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local ITEM = {}
ITEM.Name = "Sword"
ITEM.Class = "weapon"
ITEM.Desc = "A sword for combat."
ITEM.Model = "models/weapons/w_archersword/w_archersword.mdl"
ITEM.Icon = Material("wintersurvival2/hud/ws2_icons/icon_sword.png")
ITEM.Structure = {
{
Bone = "ValveBiped.Bip01_R_Hand",
Model = "models/weapons/w_archersword/w_archersword.mdl",
Size = Vector(1,1,1),
Pos = Vector(3,-1,0),
Ang = Angle(0,0,-90),
},
}
ITEM.Recipe = {
Resources = {
["Wood"] = 1,
["Crystal"] = 1,
["Sap"] = 1,
},
Tools = {},
}
ITEM.Damage = 60
ITEM.Range = 64
ITEM.CD = 0.4
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()
--print("Class:")
--print(class)
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(90,110))
end
end
RegisterItem(ITEM)
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