zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_z9000.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

66 lines
1.9 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "'Z9000' Pulse Pistol"
SWEP.Description = "Although the Z9000 does not deal that much damage, the pulse shots it fires will slow targets."
SWEP.Slot = 1
SWEP.SlotPos = 0
if CLIENT then
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 60
SWEP.HUD3DBone = "ValveBiped.square"
SWEP.HUD3DPos = Vector(1.1, 0.25, -2)
SWEP.HUD3DScale = 0.015
SWEP.ShowViewModel = false
SWEP.VElements = {
["base"] = { type = "Model", model = "models/weapons/w_alyx_gun.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(7, 2, -4.092), angle = Angle(170, 10, 10), size = Vector(1.1, 1.1, 1.1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_base"
SWEP.HoldType = "pistol"
SWEP.ViewModel = "models/weapons/c_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_alyx_gun.mdl"
SWEP.UseHands = true
SWEP.CSMuzzleFlashes = false
SWEP.ReloadSound = Sound("weapons/alyx_gun/alyx_shotgun_cock1.wav")
SWEP.Primary.Sound = Sound("weapons/alyx_gun/alyx_gun_fire3.wav")
SWEP.Primary.Damage = 14.5
SWEP.Primary.NumShots = 1
SWEP.Primary.Delay = 0.2
SWEP.Primary.ClipSize = 10
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pulse"
SWEP.Primary.DefaultClip = 50
SWEP.ConeMax = 2
SWEP.ConeMin = 1.5
SWEP.IronSightsPos = Vector(-5.95, 3, 2.75)
SWEP.IronSightsAng = Vector(-0.15, -1, 2)
SWEP.TracerName = "AR2Tracer"
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_MAX_SPREAD, -0.25)
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.0175, 1)
SWEP.PointsMultiplier = GAMEMODE.PulsePointsMultiplier
function SWEP.BulletCallback(attacker, tr, dmginfo)
local ent = tr.Entity
if ent:IsValidZombie() then
ent:AddLegDamageExt(4.5, attacker, attacker:GetActiveWeapon(), SLOWTYPE_PULSE)
end
if IsFirstTimePredicted() then
util.CreatePulseImpactEffect(tr.HitPos, tr.HitNormal)
end
end