Throw shit @ ppl. Arguably most important feature
This commit is contained in:
parent
2adaecd312
commit
49d60b9ecb
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@ -1,3 +1,59 @@
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AddCSLuaFile()
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SWEP.Type = "anim"
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ENT.Type = "anim"
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SWEP.Base = "base_anim"
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ENT.Base = "base_anim"
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ENT.RenderGroup = RENDERGROUP_BOTH
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function ENT:Initialize()
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self.DieTime = CurTime() + 3
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end
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function ENT:InitSpecial( model )
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self:SetModel( model )
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-- Physics stuff
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self:SetMoveType( MOVETYPE_VPHYSICS )
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self:SetSolid( SOLID_VPHYSICS )
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-- Init physics only on server, so it doesn't mess up physgun beam
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if ( SERVER ) then self:PhysicsInit( SOLID_VPHYSICS ) end
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self:SetCollisionGroup( COLLISION_GROUP_PROJECTILE )
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-- Make prop to fall on spawn
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self:PhysWake()
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if SERVER then
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local p = self:GetPhysicsObject()
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p:SetMass( 0 )
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end
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end
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function ENT:Think()
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if SERVER and self.DieTime <= CurTime() then
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self:Remove()
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end
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end
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function ENT:PhysicsCollide( data, phys )
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if ( data.Speed > 200 ) and data.DeltaTime > 0.2 then
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local ent = data.HitEntity
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print(ent:Health())
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if ent:IsValid() and ent:Health() > 0 then
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ent:EmitSound( ")benny/violence/bodysplat_mix2.ogg", 70, 100, 1 )
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local dmg = DamageInfo()
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dmg:SetDamageType( DMG_CLUB )
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dmg:SetDamage( 25 )
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dmg:SetAttacker( self:GetOwner() )
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dmg:SetInflictor( self )
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print( data.HitSpeed, data.HitSpeed:Length() )
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dmg:SetDamageForce( data.HitSpeed*-10 )
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dmg:SetDamagePosition( data.HitPos )
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ent:TakeDamageInfo( dmg )
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else
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self:EmitSound( "physics/metal/weapon_impact_hard1.wav" )
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end
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end
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end
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@ -1,2 +1,3 @@
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SWEP.Base = "b-item"
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ENT.Base = "b-item"
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@ -4,6 +4,8 @@ ENT.Base = "base_nextbot"
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ENT.Spawnable = true
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ENT.Spawnable = true
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ENT.BennyNPC = true
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ENT.BennyNPC = true
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ENT.AutomaticFrameAdvance = true
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function ENT:Nick()
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function ENT:Nick()
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return "GEN#" .. self:EntIndex()
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return "GEN#" .. self:EntIndex()
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end
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end
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@ -343,11 +345,11 @@ function ENT:OnEntitySightLost( ent )
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self.bSeeing[ent] = nil
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self.bSeeing[ent] = nil
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end
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end
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local wide, tall = 12/2, 64
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local wide, tall = 16/2, 64
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local b1 = Vector( wide, wide, tall )
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local b1 = Vector( wide, wide, tall )
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local b2 = Vector( -wide, -wide, 0 )
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local b2 = Vector( -wide, -wide, 0 )
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local wide, tall = 48/2, 96
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local wide, tall = 48/2, 80
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local s1 = Vector( wide, wide, tall )
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local s1 = Vector( wide, wide, tall )
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local s2 = Vector( -wide, -wide, 0 )
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local s2 = Vector( -wide, -wide, 0 )
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@ -360,6 +362,13 @@ function ENT:Initialize()
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self:SetShouldServerRagdoll( false )
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self:SetShouldServerRagdoll( false )
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self:SetFOV( 90 )
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self:SetFOV( 90 )
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self:SetMaxHealth( 100 )
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self:SetHealth( 100 )
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self:SetCollisionGroup( COLLISION_GROUP_NPC )
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if SERVER then self:PhysicsInitShadow( true, true ) end
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self:SetState("idle")
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self:SetState("idle")
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self.Team = nil
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self.Team = nil
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@ -458,4 +467,8 @@ function ENT:Think()
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end
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end
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end
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end
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net.SendPVS(self:GetPos())
