e9da54c2f9
Too many changes to list.
96 lines
2.9 KiB
Lua
96 lines
2.9 KiB
Lua
AddCSLuaFile()
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SWEP.PrintName = "Rebar Mace"
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SWEP.Description = "Disorients zombies hit."
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if CLIENT then
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SWEP.ViewModelFlip = false
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SWEP.ViewModelFOV = 60
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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SWEP.VElements = {
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["base"] = { type = "Model", model = "models/props_debris/rebar004b_48.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.194, 2.111, -16.512), angle = Angle(0, 0, 0), size = Vector(0.8, 0.8, 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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["base"] = { type = "Model", model = "models/props_debris/rebar004b_48.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.244, 3.529, -15.808), angle = Angle(-3.796, 1.958, -4.97), size = Vector(0.8, 0.8, 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.DamageType = DMG_CLUB
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SWEP.ViewModel = "models/weapons/c_stunstick.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.MeleeDamage = 135
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SWEP.MeleeRange = 70
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SWEP.MeleeSize = 3
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SWEP.MeleeKnockBack = 300
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SWEP.Primary.Delay = 1.4
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SWEP.WalkSpeed = SPEED_SLOWEST
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SWEP.SwingRotation = Angle(60, 0, -80)
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SWEP.SwingOffset = Vector(0, -30, 0)
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SWEP.SwingTime = 0.8
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SWEP.SwingHoldType = "melee"
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SWEP.Tier = 3
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SWEP.AllowQualityWeapons = true
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GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.15)
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GAMEMODE:AddNewRemantleBranch(SWEP, 1, "Rebar Ward Hammer", "Grants defence on kill, does not knockback zombie vision, faster but less damage and knockback", function(wept)
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wept.Primary.Delay = wept.Primary.Delay * 0.8
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wept.MeleeDamage = wept.MeleeDamage * 0.75
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wept.MeleeKnockBack = 200
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wept.OnZombieKilled = function(self, zombie, total, dmginfo)
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local killer = self:GetOwner()
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if killer:IsValid() then
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killer:GiveStatus("medrifledefboost", 15)
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end
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end
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if SERVER then
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wept.OnMeleeHit = function() end
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end
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end)
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function SWEP:PlaySwingSound()
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self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(55, 65))
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end
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function SWEP:PlayHitSound()
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self:EmitSound("physics/concrete/concrete_break"..math.random(2,3)..".wav", 75, math.random(95, 105))
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end
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if SERVER then
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function SWEP:OnMeleeHit(hitent, hitflesh, tr)
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if hitent:IsValid() and hitent:IsPlayer() and CurTime() >= (hitent._NextLeadPipeEffect or 0) then
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hitent._NextLeadPipeEffect = CurTime() + 1.5
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--hitent:GiveStatus("disorientation")
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local x = math.Rand(0.75, 1)
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x = x * (math.random(2) == 2 and 1 or -1)
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local ang = Angle(1 - x, x, 0) * 50
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hitent:ViewPunch(ang)
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local eyeangles = hitent:EyeAngles()
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eyeangles:RotateAroundAxis(eyeangles:Up(), ang.yaw)
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eyeangles:RotateAroundAxis(eyeangles:Right(), ang.pitch)
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eyeangles.pitch = math.Clamp(ang.pitch, -89, 89)
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eyeangles.roll = 0
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hitent:SetEyeAngles(eyeangles)
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end
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end
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end
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