Weapons can alt-attack now. Firearms can bash
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5a0815c22e
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384cfbe0cf
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@ -1,77 +1,34 @@
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function SWEP:PrimaryAttack()
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local dual = self:C_DualCheck()
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if dual then
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self:BFire( true )
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else
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self:BFire( false )
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end
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local hand = self:hFlipHand( false )
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self:DevFire( hand )
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return true
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end
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function SWEP:SecondaryAttack()
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local dual = self:C_DualCheck()
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if dual then
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self:BFire( false )
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else
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self:BFire( true )
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end
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local hand = self:hFlipHand( true )
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self:DevFire( hand )
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return true
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end
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function SWEP:DevFire( hand )
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if self:bWepClass( hand ) then
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self:BFire( hand )
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elseif self:bWepClass( !hand ) then
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self:BFireAlt( !hand )
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end
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end
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function SWEP:BFire( hand )
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if self:bWepTable( hand ) and self:GetAim() == 1 then
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local p = self:GetOwner()
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local wep_table = self:bWepTable( hand )
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local wep_class = self:bWepClass( hand )
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if self:bWepClass( hand ) and self:bWepClass( hand ).Func_Attack then
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if self:bWepClass( hand ).Func_Attack( self, hand ) then return end
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end
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end
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if wep_class.Custom_Fire then
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if wep_class.Custom_Fire( self, wep_table, wep_class, hand ) then return end
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end
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if self:bGetIntDelay( hand ) > CurTime() then
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return
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end
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if self:bGetHolsterTime( hand ) > 0 then
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return
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end
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if self:bGetIntClip( hand ) == 0 then
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if self:bGetBurst( hand ) >= 1 then
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return
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end
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B_Sound( self, wep_class.Sound_DryFire )
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self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
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return
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end
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if self:bGetBurst( hand ) >= self:B_Firemode( hand ).Mode then
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return
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end
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if !ConVarSV_Bool("cheat_infiniteammo") then
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self:B_Ammo( hand, self:bGetIntClip( hand ) - 1 )
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end
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B_Sound( self, wep_class.Sound_Fire )
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self:TPFire( hand )
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self:CallFire( hand )
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self:bSetIntDelay( hand, CurTime() + wep_class.Delay )
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self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
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self:bSetSpread( hand, math.Clamp( self:bGetSpread( hand ) + wep_class.SpreadAdd, 0, wep_class.SpreadAddMax ) )
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self:bSetShotTime( hand, CurTime() )
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if CLIENT and IsFirstTimePredicted() then
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-- PROTO: This is shit! Replace it with a function that gets the right model.
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if IsValid(hand and self.CWM_Left or self.CWM) and (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ) then
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local vStart = (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ).Pos
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local ed = EffectData()
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ed:SetOrigin( vStart )
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ed:SetEntity( self )
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ed:SetAttachment( (hand and 16 or 0) + 1 )
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util.Effect( "benny_muzzleflash", ed )
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end
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end
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function SWEP:BFireAlt( hand )
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if self:bWepClass( hand ) and self:bWepClass( hand ).Func_AttackAlt then
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if self:bWepClass( hand ).Func_AttackAlt( self, hand ) then return end
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end
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end
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@ -120,6 +120,10 @@ function SWEP:TPFire( hand )
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end
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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end
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function SWEP:TPCustom( tg1, tg2 )
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if CLIENT and !IsFirstTimePredicted() then return end
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(tg1), tg2, true )
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end
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function SWEP:TPReload( hand )
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if CLIENT and !IsFirstTimePredicted() then return end
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local target = self:bWepClass( hand ) and self:bWepClass( hand ).GestureReload
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@ -14,24 +14,27 @@ function BENNY_GetStat( class, stat )
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return thereturn
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end
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function SWEP:C_DualCheck()
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function SWEP:hFlipHand( hand )
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hand = hand or false
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local p = self:GetOwner()
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local lt = self:bWepClass( true )