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net.SendPVS(self:GetPos())
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self:NextThink( CurTime() )
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if CLIENT then self:SetNextClientThink( CurTime() ) end
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return true
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end
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end
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@ -0,0 +1,34 @@
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function SWEP:Drop( hand )
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if self:bWepClass( hand ) then
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local p = self:GetOwner()
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self:EmitSound( "weapons/slam/throw.wav", 70, 100, 1, CHAN_STATIC )
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if SERVER then
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local throw = ents.Create( "b-item" )
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throw:SetPos( p:EyePos() + p:EyeAngles():Forward()*16 )
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throw:SetAngles( p:EyeAngles() )
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throw:SetOwner( p )
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throw:InitSpecial(self:bWepClass( hand ).WModel)
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throw:SetPhysicsAttacker( p )
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throw:Spawn()
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local throwp = throw:GetPhysicsObject()
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assert( throwp:IsValid(), "Benny Drop: Physics object invalid" )
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throwp:SetVelocityInstantaneous( (p:EyeAngles()+Angle(-7,0,0)):Forward()*1000 )
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if self:bWepClass( hand ).ClassName == "m16a2" then
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throwp:SetAngleVelocityInstantaneous( Vector( 360*-0.2, 360*1, 360*0 ) )
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else
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throwp:SetAngleVelocityInstantaneous( Vector( 360*-0.25, 360*10, 360*0.25 ) )
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end
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end
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if SERVER or CLIENT and IsFirstTimePredicted() then
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--InvDiscard( p, self:bGetInvID( hand ) )
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end
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self:SetJustThrew( CurTime() + 0.25 )
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self:SetJustThrewHand( hand )
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self:bWepTable( hand ).Thrown = true
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p:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, p:SelectWeightedSequence( ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE ), 0, true )
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end
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end
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@ -1,11 +1,13 @@
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function SWEP:PrimaryAttack()
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function SWEP:PrimaryAttack()
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if self:bWepTable( self:hFlipHand( false ) ) and self:bWepTable( self:hFlipHand( false ) ).Thrown then return true end
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self:BFireLogic( self:hFlipHand( false ) )
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self:BFireLogic( self:hFlipHand( false ) )
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return true
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return true
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end
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end
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function SWEP:SecondaryAttack()
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function SWEP:SecondaryAttack()
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if self:bWepTable( self:hFlipHand( true ) ) and self:bWepTable( self:hFlipHand( true ) ).Thrown then return true end
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self:BFireLogic( self:hFlipHand( true ) )
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self:BFireLogic( self:hFlipHand( true ) )
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return true
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return true
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end
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end
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@ -31,6 +31,8 @@ AddCSLuaFile( "sh_holdtypes.lua" )
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include ( "sh_holdtypes.lua" )
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include ( "sh_holdtypes.lua" )
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AddCSLuaFile( "sh_reload.lua" )
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AddCSLuaFile( "sh_reload.lua" )
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include ( "sh_reload.lua" )
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include ( "sh_reload.lua" )
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AddCSLuaFile( "sh_drop.lua" )
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include ( "sh_drop.lua" )
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AddCSLuaFile( "cl_wm.lua" )
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AddCSLuaFile( "cl_wm.lua" )
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if CLIENT then
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if CLIENT then
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@ -50,6 +52,7 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "Float", 9, "Wep2_Holstering" )
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self:NetworkVar( "Float", 9, "Wep2_Holstering" )
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self:NetworkVar( "Float", 10, "Wep1_Reloading" )
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self:NetworkVar( "Float", 10, "Wep1_Reloading" )
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self:NetworkVar( "Float", 11, "Wep2_Reloading" )
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self:NetworkVar( "Float", 11, "Wep2_Reloading" )
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self:NetworkVar( "Float", 12, "JustThrew" )
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self:NetworkVar( "String", 0, "Wep1" )
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self:NetworkVar( "String", 0, "Wep1" )
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "String", 2, "Wep1_Clip" )
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self:NetworkVar( "String", 2, "Wep1_Clip" )
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self:NetworkVar( "Int", 5, "Wep2_ReloadType" )
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self:NetworkVar( "Int", 5, "Wep2_ReloadType" )
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self:NetworkVar( "Bool", 0, "UserAim" )
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self:NetworkVar( "Bool", 0, "UserAim" )
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self:NetworkVar( "Bool", 1, "GrenadeDown" )
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self:NetworkVar( "Bool", 1, "GrenadeDown" )
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self:NetworkVar( "Bool", 2, "JustThrewHand" )
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self:SetWep1_Firemode( 1 )
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self:SetWep1_Firemode( 1 )
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self:SetWep2_Firemode( 1 )
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self:SetWep2_Firemode( 1 )
