309 lines
8 KiB
Lua
309 lines
8 KiB
Lua
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SWEP.Primary.Sound = Sound("Weapon_Pistol.Single")
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SWEP.Primary.Damage = 30
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SWEP.Primary.KnockbackScale = 1
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SWEP.Primary.NumShots = 1
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SWEP.Primary.Delay = 0.15
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SWEP.ConeMax = 0.03
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SWEP.ConeMin = 0.01
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SWEP.ConeRamp = 2
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SWEP.CSMuzzleFlashes = true
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SWEP.Primary.ClipSize = 8
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SWEP.Primary.DefaultClip = 0
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "pistol"
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SWEP.RequiredClip = 1
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.HoldType = "pistol"
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SWEP.IronSightsHoldType = "ar2"
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SWEP.IronSightsPos = Vector(0, 0, 0)
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SWEP.EmptyWhenPurchased = true
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function SWEP:Initialize()
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if not self:IsValid() then return end --???
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self:SetWeaponHoldType(self.HoldType)
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self:SetDeploySpeed(1.1)
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-- Maybe we didn't want to convert the weapon to the new system...
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if self.Cone then
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self.ConeMin = self.ConeIronCrouching
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self.ConeMax = self.ConeMoving
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self.ConeRamp = 2
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end
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if CLIENT then
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self:CheckCustomIronSights()
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self:Anim_Initialize()
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end
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end
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function SWEP:GetCone()
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if not self.Owner:OnGround() or self.ConeMax == self.ConeMin then return self.ConeMax end
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local basecone = self.ConeMin
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local conedelta = self.ConeMax - basecone
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local multiplier = math.min(self.Owner:GetVelocity():Length() / self.WalkSpeed, 1) * 0.5
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if not self.Owner:Crouching() then multiplier = multiplier + 0.25 end
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if not self:GetIronsights() then multiplier = multiplier + 0.25 end
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return basecone + conedelta * multiplier ^ self.ConeRamp
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end
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function SWEP:PrimaryAttack()
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if not self:CanPrimaryAttack() then return end
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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self:EmitFireSound()
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self:TakeAmmo()
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self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone())
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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end
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function SWEP:GetWalkSpeed()
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if self:GetIronsights() then
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return math.min(self.WalkSpeed, math.max(90, self.WalkSpeed * 0.5))
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end
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return self.WalkSpeed
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end
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function SWEP:EmitFireSound()
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self:EmitSound(self.Primary.Sound)
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end
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function SWEP:SetIronsights(b)
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self:SetDTBool(0, b)
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if self.IronSightsHoldType then
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if b then
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self:SetWeaponHoldType(self.IronSightsHoldType)
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else
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self:SetWeaponHoldType(self.HoldType)
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end
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end
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gamemode.Call("WeaponDeployed", self.Owner, self)
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end
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function SWEP:Deploy()
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self:SetNextReload(0)
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gamemode.Call("WeaponDeployed", self.Owner, self)
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self:SetIronsights(false)
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if self.PreHolsterClip1 then
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local diff = self:Clip1() - self.PreHolsterClip1
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self:SetClip1(self.PreHolsterClip1)
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if SERVER then
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self.Owner:GiveAmmo(diff, self.Primary.Ammo, true)
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end
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self.PreHolsterClip1 = nil
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end
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if self.PreHolsterClip2 then
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local diff = self:Clip2() - self.PreHolsterClip2
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self:SetClip2(self.PreHolsterClip2)
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if SERVER then
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self.Owner:GiveAmmo(diff, self.Secondary.Ammo, true)
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end
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self.PreHolsterClip2 = nil
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end
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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if CLIENT then
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self:CheckCustomIronSights()
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end
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return true
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end
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function SWEP:Holster()
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if self:ValidPrimaryAmmo() then
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self.PreHolsterClip1 = self:Clip1()
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end
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if self:ValidSecondaryAmmo() then
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self.PreHolsterClip2 = self:Clip2()
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end
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if CLIENT then
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self:Anim_Holster()
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end
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return true
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end
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function SWEP:TakeAmmo()
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self:TakePrimaryAmmo(self.RequiredClip)
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end
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function SWEP:Reload()
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if self.Owner:IsHolding() then return end
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if self:GetIronsights() then
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self:SetIronsights(false)
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end
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if self:GetNextReload() <= CurTime() and self:DefaultReload(ACT_VM_RELOAD) then
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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self:SetNextReload(self.IdleAnimation)
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self.Owner:DoReloadEvent()
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if self.ReloadSound then
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self:EmitSound(self.ReloadSound)
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end
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end
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end
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function SWEP:GetIronsights()
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return self:GetDTBool(0)
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end
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function SWEP:CanPrimaryAttack()
