SWEP.PrintName = "'Artemis' Dual Crossbows" SWEP.Description = "A pair of miniature crossbows. Fires quick successions of explosive bolts." SWEP.Slot = 3 SWEP.SlotPos = 0 SWEP.Base = "weapon_zs_baseproj" sound.Add({ name = "Weapon_Artemis_Reload.Single", channel = CHAN_WEAPON, volume = 1.0, soundlevel = 100, pitch = {80, 85}, sound = "weapons/crossbow/reload1.wav" }) sound.Add({ name = "Weapon_Artemis_Fire.Single", channel = CHAN_WEAPON, volume = 1.0, soundlevel = 100, pitch = {150, 160}, sound = "weapons/crossbow/fire1.wav" }) sound.Add({ name = "Weapon_Artemis_Empty.Single", channel = CHAN_WEAPON, volume = 1.0, soundlevel = 100, pitch = {80, 85}, sound = "weapons/ar2/ar2_empty.wav" }) SWEP.HoldType = "duel" SWEP.ViewModel = "models/weapons/cstrike/c_pist_elite.mdl" SWEP.WorldModel = "models/weapons/w_pist_elite.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.Delay = 0.5 SWEP.Primary.Damage = 85 SWEP.Primary.ClipSize = 4 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "XBowBolt" SWEP.Primary.DefaultClip = 15 SWEP.ReloadDelay = 3.5 SWEP.Tier = 4 SWEP.MaxStock = 3 SWEP.ConeMax = 0 SWEP.ConeMin = 0 SWEP.WalkSpeed = SPEED_SLOW SWEP.Primary.Sound = Sound("Weapon_Artemis_Fire.Single") SWEP.ReloadSound = Sound("Weapon_Artemis_Reload.Single") SWEP.DryFireSound = Sound("Weapon_Artemis_Empty.Single") SWEP.DontScaleReloadSpeed = true GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.1, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_CLIP_SIZE, 1, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Actaeon' Dual Crossbows", "Bolts pierce slightly instead of exploding, and inflict damage vulnerability, less damage", function(wept) wept.Primary.Damage = wept.Primary.Damage * 0.75 wept.Primary.Projectile = "projectile_arrow_inq" wept.EntModify = function(self, ent) ent:SetDTBool(0, true) end end) function SWEP:SecondaryAttack() end function SWEP:SendWeaponAnimation() self:SendWeaponAnim(self:Clip1() % 2 == 0 and ACT_VM_PRIMARYATTACK or ACT_VM_SECONDARYATTACK) self.IdleAnimation = CurTime() + self:SequenceDuration() end function SWEP:ProcessReloadEndTime() local reloadspeed = self.ReloadSpeed * self:GetReloadSpeedMultiplier() self:SetReloadFinish(CurTime() + self.ReloadDelay / reloadspeed) end