if SERVER then AddCSLuaFile("shared.lua") end if CLIENT then SWEP.ViewModelFOV = 80 SWEP.ViewModelFlip = false SWEP.PrintName = "Axe" SWEP.IconLetter = "j" SWEP.Slot = 1 SWEP.Slotpos = 0 end SWEP.HoldType = "melee2" SWEP.Base = "rad_base" SWEP.ViewModel = "models/weapons/v_axe/v_axe.mdl" SWEP.WorldModel = "models/weapons/w_axe.mdl" SWEP.HoldPos = Vector (1.1747, -16.6759, -5.7913) SWEP.HoldAng = Vector (23.7548, -8.0105, -5.154) SWEP.IsSniper = false SWEP.AmmoType = "Knife" SWEP.Primary.Hit = Sound( "weapons/crowbar/crowbar_impact2.wav" ) SWEP.Primary.Sound = Sound( "weapons/iceaxe/iceaxe_swing1.wav" ) SWEP.Primary.Recoil = 9.5 SWEP.Primary.Damage = 100 SWEP.Primary.NumShots = 1 SWEP.Primary.Delay = 1.300 SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = true function SWEP:GetViewModelPosition( pos, ang ) return self.Weapon:MoveViewModelTo( self.HoldPos, self.HoldAng, pos, ang, 1 ) end function SWEP:SecondaryAttack() end function SWEP:PrimaryAttack() if SERVER then self.Owner:AddStamina( -4 ) end self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:MeleeTrace( self.Primary.Damage ) end function SWEP:Think() if self.Owner:GetVelocity():Length() > 0 then if self.Owner:KeyDown( IN_SPEED ) then self.LastRunFrame = CurTime() + 0.3 end if self.Weapon:GetZoomMode() != 1 then self.Weapon:UnZoom() end end if self.MoveTime and self.MoveTime < CurTime() and SERVER then self.MoveTime = nil self.Weapon:SetZoomMode( self.Weapon:GetZoomMode() + 1 ) self.Owner:DrawViewModel( false ) end end function SWEP:MeleeTrace( dmg ) self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER ) if CLIENT then return end local pos = self.Owner:GetShootPos() local aim = self.Owner:GetAimVector() * 64 local line = {} line.start = pos line.endpos = pos + aim line.filter = self.Owner local linetr = util.TraceLine( line ) local tr = {} tr.start = pos + self.Owner:GetAimVector() * -5 tr.endpos = pos + aim tr.filter = self.Owner tr.mask = MASK_SHOT_HULL tr.mins = Vector(-20,-20,-20) tr.maxs = Vector(20,20,20) local trace = util.TraceHull( tr ) local ent = trace.Entity local ent2 = linetr.Entity if not IsValid( ent ) and IsValid( ent2 ) then ent = ent2 end if not IsValid( ent ) then self.Owner:EmitSound( self.Primary.Sound, 100, math.random(60,80) ) return elseif not ent:IsWorld() then self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER ) if ent:IsPlayer() then local snd = table.Random( GAMEMODE.AxeHit ) ent:EmitSound( snd, 100, math.random(90,110) ) if ent:Team() != self.Owner:Team() then ent:TakeDamage( dmg, self.Owner, self.Weapon ) self.Owner:DrawBlood() local ed = EffectData() ed:SetOrigin( trace.HitPos ) util.Effect( "BloodImpact", ed, true, true ) end elseif string.find( ent:GetClass(), "npc" ) then ent:SetHeadshotter( self.Owner, true ) ent:TakeDamage( dmg, self.Owner, self.Weapon ) local snd = table.Random( GAMEMODE.AxeHit ) ent:EmitSound( snd, 100, math.random(90,110) ) self.Owner:DrawBlood() local ed = EffectData() ed:SetOrigin( trace.HitPos ) util.Effect( "BloodImpact", ed, true, true ) elseif !ent:IsPlayer() then if string.find( ent:GetClass(), "breakable" ) then ent:TakeDamage( 50, self.Owner, self.Weapon ) if ent:GetClass() == "func_breakable_surf" then ent:Fire( "shatter", "1 1 1", 0 ) end end ent:EmitSound( self.Primary.Hit, 100, math.random(90,110) ) local phys = ent:GetPhysicsObject() if IsValid( phys ) then if ent.IsWooden then ent:Fire( "break", 0, 0 ) else ent:SetPhysicsAttacker( self.Owner ) ent:TakeDamage( 10, self.Owner, self.Weapon ) phys:Wake() phys:ApplyForceCenter( self.Owner:GetAimVector() * phys:GetMass() * 200 ) end end end end end function SWEP:DrawHUD() end