SWEP.PrintName = "Message Beacon" SWEP.Description = "This beacon allows you to display messages to all other humans in range.\nPress SECONDARY ATTACK to select different messages.\nPress PRIMARY ATTACK to deploy.\nPress SPRINT on a deployed message beacon that you own to pick it up." SWEP.Slot = 4 SWEP.SlotPos = 0 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 SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "dummy" SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOW SWEP.NoDeploySpeedChange = true SWEP.MaxStock = 10 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: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:Deploy() gamemode.Call("WeaponDeployed", self:GetOwner(), self) return true end function SWEP:Holster() return true end