ITEM.Name = [[Battle Axe]] ITEM.Desc = [[The vikings once used these]] ITEM.Model = [[models/props_junk/Rock001a.mdl]] ITEM.Icon = Material([[wintersurvival2/hud/ws1_icons/icon_axe]]) ITEM.Structure = { { Bone="ValveBiped.Bip01_R_Hand", Model="models/props_debris/wood_board02a.mdl", Size=Vector(0.5,0.5,0.5), Pos=Vector(3.182,-1.76,-11.64), Ang=Angle(0,86.83,0), }, { Bone="ValveBiped.Bip01_R_Hand", Model="models/props_junk/Rock001a.mdl", Size=Vector(1.18,0.06,1), Pos=Vector(6,-1.76,-22.94), Ang=Angle(0,0,0), }, { Bone="ValveBiped.Bip01_R_Hand", Model="models/props_junk/Rock001a.mdl", Size=Vector(0.74,0.06,0.62), Pos=Vector(4.24,-1.75,-14.82), Ang=Angle(0,0,-180), }, } ITEM.Recipe = { Resources = { ["Plank"] = 2, ["Flint"] = 1, ["Sap"] = 1, }, Tools = {}, } ITEM.HoldType = "melee2" ITEM.Damage = 70 ITEM.Range = 80 ITEM.CD = 0.9 function ITEM:OnPrimary(pl,tr) if (CLIENT) then return end if (tr.Hit) then if (IsValid(tr.Entity)) then local ent = tr.Entity local class = ent:GetClass() if (class == "player" or class:find("npc_") or class == "ws_pigeon" or class == "ws_prop") then ent:TakeDamage(self.Damage,pl) if (class == "ws_prop") then pl:EmitSound(Sound("physics/wood/wood_plank_impact_hard"..math.random(1,3)..".wav"),100,math.random(90,110)) else pl:EmitSound(Sound("physics/flesh/flesh_impact_hard"..math.random(1,6)..".wav"),100,math.random(90,110)) end else pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet"..math.random(1,4)..".wav"),100,math.random(90,110)) end else pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet"..math.random(1,4)..".wav"),100,math.random(90,110)) end else pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"),100,math.random(60,80)) end end