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local flip = false
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if lt then
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if lt.Features == "firearm" then
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return p:GetInfoNum( "benny_wep_ao_firearms", 1 )==1
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flip = p:GetInfoNum( "benny_wep_ao_firearms", 1 )==1
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elseif lt.Features == "grenade" then
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return p:GetInfoNum( "benny_wep_ao_grenades", 0 )==1
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flip = p:GetInfoNum( "benny_wep_ao_grenades", 0 )==1
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else
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return p:GetInfoNum( "benny_wep_ao_junk", 0 )==1
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flip = p:GetInfoNum( "benny_wep_ao_junk", 0 )==1
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end
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else
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return false
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--return false
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end
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return ((flip and !hand) or (!flip and hand))
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end
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function SWEP:C_AttackDown( hand )
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if self:C_DualCheck() then hand = !hand end
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if self:hFlipHand() then hand = !hand end
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return (hand == true) and self:GetOwner():KeyDown( IN_ATTACK2 ) or (hand == false) and self:GetOwner():KeyDown( IN_ATTACK )
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end
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@ -107,13 +107,12 @@ hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_TempForAim", function( ply
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end
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end
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local dual = wep:C_DualCheck()
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if button == KEY_R then
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if dual then wep:Reload( true ) else wep:Reload( false ) end
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wep:Reload( wep:hFlipHand( false ) )
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end
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if button == KEY_T then
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if dual then wep:Reload( false ) else wep:Reload( true ) end
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wep:Reload( wep:hFlipHand( true ) )
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end
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end
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end)
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@ -20,6 +20,7 @@ do -- Sound definitions
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AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Common.ReloadFail", "benny/hud/reloadfail.ogg", 70, 100, 0.1, CHAN_STATIC )
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-- Pistols
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-- Deagle
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AddSound( "Deagle.Cock", "benny/weapons/deagle/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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@ -42,6 +43,18 @@ do -- Sound definitions
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AddSound( "Anaconda.MagOut", "benny/weapons/anaconda/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "Anaconda.MagIn", "benny/weapons/anaconda/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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-- Rifles
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-- FNC
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AddSound( "FNC.Fire", {
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"benny/weapons/fnc/01.ogg",
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"benny/weapons/fnc/02.ogg",
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"benny/weapons/fnc/03.ogg",
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}, 140, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagOut", "benny/weapons/fnc/magout.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.MagIn", "benny/weapons/fnc/magin.ogg", 70, 100, 0.5, CHAN_STATIC )
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AddSound( "FNC.Cock", "benny/weapons/fnc/cock.ogg", 70, 100, 0.5, CHAN_STATIC )
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end
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do -- Bases
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@ -64,7 +77,7 @@ do -- Bases
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Func_Attack = function( self, hand )
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end,
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Func_Attack2 = function( self, hand )
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Func_AttackAlt = function( self, hand )
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end,
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Func_Reload = function( self, hand )
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@ -116,6 +129,100 @@ do -- Bases
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Reload_MagIn_Bonus2 = 0.56+0.1,
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Func_Attack = function( self, hand )
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if self:GetAim() == 1 then
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local p = self:GetOwner()
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local wep_table = self:bWepTable( hand )
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local wep_class = self:bWepClass( hand )
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if self:bGetIntDelay( hand ) > CurTime() then
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return
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end
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if self:bGetHolsterTime( hand ) > 0 then
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return
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end
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if self:bGetIntClip( hand ) == 0 then
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if self:bGetBurst( hand ) >= 1 then
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return
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end
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B_Sound( self, wep_class.Sound_DryFire )
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self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
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return
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end
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if self:bGetBurst( hand ) >= self:B_Firemode( hand ).Mode then
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return
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end
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if !ConVarSV_Bool("cheat_infiniteammo") then
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self:B_Ammo( hand, self:bGetIntClip( hand ) - 1 )
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end
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B_Sound( self, wep_class.Sound_Fire )
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self:TPFire( hand )
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self:CallFire( hand )
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self:bSetIntDelay( hand, CurTime() + wep_class.Delay )
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self:bSetBurst( hand, self:bGetBurst( hand ) + 1 )
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self:bSetSpread( hand, math.Clamp( self:bGetSpread( hand ) + wep_class.SpreadAdd, 0, wep_class.SpreadAddMax ) )
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self:bSetShotTime( hand, CurTime() )
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if CLIENT and IsFirstTimePredicted() then
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-- PROTO: This is shit! Replace it with a function that gets the right model.
