SWEP.PrintName = "Weapon Remantler" SWEP.Description = "A deployable device capable of disassembling weapons into scrap, and upgrading weapons with scrap.\nIt can be used to assemble trinkets with scrap also.\nPress PRIMARY ATTACK to deploy the remantler.\nPress SECONDARY ATTACK and RELOAD to rotate the remantler." SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/props_lab/powerbox01a.mdl") SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "remantler" 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.MaxStock = 5 SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOWEST function SWEP:Initialize() self:SetWeaponHoldType("slam") self:SetDeploySpeed(1.1) 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