SWEP.PrintName = "Force Field Emitter" SWEP.Description = "Blocks zombie projectiles but will not stop humans or zombies from passing.\nPress PRIMARY ATTACK to deploy.\nPress SECONDARY ATTACK and RELOAD to rotate." SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/props_lab/lab_flourescentlight002b.mdl") SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "slam" SWEP.Primary.Delay = 1 SWEP.Primary.Automatic = true SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Ammo = "dummy" SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOWEST SWEP.NoDeploySpeedChange = true function SWEP:Initialize() self:SetWeaponHoldType("slam") GAMEMODE:DoChangeDeploySpeed(self) 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:SecondaryAttack() end function SWEP:Reload() end function SWEP:CanPrimaryAttack() if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end if self:GetPrimaryAmmoCount() <= 0 then self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) return false end return true end function SWEP:Holster() return true end