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- AddCSLuaFile()
- SWEP.PrintName = "ProPain"
- SWEP.Author = "-♑❤Rebound-❤♑"
- SWEP.Purpose = "M1=beat the fuck outta peopl3! M2=explode!"
- SWEP.Slot = 1
- SWEP.SlotPos = 2
- SWEP.Spawnable = true
- SWEP.WElements = {
- ["element_name"] = { type = "Model", model = "models/props_c17/canister02a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.881, 1.606, -9.997), angle = Angle(5.294, -5.435, 180), size = Vector(0.368, 0.316, 0.446), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
- }
- SWEP.VElements = {
- ["element_name"] = { type = "Model", model = "models/props_c17/canister02a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5.441, 0.6, -14.469), angle = Angle(-180, -52.361, -3.73), size = Vector(0.423, 0.423, 0.423), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {[1] = 1} }
- }
- SWEP.ViewModelFlip = false
- SWEP.HoldType = "melee"
- SWEP.ViewModel = Model( "models/weapons/c_stunstick.mdl" )
- SWEP.WorldModel = Model( "models/weapons/c_stunstick.mdl" )
- SWEP.ShowViewModel = true
- SWEP.ShowWorldModel = true
- SWEP.ViewModelBoneMods = {
- ["ValveBiped.Bip01_Spine4"] = { scale = Vector(1.2, 1.034, 1.384), pos = Vector(-5.742, 0, 0), angle = Angle(0, 0, 0) }
- }
- SWEP.ViewModelFOV = 68.542713567839
- SWEP.UseHands = true
- SWEP.ShowViewModel = true
- SWEP.ShowWorldModel = true
- SWEP.ViewModelBoneMods = {
- ["ValveBiped.Bip01_Spine4"] = { scale = Vector(1.2, 1.034, 1.384), pos = Vector(-5.742, 0, 0), angle = Angle(0, 0, 0) }
- }
- SWEP.Primary.Ammo = "none"
- SWEP.Secondary.Ammo = "none"
- SWEP.DrawAmmo = false
- SWEP.AdminOnly = false
- SoundData
- {
- "single_shot" "Weapon_StunStick.Swing"
- "melee_miss" "Weapon_StunStick.Melee_Miss"
- "melee_hit" "Weapon_StunStick.Melee_Hit"
- "melee_hit_world" "Weapon_StunStick.Melee_HitWorld"
- }
- function SWEP:Initialize()
- self:SetHoldType( "melee" )
- end
- function SWEP:Reload()
- end
- function SWEP:PrimaryAttack()
- self:SetNextPrimaryFire( CurTime() + 0.1 )
- self:EmitSound( ShoundData )
- if ( !SERVER ) then return end
- local Forward = self.Owner:EyeAngles():Forward()
- local ent = ents.Create( "hunter_flechette" )
- if ( IsValid( ent ) ) then
- ent:SetPos( self.Owner:GetShootPos() + Forward * 32 )
- ent:SetAngles( self.Owner:EyeAngles() )
- ent:Spawn()
- ent:SetVelocity( Forward * 2000 )
- ent:SetOwner( self.Owner )
- end
- end
- function SWEP:SecondaryAttack(explode)
- local eyetrace = <PLAYER>:GetEyeTrace();
- local explode = ents.Create( "env_explosion" ) //creates the explosion
- explode:SetPos( eyetrace.HitPos )
- //This will be where the player is looking (using)
- explode:SetOwner( <PLAYER> ) // this sets you as the person who made the explosion
- explode:Spawn() //this actually spawns the explosion
- explode:SetKeyValue( "iMagnitude", "220" ) //the magnitude
- explode:Fire( "Explode", 0, 0 )
- explode:EmitSound( "weapon_AWP.Single", 400, 400 ) //the sound for the explosion, and how far away it can be heard
- end
- function SWEP:ShouldDropOnDie()
- return false
- end
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