INC_SERVER() function SWEP:Deploy() gamemode.Call("WeaponDeployed", self:GetOwner(), self) self:SpawnGhost() return true end function SWEP:OnRemove() self:RemoveGhost() end function SWEP:Holster() self:RemoveGhost() return true end function SWEP:SpawnGhost() local owner = self:GetOwner() if owner and owner:IsValid() then owner:GiveStatus(self.GhostStatus) end end function SWEP:RemoveGhost() local owner = self:GetOwner() if owner and owner:IsValid() then owner:RemoveStatus(self.GhostStatus, false, true) end end function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end local owner = self:GetOwner() local status = owner:GetStatus(self.GhostStatus) if not (status and status:IsValid()) then return end status:RecalculateValidity() if not status:GetValidPlacement() then return end local pos, ang = status:RecalculateValidity() if not pos or not ang then return end self:SetNextPrimaryAttack(CurTime() + self.Primary.Delay) local ent = ents.Create(self.DeployClass) if ent:IsValid() then ent:SetPos(pos) ent:SetAngles(ang) ent:Spawn() ent:SetObjectOwner(owner) ent:SetupDeployableSkillHealth() ent:EmitSound("npc/dog/dog_servo12.wav") ent:SetNextRepairPulse(CurTime() + 4) self:TakePrimaryAmmo(1) local stored = owner:PopPackedItem(ent:GetClass()) if stored then ent:SetObjectHealth(stored[1]) end local ammo = math.min(owner:GetAmmoCount("pulse"), 150) ent:SetAmmo(ammo) owner:RemoveAmmo(ammo, "pulse") ent.DeployableAmmo = self.Primary.Ammo ent.HealValue = self.Repair ent.MaxDistance = self.MaxDistance ent.SWEP = self:GetClass() if self:GetPrimaryAmmoCount() <= 0 then owner:StripWeapon(self:GetClass()) end end end function SWEP:Think() local count = self:GetPrimaryAmmoCount() if count ~= self:GetReplicatedAmmo() then self:SetReplicatedAmmo(count) self:GetOwner():ResetSpeed() end end