Yes, this custom SMOD weapon allows you to be one with the headcrabs. Command an infinite legion of headcrabs to do your bidding. Or something like that.
Basically, it goes like this. You throw a headcrab (actually just an object) which upon hitting something "explodes" [minus the explosion] into an actual live headcrab. Since the headcrab is spawned by you, it inherits the typical damage filters of something allied with you. You can't hurt it with hitscan attacks, and it can't hurt you at all. Thus, the headcrab won't attack you at all. It just follows you around attacking everything else that it deems a valid target whether that target is your friend or not. Works best when thrown directly at the ground as it can get stuck on stuff.
Yes, the world model actually sticks to your head like a headcrab. Or at least it should. If it doesn't, that sucks. Too bad.
And now, a snippet from the readme which you won't read.
To use this, you need to do some shit.
1) Find weapon_custom99.txt that was installed when you installed this and rename it so that it doesn't replace anything important.
As of SMOD40, it has to be between weapon_custom1 and weapon_custom30.
2) If you want/need it to be in a different slot, open said file and change the slots.
It's currently in bucket 5, position 20. Last position under the bugbait.
3) Add this to the end of smod_custom_explosive.txt but before the last "}" (in the same scripts directory):
"headcrab" {
// Explosion spec
"Damage" "5"
"Radius" "10"
// Entity behavior
"Model" "models/headcrab_weapon.mdl"
"Bounce" "0" // -1:never detonate
"BoundingSound" ""
"Timer" "3"
"ExplosionType" "0" // 0:none 1:fireball 2:pulse
"TrailType" "0" // 0:none 1:smoke 2:fire 3:beam
"EntitySpawn" {
"SpawnEntity" "npc_headcrab" // ClassName
"SpawnCount" "1"
"ThrowType" "0" // 0:Ring 1:Spherical
"SpawnAngle" "-70" // Ring type only
}
}