SWEP.Base = "weapon_zs_zombie" SWEP.MeleeReach = 48 SWEP.MeleeDelay = 0.55 SWEP.MeleeSize = 1.5 SWEP.MeleeDamage = 35 SWEP.MeleeDamageType = DMG_SLASH SWEP.MeleeAnimationDelay = 0.05 SWEP.FrozenWhileSwinging = true SWEP.Primary.Delay = 1.6 SWEP.ViewModel = Model("models/weapons/v_pza.mdl") SWEP.WorldModel = "models/weapons/w_crowbar.mdl" function SWEP:CheckMoaning() end function SWEP:StopMoaningSound() end function SWEP:StartMoaningSound() end function SWEP:PlayHitSound() self.Owner:EmitSound("npc/zombie/claw_strike"..math.random(3)..".wav", 75, 80) end function SWEP:PlayMissSound() self.Owner:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav", 75, 80) end function SWEP:PlayAttackSound() self.Owner:EmitSound("NPC_PoisonZombie.ThrowWarn") end function SWEP:PlayAlertSound() self.Owner:EmitSound("npc/antlion_guard/angry"..math.random(3)..".wav", 75, 140) end SWEP.PlayIdleSound = SWEP.PlayAlertSound function SWEP:SetSwingAnimTime(time) self:SetDTFloat(3, time) end function SWEP:GetSwingAnimTime() return self:GetDTFloat(3) end function SWEP:StartSwinging() self.BaseClass.StartSwinging(self) self:SetSwingAnimTime(CurTime() + 1) end function SWEP:PrimaryAttack() if self.Owner:IsOnGround() then self.BaseClass.PrimaryAttack(self) end end