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SWEP.PrintName = " Message Beacon "
SWEP.Description = " This beacon allows you to display messages to all other humans in range. \n Press SECONDARY ATTACK to select different messages. \n Press PRIMARY ATTACK to deploy. \n Press SPRINT on a deployed message beacon that you own to pick it up. "
SWEP.Slot = 4
SWEP.SlotPos = 0
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SWEP.ViewModel = " models/weapons/v_pistol.mdl "
SWEP.WorldModel = Model ( " models/props_combine/combine_mine01.mdl " )
SWEP.AmmoIfHas = true
SWEP.Primary . ClipSize = 1
SWEP.Primary . DefaultClip = 1
SWEP.Primary . Ammo = " striderminigun "
SWEP.Primary . Delay = 1
SWEP.Primary . Automatic = true
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SWEP.Secondary . ClipSize = 1
SWEP.Secondary . DefaultClip = 1
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SWEP.Secondary . Automatic = false
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SWEP.Secondary . Ammo = " dummy "
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SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOW
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SWEP.NoDeploySpeedChange = true
SWEP.MaxStock = 10
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function SWEP : Initialize ( )
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self : SetWeaponHoldType ( " slam " )
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GAMEMODE : DoChangeDeploySpeed ( self )
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self : HideViewAndWorldModel ( )
end
function SWEP : SetReplicatedAmmo ( count )
self : SetDTInt ( 0 , count )
end
function SWEP : GetReplicatedAmmo ( )
return self : GetDTInt ( 0 )
end
function SWEP : GetWalkSpeed ( )
if self : GetPrimaryAmmoCount ( ) > 0 then
return self.FullWalkSpeed
end
end
function SWEP : Reload ( )
end
function SWEP : CanPrimaryAttack ( )
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if self : GetOwner ( ) : IsHolding ( ) or self : GetOwner ( ) : GetBarricadeGhosting ( ) then return false end
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if self : GetPrimaryAmmoCount ( ) <= 0 then
self : SetNextPrimaryFire ( CurTime ( ) + self.Primary . Delay )
return false
end
return true
end
function SWEP : Deploy ( )
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gamemode.Call ( " WeaponDeployed " , self : GetOwner ( ) , self )
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return true
end
function SWEP : Holster ( )
return true
end