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if self.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end
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if self:Clip1() < self.RequiredClip then
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self:EmitSound("Weapon_Pistol.Empty")
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self:SetNextPrimaryFire(CurTime() + math.max(0.25, self.Primary.Delay))
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return false
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end
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return self:GetNextPrimaryFire() <= CurTime()
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end
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function SWEP:SecondaryAttack()
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if self:GetNextSecondaryFire() <= CurTime() and not self.Owner:IsHolding() then
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self:SetIronsights(true)
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end
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end
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function SWEP:OnRestore()
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self:SetIronsights(false)
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end
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local tempknockback
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function SWEP:StartBulletKnockback()
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tempknockback = {}
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end
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function SWEP:EndBulletKnockback()
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tempknockback = nil
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end
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function SWEP:DoBulletKnockback(scale)
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for ent, prevvel in pairs(tempknockback) do
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local curvel = ent:GetVelocity()
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ent:SetVelocity(curvel * -1 + (curvel - prevvel) * scale + prevvel)
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end
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end
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function GenericBulletCallback(attacker, tr, dmginfo)
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local ent = tr.Entity
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if ent:IsValid() then
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if ent:IsPlayer() then
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if ent:Team() == TEAM_UNDEAD and tempknockback then
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tempknockback[ent] = ent:GetVelocity()
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end
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else
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local phys = ent:GetPhysicsObject()
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if ent:GetMoveType() == MOVETYPE_VPHYSICS and phys:IsValid() and phys:IsMoveable() then
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ent:SetPhysicsAttacker(attacker)
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end
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end
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end
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end
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function SWEP:SendWeaponAnimation()
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self:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
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end
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SWEP.BulletCallback = GenericBulletCallback
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function SWEP:ShootBullets(dmg, numbul, cone)
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local owner = self.Owner
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--owner:MuzzleFlash()
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self:SendWeaponAnimation()
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owner:DoAttackEvent()
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self:StartBulletKnockback()
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owner:FireBullets({Num = numbul, Src = owner:GetShootPos(), Dir = owner:GetAimVector(), Spread = Vector(cone, cone, 0), Tracer = 1, TracerName = self.TracerName, Force = dmg * 0.1, Damage = dmg, Callback = self.BulletCallback})
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self:DoBulletKnockback(self.Primary.KnockbackScale * 0.05)
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self:EndBulletKnockback()
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end
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local ActIndex = {
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[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL,
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[ "smg" ] = ACT_HL2MP_IDLE_SMG1,
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[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE,
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[ "ar2" ] = ACT_HL2MP_IDLE_AR2,
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[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN,
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[ "rpg" ] = ACT_HL2MP_IDLE_RPG,
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[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN,
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[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW,
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[ "melee" ] = ACT_HL2MP_IDLE_MELEE,
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[ "slam" ] = ACT_HL2MP_IDLE_SLAM,
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[ "normal" ] = ACT_HL2MP_IDLE,
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[ "fist" ] = ACT_HL2MP_IDLE_FIST,
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[ "melee2" ] = ACT_HL2MP_IDLE_MELEE2,
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[ "passive" ] = ACT_HL2MP_IDLE_PASSIVE,
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[ "knife" ] = ACT_HL2MP_IDLE_KNIFE,
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[ "duel" ] = ACT_HL2MP_IDLE_DUEL,
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[ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER
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}
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function SWEP:SetWeaponHoldType( t )
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t = string.lower( t )
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local index = ActIndex[ t ]
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if ( index == nil ) then
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Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" )
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t = "normal"
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index = ActIndex[ t ]
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end
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self.ActivityTranslate = {}
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self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index
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self.ActivityTranslate [ ACT_MP_WALK ] = index+1
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self.ActivityTranslate [ ACT_MP_RUN ] = index+2
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self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3
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self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4
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self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5
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self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5
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self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6
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self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6
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self.ActivityTranslate [ ACT_MP_JUMP ] = index+7
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self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
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self.ActivityTranslate [ ACT_MP_SWIM_IDLE ] = index+8
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self.ActivityTranslate [ ACT_MP_SWIM ] = index+9
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-- "normal" jump animation doesn't exist
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if t == "normal" then
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self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
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end
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-- these two aren't defined in ACTs for whatever reason
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if t == "knife" || t == "melee2" then
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self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil
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end
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end
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SWEP:SetWeaponHoldType("pistol")
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function SWEP:TranslateActivity(act)
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if self:GetIronsights() and self.ActivityTranslateIronSights then
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return self.ActivityTranslateIronSights[act] or -1
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end
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return self.ActivityTranslate and self.ActivityTranslate[act] or -1
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end
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