zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_powerfists.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

71 lines
4.1 KiB
Lua

AddCSLuaFile()
SWEP.Base = "weapon_zs_fists"
SWEP.PrintName = "Power Fists"
SWEP.Description = "A pair of power fists. They are slower than conventional fist combat, but pack a hefty pulse powered punch."
if CLIENT then
SWEP.ViewModelFOV = 65
SWEP.ViewModelFlip = false
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.129, 0.087, -1), angle = Angle(0, 90.421, 90.749), size = Vector(0.18, 0.18, 0.3), color = Color(105, 75, 65, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} },
["base++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Finger2", rel = "base", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.28, 0.21, 0.15), color = Color(135, 115, 95, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_L_Hand", rel = "", pos = Vector(1.129, -1.087, 2), angle = Angle(230, 90, 90), size = Vector(0.18, 0.18, 0.3), color = Color(105, 75, 65, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} },
["base+++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Finger2", rel = "base+", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.28, 0.21, 0.15), color = Color(135, 115, 95, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} },
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.129, -1.087, 0), angle = Angle(0, 90.421, 90.749), size = Vector(0.18, 0.18, 0.3), color = Color(105, 75, 65, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} },
["base++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Finger2", rel = "base", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.28, 0.21, 0.15), color = Color(135, 115, 95, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} },
["base+"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_L_Hand", rel = "", pos = Vector(3.129, -1.087, 0), angle = Angle(230, 90, 90), size = Vector(0.18, 0.18, 0.3), color = Color(105, 75, 65, 255), surpresslightning = false, material = "models/props_combine/metal_combinebridge001", skin = 0, bodygroup = {} },
["base+++"] = { type = "Model", model = "models/props_c17/TrapPropeller_Engine.mdl", bone = "ValveBiped.Bip01_R_Finger2", rel = "base+", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.28, 0.21, 0.15), color = Color(135, 115, 95, 255), surpresslightning = false, material = "models/props_pipes/valve001_skin2", skin = 0, bodygroup = {} },
}
end
SWEP.WalkSpeed = SPEED_FAST
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_arms_hev.mdl"
SWEP.WorldModel = "models/weapons/w_grenade.mdl"
SWEP.Weight = 4
SWEP.MeleeDamage = 86
SWEP.LegDamage = 17
SWEP.Unarmed = false
SWEP.Undroppable = false
SWEP.NoPickupNotification = false
SWEP.NoDismantle = false
SWEP.NoGlassWeapons = false
SWEP.AllowQualityWeapons = true
SWEP.SwingSound = Sound( "weapons/zs_power/power1.ogg" )
SWEP.HitSound = Sound( "weapons/zs_power/power4.wav" )
SWEP.FistKnockback = true
SWEP.MeleeKnockBack = 200
SWEP.Primary.Delay = 0.65
SWEP.Tier = 4
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.07, 1)
function SWEP:OnMeleeHit(hitent, hitflesh, tr)
if hitent:IsValid() then
util.CreatePulseImpactEffect(tr.HitPos, tr.HitNormal)
if hitent:IsPlayer() then
hitent:AddLegDamageExt(self.LegDamage, self:GetOwner(), self, SLOWTYPE_PULSE)
hitent:EmitSound("Weapon_StunStick.Melee_Hit")
end
end
end