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local ITEM = {}
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
RegisterItem(ITEM)
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