/coolingtower", skin = 0, bodygroup = {} }, ["laser+++++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0.1, 4.9, 0.699), angle = Angle(180, 0, -90), size = Vector(0.449, 1, 0.1), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser++++"] = { type = "Model", model = "models/props_combine/combine_lock01.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(-0.301, -7.5, 0.5), angle = Angle(0, 180, -120.39), size = Vector(0.129, 0.1, 0.189), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser++++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0.1, 9.869, 0.699), angle = Angle(180, 0, -90), size = Vector(0.5, 1, 0.1), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser+++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0.1, -4.901, 0.699), angle = Angle(180, 0, -90), size = Vector(0.349, 1, 0.4), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser++"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(-1, 15, 2), angle = Angle(0, 180, 90), size = Vector(0.079, 0.039, 0.119), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_long.mdl", bone = "v_weapon.xm1014_Bolt", rel = "", pos = Vector(0, -1.601, -2.401), angle = Angle(0, 0, 90), size = Vector(0.2, 0.2, 0.2), color = Color(0, 255, 186, 255), surpresslightning = false, material = "models/props_lab/eyescanner_disp", skin = 0, bodygroup = {} }, ["laser+++"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(-0.22, 16, -0.5), angle = Angle(180, 0, 90), size = Vector(0.029, 0.059, 0.15), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser+"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_long.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0, 16.104, 0), angle = Angle(0, 0, 0), size = Vector(0.25, 0.25, 0.2), color = Color(0, 255, 186, 255), surpresslightning = false, material = "models/props_lab/eyescanner_disp", skin = 0, bodygroup = {} }, ["laser++++++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "v_weapon.xm1014_Bolt", rel = "laser", pos = Vector(0.1, 3, 2.5), angle = Angle(180, 0, -90), size = Vector(0.029, 0.029, 0.449), color = Color(89, 89, 97, 255), surpresslightning = false, material = "models/props/de_nuke/coolingtower", skin = 0, bodygroup = {} } } SWEP.WElements = { ["laser+++++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0.1, 3, -0.601), angle = Angle(180, 0, -91), size = Vector(0.019, 0.021, 0.3), color = Color(89, 89, 97, 255), surpresslightning = false, material = "models/props/de_nuke/coolingtower", skin = 0, bodygroup = {} }, ["laser++++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0.1, 9.869, 0.699), angle = Angle(180, 0, -90), size = Vector(0.5, 1, 0.1), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser+++++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0.1, 4.9, 0.699), angle = Angle(180, 0, -90), size = Vector(0.449, 1, 0.1), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser++++"] = { type = "Model", model = "models/props_combine/combine_lock01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(-0.301, -7.5, 0.5), angle = Angle(0, 180, -120.39), size = Vector(0.129, 0.1, 0.189), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser+++++++"] = { type = "Model", model = "models/props_lab/rotato.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0.009, -4.901, 0.699), angle = Angle(180, 0, -90), size = Vector(0.349, 1, 0.4), color = Color(108, 118, 133, 255), surpresslightning = false, material = "models/props/de_train/fence_sheet01", skin = 0, bodygroup = {} }, ["laser+++"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(-0.22, 16, -0.5), angle = Angle(180, 0, 90), size = Vector(0.029, 0.059, 0.15), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser+"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_long.