e9da54c2f9
Too many changes to list.
78 lines
2.2 KiB
Lua
78 lines
2.2 KiB
Lua
SWEP.PrintName = "'Slinger' Bolt Pistol"
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SWEP.Description = "A slow loading, inaccurate bolt pistol with no special properties."
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SWEP.Base = "weapon_zs_baseproj"
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SWEP.HoldType = "revolver"
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SWEP.ViewModel = "models/weapons/cstrike/c_pist_p228.mdl"
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SWEP.WorldModel = "models/weapons/w_pist_p228.mdl"
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SWEP.UseHands = true
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SWEP.ShowViewModel = true
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SWEP.ShowWorldModel = true
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SWEP.ViewModelBoneMods = {}
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SWEP.CSMuzzleFlashes = false
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SWEP.Primary.Sound = Sound("Weapon_Crossbow.Single")
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SWEP.Primary.Delay = 1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Damage = 59
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.Ammo = "XBowBolt"
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SWEP.Primary.ClipMultiplier = 2
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GAMEMODE:SetupDefaultClip(SWEP.Primary)
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SWEP.ConeMax = 2.5
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SWEP.ConeMin = 1.2
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SWEP.NextZoom = 0
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SWEP.ReloadSpeed = 0.59
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_RELOAD_SPEED, 0.07)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Darter' Bolt Pistol", "Deals less damage but has much higher velocity", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 0.9
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wept.Primary.ProjVelocity = 2300
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if SERVER then
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wept.EntModify = function(self, ent)
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ent:SetDTBool(0, true)
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end
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end
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end)
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local branch = GAMEMODE:AddNewRemantleBranch(SWEP, 2, "'Hurler' Bolt Pistol", "Greater maximum accuracy, less damage at close range and more damage from afar", function(wept)
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wept.Primary.Damage = wept.Primary.Damage * 0.75
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wept.ConeMin = 0.3
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if SERVER then
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wept.EntModify = function(self, ent)
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ent:SetDTBool(1, true)
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end
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end
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end)
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branch.Colors = {Color(255, 160, 150), Color(215, 120, 150), Color(175, 100, 140)}
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branch.NewNames = {"Range", "Seeker", "Searcher"}
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function SWEP:SendReloadAnimation()
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self:SendWeaponAnim(ACT_VM_DRAW)
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end
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function SWEP:EmitReloadFinishSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/galil/galil_boltpull.wav", 70, 190)
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end
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end
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function SWEP:EmitReloadSound()
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if IsFirstTimePredicted() then
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self:EmitSound("weapons/g3sg1/g3sg1_clipout.wav", 70, 135, 0.9, CHAN_AUTO)
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end
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end
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function SWEP:EmitFireSound()
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self:EmitSound("weapons/crossbow/fire1.wav", 70, 230, 0.9, CHAN_WEAPON)
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end
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util.PrecacheSound("weapons/crossbow/bolt_load1.wav")
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util.PrecacheSound("weapons/crossbow/bolt_load2.wav")
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