SWEP.PrintName = "'Eminence' Particle Cannon" SWEP.Description = "Fires projectiles fire particle tracers whilst moving." SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "smg" SWEP.ViewModel = "models/weapons/c_crossbow.mdl" SWEP.WorldModel = "models/weapons/w_crossbow.mdl" SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "impactmine" SWEP.Primary.Delay = 0.7 SWEP.Primary.DefaultClip = 4 SWEP.Primary.Damage = 26 SWEP.Primary.NumShots = 1 SWEP.ConeMax = 3 SWEP.ConeMin = 2 SWEP.WalkSpeed = SPEED_SLOW SWEP.Tier = 5 SWEP.ReloadSpeed = 0.75 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.075) function SWEP:EmitFireSound() self:EmitSound("weapons/grenade_launcher1.wav", 75, math.random(67, 74), 0.4) self:EmitSound("npc/attack_helicopter/aheli_mine_drop1.wav", 75, 65, 0.8, CHAN_AUTO + 20) end function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("weapons/ar2/ar2_reload_rotate.wav", 70, 55) self:EmitSound("items/battery_pickup.wav", 70, 77, 0.85, CHAN_AUTO) end end function SWEP:EmitReloadFinishSound() if IsFirstTimePredicted() then self:EmitSound("weapons/ar2/ar2_reload_push.wav", pos, 70, math.Rand(130, 140)) end end