AddCSLuaFile() SWEP.PrintName = "Lead Pipe" SWEP.Description = "The weight of a lead pipe carries enough force to shock a target's focus but has a lower swing speed than other melee weapons." if CLIENT then SWEP.ViewModelFlip = false SWEP.ViewModelFOV = 60 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_canal/mattpipe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.2, 1, -2.274), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_canal/mattpipe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.599, 1, -6), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.DamageType = DMG_CLUB SWEP.ViewModel = "models/weapons/c_stunstick.mdl" SWEP.WorldModel = "models/props_canal/mattpipe.mdl" SWEP.UseHands = true SWEP.MeleeDamage = 45 SWEP.MeleeRange = 53 SWEP.MeleeSize = 1.15 SWEP.Primary.Delay = 1.2 SWEP.UseMelee1 = true SWEP.HitGesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE SWEP.MissGesture = SWEP.HitGesture SWEP.SwingRotation = Angle(30, -30, -30) SWEP.SwingTime = 0.4 SWEP.SwingHoldType = "grenade" SWEP.AllowQualityWeapons = true GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.12) function SWEP:PlaySwingSound() self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(55, 65)) end function SWEP:PlayHitSound() self:EmitSound("physics/metal/metal_canister_impact_hard"..math.random(3)..".wav", 75, math.random(115, 125)) end if SERVER then function SWEP:OnMeleeHit(hitent, hitflesh, tr) if hitent:IsValid() and hitent:IsPlayer() and hitent:GetZombieClassTable().Name ~= "Shade" and CurTime() >= (hitent._NextLeadPipeEffect or 0) then hitent._NextLeadPipeEffect = CurTime() + 1.5 --hitent:GiveStatus("disorientation") local x = math.Rand(0.75, 1) x = x * (math.random(2) == 2 and 1 or -1) local ang = Angle(1 - x, x, 0) * 38 hitent:ViewPunch(ang) local eyeangles = hitent:EyeAngles() eyeangles:RotateAroundAxis(eyeangles:Up(), ang.yaw) eyeangles:RotateAroundAxis(eyeangles:Right(), ang.pitch) eyeangles.pitch = math.Clamp(ang.pitch, -89, 89) eyeangles.roll = 0 hitent:SetEyeAngles(eyeangles) end end end