SWEP.PrintName = "Resupply Box" SWEP.Description = "Allows survivors to get ammunition for their current weapon. Each person can only use the box once every so often.\nPress PRIMARY ATTACK to deploy the box.\nPress SECONDARY ATTACK and RELOAD to rotate the box." SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = Model("models/Items/ammocrate_ar2.mdl") SWEP.AmmoIfHas = true SWEP.Primary.ClipSize = 1 SWEP.Primary.DefaultClip = 1 SWEP.Primary.Ammo = "helicoptergun" SWEP.Primary.Delay = 1 SWEP.Primary.Automatic = true SWEP.Secondary.ClipSize = 1 SWEP.Secondary.DefaultClip = 1 SWEP.Secondary.Ammo = "dummy" SWEP.MaxStock = 5 SWEP.WalkSpeed = SPEED_NORMAL SWEP.FullWalkSpeed = SPEED_SLOWEST 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: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