SWEP.PrintName = "'Inquisitor' Crossbow" SWEP.Description = "A practical design in a one-hand version. Pierces up to two zombies to deal extra damage." SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "pistol" SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.UseHands = true SWEP.CSMuzzleFlashes = false SWEP.Primary.Sound = Sound("weapons/crossbow/fire1.wav") SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "XBowBolt" SWEP.Primary.Delay = 1.25 SWEP.Primary.DefaultClip = 15 SWEP.Primary.Damage = 69 SWEP.ConeMax = 0.5 SWEP.ConeMin = 0 SWEP.Recoil = 5 SWEP.ReloadSpeed = 0.6 SWEP.WalkSpeed = SPEED_SLOW SWEP.Tier = 2 SWEP.Primary.ProjVelocity = 1600 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.06) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Absolver' Crossbow", "Higher velocity, more damage, but does not pierce, reloads slower", function(wept) wept.Primary.Damage = wept.Primary.Damage * 1.2 wept.Primary.ProjVelocity = 2100 wept.Primary.Projectile = "projectile_arrow_cha" wept.ReloadSpeed = wept.ReloadSpeed * 0.85 end) function SWEP:SendReloadAnimation() self:SendWeaponAnim(ACT_VM_DRAW) end function SWEP:EmitReloadSound() if IsFirstTimePredicted() then self:EmitSound("weapons/crossbow/reload1.wav", 70, 130, 1, CHAN_WEAPON + 22) end end function SWEP:EmitReloadFinishSound() if IsFirstTimePredicted() then self:EmitSound("weapons/galil/galil_boltpull.wav", 70, 150) end end function SWEP:EmitFireSound() self:EmitSound("weapons/crossbow/fire1.wav", 70, 180, 0.7, CHAN_WEAPON + 20) self:EmitSound("weapons/crossbow/bolt_skewer1.wav", 70, 243, 0.7, CHAN_WEAPON + 21) end