local ITEM = {} ITEM.Name = "Diamond Pickaxe" ITEM.Class = "weapon" ITEM.Desc = "An advanced pickaxe. Made from ancient wood and diamonds." ITEM.Model = "models/props_debris/wood_board02a.mdl" ITEM.Icon = Material("settlement/icon_pickaxe") ITEM.Structure = { { Bone = "ValveBiped.Bip01_R_Hand", Model = "models/props_combine/breenlight.mdl", Size = Vector(0.1,1,0.4), Pos = Vector(3,-1,-27), Ang = Angle(0,0,0), }, { Bone = "ValveBiped.Bip01_R_Hand", Model = "models/props_debris/wood_board02a.mdl", Size = Vector(0.5,0.5,0.5), Pos = Vector(3,-1.5,-12), Ang = Angle(0,0,0), }, } ITEM.Recipe = { Resources = { ["Ancient Log"] = 1, ["Diamond"] = 2, ["Rope"] = 1, ["Vine"] = 1, }, Tools = { ["Diamond Hammer"] = 1, }, } ITEM.Damage = 30 ITEM.Range = 64 ITEM.CD = 0.3 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 elseif (ent:IsRock()) then if (math.random(1,35)/10 < 3) then pl:AddItem("Rock",1) end if (math.random(1,55)/10 < 3) then pl:AddItem("Crystal",1) end if (math.random(1,90)/10 < 2) then pl:AddItem("Diamond",1) end if (math.random(1,90)/10 < 3) then pl:AddItem("Flint",1) end pl:EmitSound(Sound("physics/concrete/rock_impact_hard"..math.random(1,6)..".wav"),100,math.random(90,110)) 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(90,110)) end end RegisterItem(ITEM)