AddCSLuaFile() DEFINE_BASECLASS("weapon_zs_base") SWEP.PrintName = "'Stubber' Rifle" SWEP.Description = "Your basic bolt action sniper rifle, capable of providing good damage on headshots." SWEP.Slot = 3 SWEP.SlotPos = 0 if CLIENT then SWEP.ViewModelFlip = false SWEP.HUD3DBone = "v_weapon.scout_Parent" SWEP.HUD3DPos = Vector(-1, -2.75, -6) SWEP.HUD3DAng = Angle(0, 0, 0) SWEP.HUD3DScale = 0.015 end SWEP.Base = "weapon_zs_base" SWEP.HoldType = "ar2" SWEP.ViewModel = "models/weapons/cstrike/c_snip_scout.mdl" SWEP.WorldModel = "models/weapons/w_snip_scout.mdl" SWEP.UseHands = true SWEP.ReloadSound = Sound("Weapon_Scout.ClipOut") SWEP.Primary.Sound = Sound("Weapon_Scout.Single") SWEP.Primary.Damage = 55 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 1.25 SWEP.ReloadDelay = SWEP.Primary.Delay SWEP.Primary.ClipSize = 5 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "357" SWEP.Primary.DefaultClip = 25 SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.ConeMax = 3.75 SWEP.ConeMin = 0 SWEP.IronSightsPos = Vector(5.015, -8, 2.52) SWEP.IronSightsAng = Vector(0, 0, 0) SWEP.WalkSpeed = SPEED_SLOW GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_CLIP_SIZE, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Prodder' Rifle", "Slightly more headshot damage and zoom, half clip and increased fire delay", function(wept) wept.HeadshotMulti = 2.2 wept.Primary.ClipSize = math.ceil(wept.Primary.ClipSize / 2) wept.Primary.Delay = wept.Primary.Delay * 1.7 wept.IronsightsMultiplier = 0.15 end) function SWEP:IsScoped() return self:GetIronsights() and self.fIronTime and self.fIronTime + 0.25 <= CurTime() end function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 85, 100) end if CLIENT then SWEP.IronsightsMultiplier = 0.25 function SWEP:GetViewModelPosition(pos, ang) if GAMEMODE.DisableScopes then return end if self:IsScoped() then return pos + ang:Up() * 256, ang end return BaseClass.GetViewModelPosition(self, pos, ang) end function SWEP:DrawHUDBackground() if GAMEMODE.DisableScopes then return end if self:IsScoped() then self:DrawRegularScope() end end end