ITEM.Name = "Rock" ITEM.Class = "weapon" ITEM.Desc = "A rock.\nIt is somewhat jagged." ITEM.Model = "models/props_junk/Rock001a.mdl" ITEM.Icon = Material("wintersurvival2/hud/ws1_icons/icon_rock") ITEM.Structure = { { Bone = "ValveBiped.Bip01_R_Hand", Model = "models/props_junk/Rock001a.mdl", Size = Vector(0.5,0.5,0.5), Pos = Vector(4,-3,-1), Ang = Angle(0,0,0), }, } ITEM.Damage = 6 ITEM.Range = 60 ITEM.CD = .4 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:IsTree()) then if (math.random(1,35)/10 < 1) then pl:AddItem("Sap",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 function ITEM:OnSecondary(pl,tr) if (CLIENT) then return end if (!pl:HasItem(self.Name)) then return end local drop = SpawnWSItem(self.Name,pl:GetShootPos()+pl:GetAimVector()*20) drop:GetPhysicsObject():ApplyForceCenter(pl:GetAimVector() * 200) pl:RemoveItem(self.Name,1) pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"),100,math.random(40,60)) end