--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] SWEP.Base = "arccw_base" SWEP.Throwing = true SWEP.Singleton = false -- for grenades, means that weapons ARE ammo; hold one, use one. SWEP.NotForNPCs = true SWEP.Delay = 1 SWEP.Firemodes = { { Mode = 1, PrintName = "NADE" }, } SWEP.MuzzleVelocity = 1000 SWEP.MuzzleVelocityAlt = nil -- Throwing with alt-fire will use this velocity if exists SWEP.PullPinTime = 0.25 SWEP.FuseTime = 3.5 SWEP.WindupTime = 0.5 -- Time to reach max velocity (does not apply for altfire) SWEP.WindupMinimum = 0.25 -- Velocity fraction if released without windup SWEP.ShootEntityDelay = 0.25 -- Delay between Throw() call and projectile existing SWEP.ThrowInertia = nil -- override default throw intertia settings SWEP.CookPrimFire = true SWEP.CookAltFire = true SWEP.ChamberSize = 0 SWEP.HoldtypeHolstered = "normal" SWEP.HoldtypeActive = "slam" SWEP.HoldtypeSights = "grenade" SWEP.HoldtypeCustomize = "slam" SWEP.Primary.ClipSize = 1 SWEP.Primary.Ammo = "grenade" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE SWEP.AnimShootAlt = ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM -- By default, grenades with no ammo will be stripped. Set true to prevent SWEP.KeepIfEmpty = false SWEP.Animations = { -- ["draw"] = { -- Source = "draw", -- Time = 0.5, -- }, -- ["ready"] = { -- Source = "draw", -- Time = 0.5, -- }, -- ["pre_throw"] = { -- Source = "pullpin", -- Time = 0.5, -- }, -- ["throw"] = { -- Source = "throw", -- Time = 0.5 -- } } SWEP.BashPreparePos = Vector(2.187, -7.117, -1) SWEP.BashPrepareAng = Angle(5, -3.652, -19.039) SWEP.BashPos = Vector(8.876, 0, 0) SWEP.BashAng = Angle(-16.524, 70, -11.046) SWEP.HolsterPos = Vector(0.532, -1, 0) SWEP.HolsterAng = Angle(-10, 0, 0) SWEP.IronSightStruct = false SWEP.MeleeSwingSound = "weapons/arccw/m249/m249_draw.wav" SWEP.MeleeHitSound = "weapons/arccw/knife/knife_hitwall1.wav" SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav" SWEP.ShootWhileSprint = true SWEP.SpeedMult = 1 SWEP.Secondary.Automatic = true function SWEP:SecondaryAttack() self:PrimaryAttack() end function SWEP:OnRemove() if engine.ActiveGamemode() != "terrortown" then return end if CLIENT and IsValid(self:GetOwner()) and self:GetOwner() == LocalPlayer() and self:GetOwner():Alive() then RunConsoleCommand("use", "weapon_ttt_unarmed") end end