Select same weapon to holster
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@ -17,19 +17,28 @@ local dads = {
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local function beatup( ply, num )
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local function beatup( ply, num )
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local weighted = ply:INV_Weight()
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local weighted = ply:INV_Weight()
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local inv = ply:INV_Get()
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local inv = ply:INV_Get()
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local wep = ply:BennyCheck()
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local iflip = table.Flip( inv )
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local iflip = table.Flip( inv )
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local invid = 0
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local invid = 0
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for _, item in pairs( weighted ) do
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for _, item in pairs( weighted ) do
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local class = WeaponGet(item.Class)
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local class = WeaponGet(item.Class)
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local id = iflip[item]
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if class.Features == "firearm" or class.Features == "grenade" then
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if class.Features == "firearm" or class.Features == "grenade" then
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invid = invid + 1
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invid = invid + 1
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if num == invid then
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if num == invid then
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--RunConsoleCommand( "benny_inv_equip", iflip[item], "false", "false" )
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if ply:KeyDown(IN_ZOOM) then
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if ply:KeyDown(IN_ZOOM) then
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return ply:SetReqID2(iflip[item])
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if id == wep:D_GetID( true ) then
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return ply:SetReqID2("")
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else
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else
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return ply:SetReqID1(iflip[item])
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return ply:SetReqID2(id)
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end
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else
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if id == wep:D_GetID( false ) then
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return ply:SetReqID1("")
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else
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return ply:SetReqID1(id)
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end
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end
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end
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end
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end
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end
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end
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