AddCSLuaFile() SWEP.PrintName = "Type XIIIa Longsword" SWEP.Description = "Can cleave through multiple zombies in one swing." if CLIENT then SWEP.ViewModelFOV = 55 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["base+++"] = { type = "Model", model = "models/props_trainstation/trainstation_ornament002.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(-90, 0, 0), size = Vector(0.035, 0.029, 0.3), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base+++++"] = { type = "Model", model = "models/props_c17/utilityconnecter005.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(90, 90, 0), size = Vector(0.223, 0.259, 0.196), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base"] = { type = "Model", model = "models/props_junk/popcan01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.743, 1.294, 3.095), angle = Angle(6.436, 0, 0), size = Vector(0.412, 0.257, 1.68), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_junk/shoe001a", skin = 0, bodygroup = {} }, ["base++++"] = { type = "Model", model = "models/props_phx/misc/flakshell_big.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, -5.827), angle = Angle(180, 0, 0), size = Vector(0.093, 0.012, 0.97), color = Color(223, 223, 255, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_c17/streetsign002b.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, 6.59), angle = Angle(0, 0, 0), size = Vector(0.09, 3.848, 0.09), color = Color(156, 155, 173, 255), surpresslightning = false, material = "models/props_pipes/pipesystem01a_skin1", skin = 0, bodygroup = {} }, ["base++"] = { type = "Model", model = "models/props_trainstation/trainstation_ornament002.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(90, 0, 0), size = Vector(0.035, 0.029, 0.3), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base+++++"] = { type = "Model", model = "models/props_c17/utilityconnecter005.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(90, 90, 0), size = Vector(0.223, 0.259, 0.196), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base++"] = { type = "Model", model = "models/props_trainstation/trainstation_ornament002.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(90, 0, 0), size = Vector(0.035, 0.029, 0.3), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base"] = { type = "Model", model = "models/props_junk/popcan01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.665, 1.264, 2.4), angle = Angle(-5.286, 16.554, -2.345), size = Vector(0.412, 0.257, 1.68), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_junk/shoe001a", skin = 0, bodygroup = {} }, ["base+++"] = { type = "Model", model = "models/props_trainstation/trainstation_ornament002.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, -5.791), angle = Angle(-90, 0, 0), size = Vector(0.035, 0.029, 0.3), color = Color(209, 209, 228, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_c17/streetsign002b.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, 6.59), angle = Angle(0, 0, 0), size = Vector(0.09, 3.848, 0.09), color = Color(156, 155, 173, 255), surpresslightning = false, material = "models/props_pipes/pipesystem01a_skin1", skin = 0, bodygroup = {} }, ["base++++"] = { type = "Model", model = "models/props_phx/misc/flakshell_big.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, -5.827), angle = Angle(180, 0, 0), size = Vector(0.093, 0.012, 0.97), color = Color(223, 223, 255, 255), surpresslightning = false, material = "models/props_pipes/pipemetal004a", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.HoldType = "melee2" SWEP.ViewModel = "models/weapons/c_crowbar.mdl" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.UseHands = true SWEP.MeleeDamage = 90 SWEP.MeleeRange = 67 SWEP.MeleeSize = 2.5 SWEP.Primary.Delay = 1.25 SWEP.Tier = 3 SWEP.WalkSpeed = SPEED_SLOW SWEP.SwingRotation = Angle(30, -20, 10) SWEP.SwingOffset = Vector(0, -30, 0) SWEP.SwingTime = 0.65 SWEP.SwingHoldType = "melee" SWEP.AllowQualityWeapons = true GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.125) function SWEP:PlaySwingSound() self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(65, 85)) end function SWEP:PlayHitSound() self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav", 75) end function SWEP:GetTracesNumPlayers(traces) local numplayers = 0 local ent for _, trace in pairs(traces) do ent = trace.Entity if ent and ent:IsValidPlayer() then numplayers = numplayers + 1 end end return numplayers end function SWEP:GetDamage(numplayers, basedamage) basedamage = basedamage or self.MeleeDamage if numplayers then return basedamage * math.Clamp(1.25 - numplayers * 0.25, 0.5, 1) end return basedamage end function SWEP:MeleeSwing() local owner = self:GetOwner() owner:DoAttackEvent() self:SendWeaponAnim(self.MissAnim) self.IdleAnimation = CurTime() + self:SequenceDuration() local hit = false local tr = owner:CompensatedPenetratingMeleeTrace(self.MeleeRange * (owner.MeleeRangeMul or 1), self.MeleeSize) local damage = self:GetDamage(self:GetTracesNumPlayers(tr)) local ent local damagemultiplier = owner:Team() == TEAM_HUMAN and owner.MeleeDamageMultiplier or 1 --(owner.BuffMuscular and owner:Team()==TEAM_HUMAN) and 1.2 or 1 if owner:IsSkillActive(SKILL_LASTSTAND) then if owner:Health() <= owner:GetMaxHealth() * 0.25 then damagemultiplier = damagemultiplier * 2 else damagemultiplier = damagemultiplier * 0.85 end end for _, trace in ipairs(tr) do if not trace.Hit then continue end ent = trace.Entity hit = true local hitflesh = trace.MatType == MAT_FLESH or trace.MatType == MAT_BLOODYFLESH or trace.MatType == MAT_ANTLION or trace.MatType == MAT_ALIENFLESH if hitflesh then util.Decal(self.BloodDecal, trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal) if SERVER then self:ServerHitFleshEffects(ent, trace, damagemultiplier) end end if ent and ent:IsValid() then if SERVER then self:ServerMeleeHitEntity(trace, ent, damagemultiplier) end self:MeleeHitEntity(trace, ent, damagemultiplier, damage) if SERVER then self:ServerMeleePostHitEntity(trace, ent, damagemultiplier) end if owner.GlassWeaponShouldBreak then break end end end if hit then self:PlayHitSound() else self:PlaySwingSound() if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then self:SetPowerCombo(0) end end end function SWEP:MeleeHitEntity(tr, hitent, damagemultiplier, damage) if not IsFirstTimePredicted() then return end local owner = self:GetOwner() if SERVER and hitent:IsPlayer() and owner:IsSkillActive(SKILL_GLASSWEAPONS) then damagemultiplier = damagemultiplier * 3.5 owner.GlassWeaponShouldBreak = not owner.GlassWeaponShouldBreak end damage = damage * damagemultiplier local dmginfo = DamageInfo() dmginfo:SetDamagePosition(tr.HitPos) dmginfo:SetAttacker(owner) dmginfo:SetInflictor(self) dmginfo:SetDamageType(self.DamageType) dmginfo:SetDamage(damage) dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 50 * owner:GetAimVector()) local vel if hitent:IsPlayer() then if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then self:SetPowerCombo(self:GetPowerCombo() + 1) damage = damage + damage * (owner.MeleePowerAttackMul - 1) * (self:GetPowerCombo()/4) dmginfo:SetDamage(damage) if self:GetPowerCombo() >= 4 then self:SetPowerCombo(0) if SERVER then local pitch = math.Clamp(math.random(90, 110) + 15 * (1 - damage/45), 50 , 200) owner:EmitSound("npc/strider/strider_skewer1.wav", 75, pitch) end end end hitent:MeleeViewPunch(damage) if hitent:IsHeadcrab() then damage = damage * 2 dmginfo:SetDamage(damage) end if SERVER then hitent:SetLastHitGroup(tr.HitGroup) if tr.HitGroup == HITGROUP_HEAD then hitent:SetWasHitInHead() end if hitent:WouldDieFrom(damage, tr.HitPos) then dmginfo:SetDamageForce(math.min(self.MeleeDamage, 50) * 400 * owner:GetAimVector()) end end vel = hitent:GetVelocity() else if owner.MeleePowerAttackMul and owner.MeleePowerAttackMul > 1 then self:SetPowerCombo(0) end end --if not hitent.LastHeld or CurTime() >= hitent.LastHeld + 0.1 then -- Don't allow people to shoot props out of their hands if self.PointsMultiplier then POINTSMULTIPLIER = self.PointsMultiplier end hitent:DispatchTraceAttack(dmginfo, tr, owner:GetAimVector()) if self.PointsMultiplier then POINTSMULTIPLIER = nil end -- Invalidate the engine knockback vs. players if vel then hitent:SetLocalVelocity(vel) end --end -- Perform our own knockback vs. players if hitent:IsPlayer() then local knockback = self.MeleeKnockBack * (owner.MeleeKnockbackMultiplier or 1) if knockback > 0 then hitent:ThrowFromPositionSetZ(tr.StartPos, knockback, nil, true) end if owner.MeleeLegDamageAdd and owner.MeleeLegDamageAdd > 0 then hitent:AddLegDamage(owner.MeleeLegDamageAdd) end end local effectdata = EffectData() effectdata:SetOrigin(tr.HitPos) effectdata:SetStart(tr.StartPos) effectdata:SetNormal(tr.HitNormal) util.Effect("RagdollImpact", effectdata) if not tr.HitSky then effectdata:SetSurfaceProp(tr.SurfaceProps) effectdata:SetDamageType(self.DamageType) effectdata:SetHitBox(tr.HitBox) effectdata:SetEntity(hitent) util.Effect("Impact", effectdata) end end