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

75 lines
3.9 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Mega Masher"
if CLIENT then
SWEP.ViewModelFOV = 75
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base2"] = { type = "Model", model = "models/props_wasteland/buoy01.mdl", bone = "ValveBiped.Bip01", rel = "base", pos = Vector(12, 0, 0), angle = Angle(0, 90, 270), size = Vector(0.2, 0.2, 0.2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base"] = { type = "Model", model = "models/props_junk/iBeam01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(12.706, 2.761, -22), angle = Angle(13, -12.5, 0), size = Vector(0.15, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base3"] = { type = "Model", model = "models/props_borealis/bluebarrel001.mdl", bone = "ValveBiped.Bip01", rel = "base", pos = Vector(-5, 0, 0), angle = Angle(0, 270, 90), size = Vector(0.4, 0.4, 0.4), color = Color(255, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base4"] = { type = "Model", model = "models/weapons/w_sledgehammer.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1.299, 11), angle = Angle(0, 0, 180), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base2"] = { type = "Model", model = "models/props_wasteland/buoy01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(12, 0, 0), angle = Angle(0, 90, 270), size = Vector(0.2, 0.2, 0.2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base"] = { type = "Model", model = "models/props_junk/iBeam01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10, 1, -35), angle = Angle(0, 0, 0), size = Vector(0.15, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base3"] = { type = "Model", model = "models/props_borealis/bluebarrel001.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-5, 0, 0), angle = Angle(0, 90, 270), size = Vector(0.4, 0.4, 0.4), color = Color(255, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base4"] = { type = "Model", model = "models/weapons/w_sledgehammer.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1.299, 0), angle = Angle(0, 0, 180), 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/v_sledgehammer/c_sledgehammer.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.UseHands = true
SWEP.MeleeDamage = 190
SWEP.MeleeRange = 75
SWEP.MeleeSize = 4
SWEP.MeleeKnockBack = 420
SWEP.Primary.Delay = 2.25
SWEP.WalkSpeed = SPEED_SLOWEST * 0.7
SWEP.SwingRotation = Angle(60, 0, -80)
SWEP.SwingOffset = Vector(0, -30, 0)
SWEP.SwingTime = 1.33
SWEP.SwingHoldType = "melee"
SWEP.Tier = 3
SWEP.AllowQualityWeapons = true
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MELEE_IMPACT_DELAY, -0.15, 1)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.15, 1)
function SWEP:PlaySwingSound()
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(20, 25))
end
function SWEP:PlayHitSound()
self:EmitSound("vehicles/v8/vehicle_impact_heavy"..math.random(4)..".wav", 80, math.Rand(95, 105))
end
function SWEP:PlayHitFleshSound()
self:EmitSound("physics/flesh/flesh_bloody_break.wav", 80, math.Rand(90, 100))
end
function SWEP:OnMeleeHit(hitent, hitflesh, tr)
if IsFirstTimePredicted() then
local effectdata = EffectData()
effectdata:SetOrigin(tr.HitPos)
effectdata:SetNormal(tr.HitNormal)
util.Effect("explosion", effectdata)
end
end