SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/Combine_turrets/Floor_turret.mdl" SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "thumper" SWEP.Primary.Delay = 2 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" 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.Owner:IsHolding() or self.Owner:GetBarricadeGhosting() then return false end if self:GetPrimaryAmmoCount() <= 0 then self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) return false end return true end function SWEP:Think() if self.IdleAnimation and self.IdleAnimation <= CurTime() then self.IdleAnimation = nil self:SendWeaponAnim(ACT_VM_IDLE) end if SERVER then local count = self:GetPrimaryAmmoCount() if count ~= self:GetReplicatedAmmo() then self:SetReplicatedAmmo(count) self.Owner:ResetSpeed() end end end function SWEP:Deploy() gamemode.Call("WeaponDeployed", self.Owner, self) self.IdleAnimation = CurTime() + self:SequenceDuration() return true end function SWEP:Holster() return true end util.PrecacheModel("models/Combine_turrets/Floor_turret.mdl")