ITEM.Name = "Bow" ITEM.Class = "weapon" ITEM.Desc = "A primitive bow made from vine, sap, and wood." ITEM.Model = "models/props_debris/wood_board02a.mdl" ITEM.Icon = Material("wintersurvival2/hud/ws1_icons/icon_bow") ITEM.HoldType = "smg" ITEM.Structure = { { Bone = "ValveBiped.Bip01_L_Hand", Model = "models/props_debris/wood_board02a.mdl", Size = Vector(.5,.5,.35), Pos = Vector(-1,-6,9), Ang = Angle(-30,-65,180), }, { Bone = "ValveBiped.Bip01_L_Hand", Model = "models/props_debris/wood_board02a.mdl", Size = Vector(.5,.5,.35), Pos = Vector(-1,-6,-9), Ang = Angle(30,-65,180), }, { Bone = "ValveBiped.Bip01_L_Hand", Model = "models/props_debris/wood_board02a.mdl", Size = Vector(.05,.05,.51), Pos = Vector(-3.3,-9.5,0), Ang = Angle(0,-65,180), }, } ITEM.Recipe = { Resources = { ["Plank"] = 2, ["Rope"] = 1, ["Sap"] = 1, }, Tools = {}, } ITEM.CD = 1 function ITEM:OnPrimary(pl,tr) if (CLIENT) then return end if (!pl:HasItem("Arrow",1)) then return end local aim = pl:GetAimVector() local D = ents.Create("ws_arrow") D:SetPos(pl:GetShootPos()+aim*20) D:SetOwner(pl) D:SetAngles(aim:Angle()) D:Spawn() pl:EmitSound(Sound("physics/flesh/flesh_impact_hard.wav"),100,math.random(90,110)) D:GetPhysicsObject():ApplyForceCenter(aim * 10000) pl:RemoveItem("Arrow",1) end