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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
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