SWEP.PrintName = "Remote Detonation Pack" SWEP.Description = "A pack of explosives that can be placed on surfaces and detonated remotely, to deal large explosive damage.\nPress PRIMARY ATTACK to deploy.\nPress PRIMARY ATTACK again to detonate.\nPress SPRINT on a deployed detonation pack to disarm and retrieve it." SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/weapons/w_c4_planted.mdl") SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "sniperpenetratedround" SWEP.Primary.Delay = 0.1 SWEP.Primary.Automatic = true SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Ammo = "dummy" SWEP.MaxStock = 8 SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOW 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: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:CanSecondaryAttack() return false end function SWEP:Deploy() gamemode.Call("WeaponDeployed", self:GetOwner(), self) return true end function SWEP:Holster() return true end