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@ -114,6 +118,14 @@ hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_TempForAim", function( ply
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if button == ply:GetInfoNum("benny_bind_reloada", KEY_T) then
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if button == ply:GetInfoNum("benny_bind_reloada", KEY_T) then
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wep:Reload( wep:hFlipHand( true ) )
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wep:Reload( wep:hFlipHand( true ) )
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end
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end
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if button == ply:GetInfoNum("benny_bind_drop", KEY_G) then
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wep:Drop( wep:hFlipHand( false ) )
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end
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if button == ply:GetInfoNum("benny_bind_dropa", KEY_H) then
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wep:Drop( wep:hFlipHand( true ) )
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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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@ -184,6 +196,8 @@ function SWEP:Think()
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-- Just know, this feels bad.
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-- Just know, this feels bad.
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if self:bGetReloadTime( hand ) > 0 then
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if self:bGetReloadTime( hand ) > 0 then
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-- hold
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-- hold
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elseif self:GetJustThrew() > CurTime() then
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-- hold
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elseif self:bWepClass( hand ) and self:bGetShotTime( hand ) + self:GetStat( hand, "ShootHolsterTime" ) > CurTime() then
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elseif self:bWepClass( hand ) and self:bGetShotTime( hand ) + self:GetStat( hand, "ShootHolsterTime" ) > CurTime() then
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-- hold
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-- hold
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else
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else
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@ -207,6 +221,13 @@ function SWEP:Think()
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self:BThinkHolster( hand )
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self:BThinkHolster( hand )
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if self:GetJustThrew() != 0 and self:GetJustThrew() <= CurTime() then
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if SERVER then
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InvDiscard( p, self:bGetInvID( self:GetJustThrewHand() ) )
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end
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self:SetJustThrew( 0 )
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end
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do -- Reload logic
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do -- Reload logic
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if self:bGetReloadTime( hand ) != -1 then
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if self:bGetReloadTime( hand ) != -1 then
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local rlt = self:bGetReloadType( hand )
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local rlt = self:bGetReloadType( hand )
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@ -250,7 +271,9 @@ function SWEP:Think()
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if self:bWepClass( false ) and self:bGetHolsterTime( false ) < 0 then
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if self:bWepClass( false ) and self:bGetHolsterTime( false ) < 0 then
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ht = "passive"
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ht = "passive"
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if self:GetUserAim() then
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if self:GetUserAim() then
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if self:bWepClass( true ) then
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if self:GetJustThrew() != 0 then
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ht = "melee"
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elseif self:bWepClass( true ) then
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ht = "duel"
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ht = "duel"
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else
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else
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ht = self:GetStat( false, "HoldType" )
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ht = self:GetStat( false, "HoldType" )
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@ -524,6 +524,11 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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draw.SimpleText( wep:B_FiremodeName( hand ), "Benny_12", p_x + pb + ss(14.5), p_y + pb + t_h + ss(8), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
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draw.SimpleText( wep:B_FiremodeName( hand ), "Benny_12", p_x + pb + ss(14.5), p_y + pb + t_h + ss(8), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
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-- draw.SimpleText( "[AMMO TYPE]", "Benny_10", p_x + pb + ss(30+4), p_y + pb + t_h + ss(8), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER )
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-- draw.SimpleText( "[AMMO TYPE]", "Benny_10", p_x + pb + ss(30+4), p_y + pb + t_h + ss(8), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER )
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end
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end
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if wep_table.Thrown then
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draw.SimpleText( "X", "Benny_48", p_x+p_w/2, p_y+p_h/2 + ss(8), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
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end
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if wep:bMagClass( hand ) then -- Ammo
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if wep:bMagClass( hand ) then -- Ammo
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local b_w, b_h = ss(3), ss(10)
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local b_w, b_h = ss(3), ss(10)
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local lw, lh = ss(2), ss(2)
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local lw, lh = ss(2), ss(2)
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@ -59,42 +59,46 @@ if CLIENT then
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end)
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end)
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end
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end
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concommand.Add("benny_inv_discard", function( ply, cmd, args )
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function InvDiscard( ply, ID )
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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:GetActiveWeapon()
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local wep = ply:GetActiveWeapon()
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local item = inv[args[1]]
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local item = inv[ID]
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-- PROTO: Check that this is the correct 'benny' weapon.
