My inheritance only grows fucking STRONGER
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@ -1,32 +1,9 @@
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local fallbackstat = {
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["Reload_MagOut"] = 0.2,
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["Reload_MagIn"] = 0.8,
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["Reload_MagIn_Bonus1"] = 0.56,
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["Reload_MagIn_Bonus2"] = 0.56+0.1,
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["Sound_Cock"] = "Glock.Cock",
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["Damage"] = 0,
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["Pellets"] = 1,
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["Firemodes"] = { { Mode = 1 } },
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["Delay"] = 0,
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["Ammo"] = 0,
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["Spread"] = 0,
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["SpreadAdd"] = 0,
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["SpreadDecay_Start"] = 0,
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["SpreadDecay_End"] = 0,
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["SpreadDecay_RampTime"] = 0,
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["Speed_Move"] = 1,
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["Speed_Aiming"] = 1,
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["Speed_Reloading"] = 1,
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["Speed_Firing"] = 1,
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["Speed_FiringTime"] = 0.2,
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["ShootHolsterTime"] = 0,
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}
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function SWEP:GetStat( hand, stat )
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local thereturn = (self:BClass( hand ) and self:BClass( hand )[stat] or fallbackstat[stat])
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assert( thereturn, "No stat for " .. stat )
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local Hand = ((hand==true and "Left Hand") or (hand==false and "Right Hand"))
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assert( self:BClass( hand ), "No weapon in " .. Hand .. " (Trying to get stat " .. stat .. ")" )
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local thereturn = (self:BClass( hand ) and self:BClass( hand )[stat])
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assert( thereturn, "No stat for " .. stat .. " ( " .. Hand .. " )" )
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return thereturn
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end
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@ -198,8 +198,9 @@ function SWEP:Think()
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-- Don't allow holstering from this weapon if...
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-- Just know, this feels bad.
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if self:bGetReloadTime( hand ) > 0 then
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elseif self:bGetShotTime( hand ) + self:GetStat( hand, "ShootHolsterTime" ) > CurTime() then
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-- hold
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elseif self:BClass( hand ) and self:bGetShotTime( hand ) + self:GetStat( hand, "ShootHolsterTime" ) > CurTime() then
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-- hold
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else
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if curr != "" then
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-- require holster first
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@ -18,7 +18,7 @@ ItemDef = {}
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function ItemDef.__index( self, key )
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if rawget(self, "BaseClass") then
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return rawget( rawget(self, "BaseClass"), key )
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return rawget(self, "BaseClass")[key]
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end
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end
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@ -150,17 +150,18 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
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end
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local w = ply:BennyCheck()
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if w then
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local hand = false
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if w and w:BClass( hand ) then
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local targetspeed = ply:GetMaxSpeed()
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targetspeed = targetspeed * w:GetStat( false, "Speed_Move" )
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targetspeed = targetspeed * w:GetStat( hand, "Speed_Move" )
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targetspeed = targetspeed * Lerp( w:GetAim(), 1, w:GetStat( false, "Speed_Aiming" ) )
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targetspeed = targetspeed * Lerp( w:GetAim(), 1, w:GetStat( hand, "Speed_Aiming" ) )
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local st = w:bGetShotTime( false )
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targetspeed = targetspeed * (st+w:GetStat( hand, "Speed_FiringTime" ) > CurTime() and w:GetStat( false, "Speed_Firing" ) or 1)
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local st = w:bGetShotTime( hand )
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targetspeed = targetspeed * (st+w:GetStat( hand, "Speed_FiringTime" ) > CurTime() and w:GetStat( hand, "Speed_Firing" ) or 1)
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targetspeed = targetspeed * (w:bGetReloadTime( false ) > 0 and w:GetStat( false, "Speed_Reloading" ) or 1)
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targetspeed = targetspeed * (w:bGetReloadTime( hand ) > 0 and w:GetStat( hand, "Speed_Reloading" ) or 1)
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mv:SetMaxSpeed( targetspeed )
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mv:SetMaxClientSpeed( targetspeed )
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@ -29,6 +29,13 @@ ItemDef("base", {
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WModel = "models/weapons/w_357.mdl",
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Speed_Move = 1,
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Speed_Aiming = 1,
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Speed_Reloading = 1,
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Speed_Firing = 1,
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Speed_FiringTime = 0.2,
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ShootHolsterTime = 0,
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Func_Attack = function( self, hand )
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end,
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@ -49,7 +56,7 @@ ItemDef("base", {
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})
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ItemDef("base_firearm", {
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Name = "Base Firearm",
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--Name = "Base Firearm",
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Type = "base",
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Base = "base",
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Description = "Base for firearms",
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@ -103,7 +110,7 @@ ItemDef("base_magazine", {
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})
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ItemDef("deagle", {
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Name = "DEAGLE",
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--Name = "DEAGLE",
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Description = "Autoloading .50 caliber pistol.",
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Base = "base_firearm",
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Type = "pistol",
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