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0, 16.104, 0), angle = Angle(0, 0, 0), size = Vector(0.25, 0.25, 0.2), color = Color(0, 255, 186, 255), surpresslightning = false, material = "models/props_lab/eyescanner_disp", skin = 0, bodygroup = {} }, ["laser++"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(-1, 15, 2), angle = Angle(0, 180, 90), size = Vector(0.079, 0.039, 0.119), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["laser"] = { type = "Model", model = "models/props_pipes/pipe02_straight01_long.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(8, 1, -5), angle = Angle(0, 90, 10), size = Vector(0.2, 0.2, 0.2), color = Color(0, 255, 186, 255), surpresslightning = false, material = "models/props_lab/eyescanner_disp", skin = 0, bodygroup = {} }, ["laser++++++"] = { type = "Model", model = "models/props_wasteland/laundry_washer001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "laser", pos = Vector(0.1, 3, 2.5), angle = Angle(180, 0, -90), size = Vector(0.029, 0.029, 0.449), color = Color(89, 89, 97, 255), surpresslightning = false, material = "models/props/de_nuke/coolingtower", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "shotgun" SWEP.ViewModel = "models/weapons/cstrike/c_shot_xm1014.mdl" SWEP.WorldModel = "models/weapons/w_shot_xm1014.mdl" SWEP.UseHands = true SWEP.Primary.Sound = Sound("weapons/zs_inner/innershot.ogg") SWEP.ReloadSound = Sound("ambient/machines/thumper_startup1.wav") SWEP.Primary.Damage = 11 SWEP.Primary.NumShots = 5 SWEP.Primary.Delay = 1.6 SWEP.Primary.MaxDistance = 288 SWEP.Primary.BurstShots = 5 SWEP.Primary.ClipSize = 30 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "pulse" GAMEMODE:SetupDefaultClip(SWEP.Primary) SWEP.ReloadSpeed = 0.33 SWEP.RequiredClip = 6 SWEP.ConeMax = 6.5 SWEP.ConeMin = 5 SWEP.WalkSpeed = SPEED_SLOWER SWEP.Tier = 4 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.8125) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MIN_SPREAD, -0.625) SWEP.TracerName = "tracer_volt" function SWEP:EmitFireSound() self:EmitSound("weapons/m4a1/m4a1_unsil-1.wav", 85, 130, 0.65) self:EmitSound("weapons/zs_inner/innershot.ogg", 85, 128, 0.85, CHAN_WEAPON + 20) end function SWEP:SendReloadAnimation() self:SendWeaponAnim(ACT_VM_DRAW) end function SWEP:SecondaryAttack() end function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("npc/scanner/combat_scan1.wav", 70, 15, 0.9, CHAN_WEAPON + 21) self:EmitSound("items/battery_pickup.wav", 70, 47, 0.85, CHAN_WEAPON + 22) end end function SWEP:EmitReloadFinishSound() if IsFirstTimePredicted() then self:EmitSound("npc/scanner/combat_scan2.wav", 70, 135) end end function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end self:SetNextPrimaryFire(CurTime() + self:GetFireDelay()) self:EmitFireSound() self:TakeAmmo() self:SetNextShot(CurTime()) self:SetShotsLeft(self.Primary.BurstShots) self.IdleAnimation = CurTime() + self:SequenceDuration() end function SWEP:Think() BaseClass.Think(self) local shotsleft = self:GetShotsLeft() if shotsleft > 0 and CurTime() >= self:GetNextShot() then self:SetShotsLeft(shotsleft - 1) self:SetNextShot(CurTime() + self:GetFireDelay()/12) if self:GetReloadFinish() == 0 then self:EmitFireSound() self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone()) self.IdleAnimation = CurTime() + self:SequenceDuration() else self:SetShotsLeft(0) end end end function SWEP:SetNextShot(nextshot) self:SetDTFloat(5, nextshot) end function SWEP:GetNextShot() return self:GetDTFloat(5) end function SWEP:SetShotsLeft(shotsleft) self:SetDTInt(1, shotsleft) end function SWEP:GetShotsLeft() return self:GetDTInt(1) end if not CLIENT then return end local ghostlerp = 0 function SWEP:CalcViewModelView(vm, oldpos, oldang, pos, ang) if self:GetOwner():GetBarricadeGhosting() or self:GetReloadFinish() > 0 then ghostlerp = math.min(1, ghostlerp + FrameTime() * 2) elseif ghostlerp > 0 then ghostlerp = math.max(0, ghostlerp - FrameTime() * 2.5) end if ghostlerp > 0 then ang:RotateAroundAxis(ang:Right(), -35 * ghostlerp) end return pos, ang end