SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/props_c17/tv_monitor01.mdl") SWEP.PrintName = "Camera TV" SWEP.Description = "Allows remote observation of other areas without owning a camera viewer." SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "tv" SWEP.Primary.Delay = 2 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" --SWEP.MaxStock = 20 SWEP.WalkSpeed = SPEED_NORMAL SWEP.GhostStatus = "ghost_tv" SWEP.DeployClass = "prop_tv" 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: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: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:GetOwner():ResetSpeed() end end end function SWEP:Deploy() gamemode.Call("WeaponDeployed", self:GetOwner(), self) self.IdleAnimation = CurTime() + self:SequenceDuration() return true end function SWEP:Holster() return true end