INC_SERVER() AddCSLuaFile("animations.lua") function SWEP:ServerMeleeHitEntity(tr, hitent, damagemultiplier) if not hitent or not hitent:IsValid() then return end local phys = hitent:GetPhysicsObject() if hitent:GetMoveType() == MOVETYPE_VPHYSICS and phys:IsValid() and phys:IsMoveable() then hitent:SetPhysicsAttacker(self:GetOwner()) end end function SWEP:ServerMeleePostHitEntity(tr, hitent, damagemultiplier) local owner = self:GetOwner() if owner.GlassWeaponShouldBreak and hitent:IsPlayer() and not self.NoGlassWeapons and owner:IsSkillActive(SKILL_GLASSWEAPONS) and owner.GlassWeaponShouldBreak then local effectdata = EffectData() effectdata:SetOrigin(owner:EyePos()) effectdata:SetEntity(owner) util.Effect("weapon_shattered", effectdata, true, true) owner:StripWeapon(self:GetClass()) end end function SWEP:ServerHitFleshEffects(hitent, tr, damagemultiplier) local owner = self:GetOwner() local damage = self.MeleeDamage * damagemultiplier if hitent:IsValid() and hitent:IsPlayer() and hitent:Team() == owner:Team() then return end util.Blood(tr.HitPos, math.Rand(damage * 0.25, damage * 0.6), (tr.HitPos - owner:GetShootPos()):GetNormalized(), math.min(400, math.Rand(damage * 6, damage * 12)), true) end