0bbff7e4dd
Added fists. Fixed insane knockback on melee. Ragdolls on zombies now knocked back by melee/stone deaths.
70 lines
3.1 KiB
Lua
70 lines
3.1 KiB
Lua
AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "Sawhack"
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SWEP.ViewModelFOV = 60
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SWEP.VElements = {
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["base1+"] = { type = "Model", model = "models/props_lab/tpplug.mdl", bone = "ValveBiped.Bip01", rel = "base", pos = Vector(-1.45, 0, -0.25), angle = Angle(270, 0, 0), size = Vector(0.4, 0.4, 0.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["base1"] = { type = "Model", model = "models/props_lab/tpplug.mdl", bone = "ValveBiped.Bip01", rel = "base", pos = Vector(-1.45, 0, 0.394), angle = Angle(90, 0, 0), size = Vector(0.4, 0.4, 0.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["base"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7.956, 2.181, -18.506), angle = Angle(0, -6.212, 90), size = Vector(0.4, 0.4, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.WElements = {
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["base1+"] = { type = "Model", model = "models/props_lab/tpplug.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-1.45, 0, -0.25), angle = Angle(270, 0, 0), size = Vector(0.4, 0.4, 0.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["base1"] = { type = "Model", model = "models/props_lab/tpplug.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-1.45, 0, 0.394), angle = Angle(90, 0, 0), size = Vector(0.4, 0.4, 0.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["base"] = { type = "Model", model = "models/props_junk/sawblade001a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7, 2, -22.5), angle = Angle(0, 0, 90), size = Vector(0.4, 0.4, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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end
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SWEP.Base = "weapon_zs_basemelee"
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SWEP.ViewModel = "models/weapons/c_crowbar.mdl"
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SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
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SWEP.UseHands = true
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SWEP.HoldType = "melee2"
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SWEP.Primary.Delay = 0.45
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SWEP.MeleeDamage = 32
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SWEP.MeleeRange = 55
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SWEP.MeleeSize = 1.9
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SWEP.MeleeKnockBack = 10
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SWEP.WalkSpeed = SPEED_FAST
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SWEP.SwingTime = 0.15
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SWEP.SwingRotation = Angle(0, -35, -50)
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SWEP.SwingOffset = Vector(10, 0, 0)
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SWEP.HoldType = "melee2"
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SWEP.SwingHoldType = "melee2"
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SWEP.HitDecal = "Manhackcut"
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SWEP.HitAnim = ACT_VM_MISSCENTER
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SWEP.NoHitSoundFlesh = true
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function SWEP:PlaySwingSound()
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(75, 80))
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end
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function SWEP:PlayHitSound()
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self:EmitSound("npc/manhack/grind"..math.random(5)..".wav")
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end
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function SWEP:PlayHitFleshSound()
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self:EmitSound("ambient/machines/slicer"..math.random(4)..".wav")
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end
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function SWEP:OnMeleeHit(hitent, hitflesh, tr)
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if not hitflesh then
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local effectdata = EffectData()
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effectdata:SetOrigin(tr.HitPos)
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effectdata:SetNormal(tr.HitNormal)
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effectdata:SetMagnitude(2)
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effectdata:SetScale(1)
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util.Effect("sparks", effectdata)
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end
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end
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