SWEP.Base = "weapon_zs_zombie" SWEP.MeleeReach = 52 SWEP.MeleeDelay = 0.36 SWEP.MeleeSize = 4.5 SWEP.MeleeDamage = 24 SWEP.SlowDownScale = 3 SWEP.MeleeDamageType = DMG_SLASH SWEP.MeleeAnimationDelay = 0.05 SWEP.Primary.Delay = 0.8 SWEP.ViewModel = Model("models/weapons/v_pza.mdl") SWEP.WorldModel = "models/weapons/w_crowbar.mdl" AccessorFuncDT(SWEP, "HookTime", "Float", 1) function SWEP:SecondaryAttack() if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() then return end self:SetNextSecondaryFire(CurTime() + 3.25) self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) self:SetSwingAnimTime(CurTime() + 0.7) self:GetOwner():DoReloadEvent() self:EmitSound("npc/headcrab_poison/ph_poisonbite3.wav", 75, 46) self:SetHookTime(CurTime() + 0.9) end function SWEP:Think() if self:GetHookTime() > 0 and CurTime() >= self:GetHookTime() then self:SetHookTime(0) self:EmitSound("physics/flesh/flesh_squishy_impact_hard"..math.random(2, 4)..".wav", 72, math.random(70, 83)) self:SendWeaponAnim(ACT_VM_SECONDARYATTACK) if SERVER then self:ThrowHook() end end return self.BaseClass.Think(self) end function SWEP:Reload() self.BaseClass.SecondaryAttack(self) end function SWEP:CheckMoaning() end function SWEP:StopMoaningSound() end function SWEP:StartMoaningSound() end function SWEP:PlayHitSound() self:EmitSound("npc/zombie/claw_strike"..math.random(3)..".wav", 75, 80, nil, CHAN_AUTO) end function SWEP:PlayMissSound() self:EmitSound("npc/zombie/claw_miss"..math.random(2)..".wav", 75, 80, nil, CHAN_AUTO) end function SWEP:PlayAttackSound() end function SWEP:PlayAlertSound() self:GetOwner():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