AddCSLuaFile() SWEP.PrintName = "Sawhack" if CLIENT then SWEP.ViewModelFOV = 60 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["axe"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.184, 1.501, -7.421), angle = Angle(2.427, -10, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["saw"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, -0.021), angle = Angle(0, 0, 0), size = Vector(0.449, 0.449, 0.805), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["saw2"] = { type = "Model", model = "models/XQM/Rails/trackball_1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, 0), angle = Angle(0, 90, 0), size = Vector(0.234, 0.234, 0.133), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/door_klab01", skin = 0, bodygroup = {} } } SWEP.WElements = { ["axe"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.023, 2.147, -8.32), angle = Angle(-6.166, 20.881, 86.675), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["saw2"] = { type = "Model", model = "models/XQM/Rails/trackball_1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, 0), angle = Angle(0, 90, 0), size = Vector(0.234, 0.234, 0.133), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_lab/door_klab01", skin = 0, bodygroup = {} }, ["saw"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "axe", pos = Vector(0, 14, -0.021), angle = Angle(0, 0, 0), size = Vector(0.449, 0.449, 0.805), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.ViewModel = "models/weapons/c_crowbar.mdl" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.UseHands = true SWEP.HoldType = "melee2" SWEP.Primary.Delay = 0.45 SWEP.MeleeDamage = 32 SWEP.MeleeRange = 55 SWEP.MeleeSize = 1.9 SWEP.MeleeKnockBack = 100 SWEP.MeleeViewPunchScale = 0.25 SWEP.WalkSpeed = SPEED_FAST SWEP.SwingTime = 0.15 SWEP.SwingRotation = Angle(0, -35, -50) SWEP.SwingOffset = Vector(10, 0, 0) SWEP.HoldType = "melee2" SWEP.SwingHoldType = "melee2" SWEP.HitDecal = "Manhackcut" SWEP.HitAnim = ACT_VM_MISSCENTER SWEP.AllowQualityWeapons = true GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.04, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MELEE_KNOCK, 10, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "Razorhack", "Increased attack delay, but deals more damage while bleeding", function(wept) wept.Primary.Delay = wept.Primary.Delay * 1.25 wept.OnMeleeHit = function(self, hitent, hitflesh, tr) if self:GetOwner():GetBleedDamage() > 1 then self.MeleeDamage = wept.MeleeDamage * 1.5 end end wept.PostOnMeleeHit = function(self, hitent, hitflesh, tr) self.MeleeDamage = wept.MeleeDamage end end) SWEP.NoHitSoundFlesh = true SWEP.Tier = 2 SWEP.DismantleDiv = 2 function SWEP:PlaySwingSound() self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(75, 80)) end function SWEP:PlayHitSound() self:EmitSound("npc/manhack/grind"..math.random(5)..".wav") end function SWEP:PlayHitFleshSound() self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav") end function SWEP:OnMeleeHit(hitent, hitflesh, tr) if not hitflesh then local effectdata = EffectData() effectdata:SetOrigin(tr.HitPos) effectdata:SetNormal(tr.HitNormal) effectdata:SetMagnitude(2) effectdata:SetScale(1) util.Effect("sparks", effectdata) end end