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if IsValid(hand and self.CWM_Left or self.CWM) and (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ) then
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local vStart = (hand and self.CWM_Left or self.CWM):GetAttachment( 1 ).Pos
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local ed = EffectData()
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ed:SetOrigin( vStart )
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ed:SetEntity( self )
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ed:SetAttachment( (hand and 16 or 0) + 1 )
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util.Effect( "benny_muzzleflash", ed )
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end
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end
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end
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end,
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Func_AttackAlt = function( self, hand )
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if self:bGetIntDelay( hand ) > CurTime() then
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return
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end
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self:bSetIntDelay( hand, CurTime() + 0.45 )
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self:TPCustom( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, 0.36 )
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local p = self:GetOwner()
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local tr = {
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start = p:EyePos(),
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endpos = p:EyePos() + p:EyeAngles():Forward()*64,
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mins = Vector( -8, -8, -8 ),
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maxs = Vector( 8, 8, 8 ),
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filter = p,
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collisiongroup = COLLISION_GROUP_PLAYER,
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}
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-- debugoverlay.SweptBox( tr.start, tr.endpos, tr.mins, tr.maxs, angle_zero, 3, Color( 255, 255, 255, 0 ))
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if p:IsPlayer() then p:LagCompensation( true ) end
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tr = util.TraceHull(tr)
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if p:IsPlayer() then p:LagCompensation( false ) end
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if tr.HitWorld then
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self:EmitSound( "physics/concrete/concrete_block_impact_hard1.wav", 70, 150 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
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elseif tr.Entity and tr.Entity != NULL then
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self:EmitSound( "benny/violence/bodysplat_mix.ogg", 70, 100 + util.SharedRandom( "Benny_RifleMelee", -10, 10 ), 0.25 )
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if SERVER then
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local dmginfo = DamageInfo()
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dmginfo:SetAttacker( p )
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dmginfo:SetInflictor( self )
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dmginfo:SetDamage( 34 )
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dmginfo:SetDamagePosition( tr.HitPos )
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dmginfo:SetDamageForce( tr.Normal*100*34 )
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tr.Entity:TakeDamageInfo( dmginfo )
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end
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else
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self:EmitSound( "weapons/slam/throw.wav", 70, 200 + util.SharedRandom( "Benny_RifleMelee", -20, 20 ), 0.25 )
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end
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end,
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})
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@ -176,6 +283,7 @@ do -- Bases
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end
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do -- Pistols
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ItemDef("deagle", {
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Name = "DEAGLE",
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Description = "Autoloading .50 caliber pistol.",
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@ -258,6 +366,52 @@ do -- Pistols
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end
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do -- Rifles
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ItemDef("fnc", {
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Name = "FNC PARA",
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Description = "Run of the mill automatic assault rifle.",
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Base = "base_firearm",
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Category = "rifle",
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Icon = Material( "benny/weapons/fnc.png", "smooth" ),
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WModel = "models/weapons/w_rif_ar556.mdl",
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HoldType = "rpg",
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GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, 0.3 },
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Sound_Fire = "FNC.Fire",
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Sound_DryFire = "Common.Dryfire.Rifle",
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Sound_MagOut = "FNC.MagOut",
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Sound_MagIn = "FNC.MagIn",
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Sound_Cock = "FNC.Cock",
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--
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AmmoStd = 30,
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AutoGenMag = true,
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Delay = (60/700),
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Firemodes = FIREMODE_AUTOSEMI,
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Damage = 30,
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Spread = 30/60,
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SpreadAdd = 22/60,
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SpreadAddMax = 10,
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SpreadDecay_Start = 0,
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SpreadDecay_End = 12,
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SpreadDecay_RampTime = 0.2,
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Reload_MagOut = 0.3,
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Reload_MagIn = 1.3,
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Reload_MagIn_Bonus1 = 0.8,
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Reload_MagIn_Bonus2 = 0.8+0.1,
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Speed_Move = 0.95,
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Speed_Aiming = 0.95,
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Speed_Reloading = 0.95,
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Speed_Firing = 0.95,
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})
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end
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for i, v in SortedPairs( WEAPONS ) do
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if v.AutoGenMag then
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ItemDef("mag_" .. i, {
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