--[[ | 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/ --]] sound.Add( { name = "TFA_CSGO_MolotovGrenade.Throw", channel = CHAN_WEAPON, level = 65, sound = "weapons/tfa_csgo/molotov/grenade_throw.wav" } ) sound.Add( { name = "TFA_CSGO_Inferno.Throw", channel = CHAN_WEAPON, level = 65, sound = "weapons/tfa_csgo/molotov/grenade_throw.wav" } ) sound.Add( { name = "TFA_CSGO_Molotov.Throw", channel = CHAN_STATIC, level = 65, sound = "weapons/tfa_csgo/molotov/fire_ignite_2.wav" } ) sound.Add( { name = "TFA_CSGO_Molotov.Extinguish", channel = CHAN_STATIC, level = 95, volume = 0.6, sound = "weapons/tfa_csgo/molotov/molotov_extinguish.wav" } ) sound.Add( { name = "TFA_CSGO_Inferno.IgniteStart", channel = CHAN_STATIC, level = 65, sound = "weapons/tfa_csgo/molotov/fire_ignite_2.wav" } ) sound.Add( { name = "TFA_CSGO_Molotov.Draw", channel = CHAN_ITEM, level = 65, volume = 0.5, sound = "weapons/tfa_csgo/molotov/molotov_draw.wav" } ) sound.Add( { name = "TFA_CSGO_Molotov.IdleLoop", channel = CHAN_WEAPON, level = 75, volume = 0.6, sound = "weapons/tfa_csgo/molotov/fire_idle_loop_1.wav" } ) sound.Add( { name = "TFA_CSGO_Inferno.IdleLoop", channel = CHAN_WEAPON, level = 75, volume = 0.6, sound = "weapons/tfa_csgo/molotov/fire_idle_loop_1.wav" } ) sound.Add( { name = "TFA_CSGO_Inferno.Start", channel = CHAN_WEAPON, level = 95, sound = { "weapons/tfa_csgo/molotov/molotov_detonate_1.wav", "weapons/tfa_csgo/molotov/molotov_detonate_2.wav", "weapons/tfa_csgo/molotov/molotov_detonate_3.wav" } } ) sound.Add( { name = "TFA_CSGO_Inferno.FadeOut", channel = CHAN_WEAPON, level = 95, volume = 0.1, sound = "weapons/tfa_csgo/molotov/fire_loop_fadeout_01.wav" } ) sound.Add( { name = "TFA_CSGO_Inferno.Loop", channel = CHAN_AUTO, level = 75, volume = 0.5, sound = "weapons/tfa_csgo/molotov/fire_loop_1.wav" } ) SWEP.Category = "TFA CS:GO Grenades" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.PrintName = "Molotov" -- Weapon name (Shown on HUD) SWEP.Slot = 4 -- Slot in the weapon selection menu SWEP.SlotPos = 40 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = false -- set false if you want no crosshair SWEP.Weight = 2 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "grenade" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg and ar2 make for good sniper rifles SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/tfa_csgo/c_eq_molotov.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/tfa_csgo/w_molotov.mdl" -- Weapon world model SWEP.ShowWorldModel = true SWEP.Base = "tfa_csnade_base" SWEP.Spawnable = true SWEP.UseHands = true SWEP.AdminSpawnable = true SWEP.Primary.RPM = 30 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 1 -- Size of a clip SWEP.Primary.DefaultClip = 1 -- Bullets you start with SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "csgo_molly" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug SWEP.Primary.Damage = 100 SWEP.Primary.Round = ("tfa_csgo_thrownmolotov") --NAME OF ENTITY GOES HERE SWEP.Velocity = 850 -- Entity Velocity SWEP.Velocity_Underhand = 375 -- Entity Velocity SWEP.Delay = 0.05 -- Delay to fire entity SWEP.Delay_Underhand = 0.2 -- Delay to fire entity SWEP.MoveSpeed = 245/260 --Multiply the player's movespeed by this. SWEP.IronSightsMoveSpeed = 245/260*0.8 --Multiply the player's movespeed by this when sighting. SWEP.Offset = { --Procedural world model animation, defaulted for CS:S purposes. Pos = { Up = 0, Right = 1.8, Forward = 3.2, }, Ang = { Up = -1, Right = 5, Forward = 180 }, Scale = 0.8 } function SWEP:ChoosePullAnim() if !self:OwnerIsValid() then return end self.ParticleCreated = false if SERVER then self:EmitSound( "TFA_CSGO_Inferno.IdleLoop" ) end self.Owner:SetAnimation(PLAYER_RELOAD) --self:ResetEvents() local tanim=ACT_VM_PULLPIN local success = true self:SendWeaponAnim(ACT_VM_PULLPIN) if game.SinglePlayer() then self:CallOnClient("AnimForce",tanim) end if IsValid(self) and self:OwnerIsValid() and self.Owner:GetViewModel():GetModel()==self.ViewModel and self.ParticleCreated == false then ParticleEffectAttach("weapon_molotov_fp",PATTACH_POINT_FOLLOW,self.Owner:GetViewModel(),2) self.ParticleCreated = true end self.lastact = tanim return success, tanim end function SWEP:ThrowStart() if self:Clip1()>0 then self:ChooseShootAnim() self:SetNWBool("Ready",false) local bool = self:GetNWBool("Underhanded",false) if bool then timer.Simple(self.Delay_Underhand,function() if IsValid(self) and self:OwnerIsValid() then if SERVER then self:StopSound( "TFA_CSGO_Inferno.IdleLoop" ) end self:Throw() end end) else timer.Simple(self.Delay,function() if IsValid(self) and self:OwnerIsValid() then if SERVER then self:StopSound( "TFA_CSGO_Inferno.IdleLoop" ) end self:Throw() end end) end self:CleanParticles() end end