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ITEM.Name = "Wood"
ITEM.Class = "weapon"
ITEM.Desc = "Lumber. Maybe timber."
ITEM.Model = "models/props_debris/wood_board02a.mdl"
ITEM.Icon = Material("wintersurvival2/hud/ws1_icons/icon_wood")
ITEM.Structure = {
{
Bone = "ValveBiped.Bip01_R_Hand",
Model = "models/props_debris/wood_board02a.mdl",
Size = Vector(.5,.5,.5),
Pos = Vector(3,-1.5,-12),
Ang = Angle(0,0,0),
},
}
ITEM.Damage = 5
ITEM.Range = 60
ITEM.CD = 0.6
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:GetModel():find("tree")) then
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:OnCooked(campfire)
campfire:AddItem("Charcoal",1)
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
function ITEM:OnEnchanted(enchanttable, runes)
enchanttable:AddItem("Magic Wood", 1)
end
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