AddCSLuaFile() SWEP.PrintName = "Shovel" SWEP.Description = "A shovel instantly kills zombies that are knocked down, and it's an effective melee weapon even otherwise." if CLIENT then SWEP.ViewModelFOV = 60 SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.VElements = { ["base"] = { type = "Model", model = "models/props_junk/shovel01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.363, 1.363, -7.728), angle = Angle(0, 0, 0), size = Vector(0.899, 0.899, 0.899), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["base"] = { type = "Model", model = "models/props_junk/shovel01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 1.363, -15), angle = Angle(-3, 180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } end SWEP.Base = "weapon_zs_basemelee" SWEP.HoldType = "melee2" SWEP.DamageType = DMG_CLUB SWEP.ViewModel = "models/weapons/c_crowbar.mdl" SWEP.WorldModel = "models/props_junk/shovel01a.mdl" SWEP.UseHands = true SWEP.MeleeDamage = 50 SWEP.MeleeRange = 68 SWEP.MeleeSize = 1.5 SWEP.MeleeKnockBack = 230 SWEP.Primary.Delay = 1.2 SWEP.Tier = 2 SWEP.WalkSpeed = SPEED_SLOWER SWEP.SwingRotation = Angle(0, -90, -60) SWEP.SwingOffset = Vector(0, 30, -40) SWEP.SwingTime = 0.65 SWEP.SwingHoldType = "melee" SWEP.AllowQualityWeapons = true SWEP.DismantleDiv = 2 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.09, 1) GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MELEE_IMPACT_DELAY, -0.06, 1) function SWEP:PlaySwingSound() self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(65, 70)) end function SWEP:PlayHitSound() self:EmitSound("weapons/melee/shovel/shovel_hit-0"..math.random(4)..".ogg") end function SWEP:PlayHitFleshSound() self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav") end function SWEP:PostOnMeleeHit(hitent, hitflesh, tr) if hitent:IsValid() and hitent:IsPlayer() and hitent.Revive and hitent.Revive:IsValid() and gamemode.Call("PlayerShouldTakeDamage", hitent, self:GetOwner()) then hitent:TakeSpecialDamage(hitent:Health(), DMG_DIRECT, self:GetOwner(), self, tr.HitPos) end end