AddCSLuaFile() if CLIENT then SWEP.PrintName = "Plank" SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_debris/wood_chunk03a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.363, 1.363, -11.365), angle = Angle(180, 90, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_debris/wood_chunk03a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.273, 1.363, -12.273), angle = Angle(180, 90, 0), size = Vector(0.5, 0.5, 0.5), 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_crowbar.mdl" SWEP.WorldModel = "models/props_debris/wood_chunk03a.mdl" SWEP.ModelScale = 0.5 SWEP.UseHands = true SWEP.BoxPhysicsMin = Vector(-0.5764, -2.397225, -20.080572) * SWEP.ModelScale SWEP.BoxPhysicsMax = Vector(0.70365, 2.501825, 19.973375) * SWEP.ModelScale SWEP.MeleeDamage = 20 SWEP.MeleeRange = 48 SWEP.MeleeSize = 0.875 SWEP.Primary.Delay = 0.37 SWEP.WalkSpeed = SPEED_FASTEST SWEP.UseMelee1 = true SWEP.HitGesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE SWEP.MissGesture = SWEP.HitGesture function SWEP:PlaySwingSound() self:EmitSound("weapons/knife/knife_slash"..math.random(2)..".wav") end function SWEP:PlayHitSound() self:EmitSound("physics/wood/wood_plank_impact_hard"..math.random(5)..".wav") end function SWEP:PlayHitFleshSound() self:EmitSound("physics/flesh/flesh_impact_bullet"..math.random(5)..".wav") end function SWEP:PostOnMeleeHit(hitent, hitflesh, tr) if hitent:IsValid() and hitent:IsPlayer() then local combo = self:GetDTInt(2) self:SetNextPrimaryFire(CurTime() + math.max(0.2, self.Primary.Delay * (1 - combo / 10))) self:SetDTInt(2, combo + 1) end end function SWEP:PostOnMeleeMiss(tr) self:SetDTInt(2, 0) end