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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist. " .. tostring(item) )
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assert( item, "That item doesn't exist. " .. tostring(item) )
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inv[args[1]] = nil
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inv[ID] = nil
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net.Start( "benny_discardinvitem" )
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net.Start( "benny_discardinvitem" )
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net.WriteString( args[1] )
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net.WriteString( ID )
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net.Send( ply )
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net.Send( ply )
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if wep:bGetInvID( false ) == args[1] then
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if wep:bGetInvID( false ) == ID then
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print( "Disequipped " .. args[1] .. " for " .. tostring(wep) )
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print( "Disequipped " .. ID .. " for " .. tostring(wep) )
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wep:SetWep1( "" )
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wep:SetWep1( "" )
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wep:SetWep1_Clip( "" )
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wep:SetWep1_Clip( "" )
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wep:SetClip1( 0 )
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wep:SetClip1( 0 )
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end
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end
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if wep:bGetInvID( true ) == args[1] then
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if wep:bGetInvID( true ) == ID then
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print( "Disequipped " .. args[1] .. " for " .. tostring(wep) )
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print( "Disequipped " .. ID .. " for " .. tostring(wep) )
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wep:SetWep2( "" )
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wep:SetWep2( "" )
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wep:SetWep2_Clip( "" )
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wep:SetWep2_Clip( "" )
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wep:SetClip2( 0 )
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wep:SetClip2( 0 )
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end
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end
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if wep:bGetMagInvID( false ) == args[1] then
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if wep:bGetMagInvID( false ) == ID then
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print( "Unloaded " .. args[1] .. " for " .. tostring(wep) )
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print( "Unloaded " .. ID .. " for " .. tostring(wep) )
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inv[wep:bGetInvID( false )].Loaded = ""
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inv[wep:bGetInvID( false )].Loaded = ""
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wep:SetWep1_Clip( "" )
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wep:SetWep1_Clip( "" )
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wep:SetClip1( 0 )
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wep:SetClip1( 0 )
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end
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end
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if wep:bGetMagInvID( true ) == args[1] then
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if wep:bGetMagInvID( true ) == ID then
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print( "Unloaded " .. args[1] .. " for " .. tostring(wep) )
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print( "Unloaded " .. ID .. " for " .. tostring(wep) )
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inv[wep:bGetInvID( true )].Loaded = ""
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inv[wep:bGetInvID( true )].Loaded = ""
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wep:SetWep2_Clip( "" )
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wep:SetWep2_Clip( "" )
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wep:SetClip2( 0 )
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wep:SetClip2( 0 )
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end
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end
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end
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concommand.Add("benny_inv_discard", function( ply, cmd, args )
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InvDiscard( ply, args[1] )
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end)
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end)
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||||||
hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
|
hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
|
||||||
|
|
|
@ -543,7 +543,7 @@ do -- Toolgun
|
||||||
end,
|
end,
|
||||||
["summon_human"] = function( self, p, tr )
|
["summon_human"] = function( self, p, tr )
|
||||||
if SERVER then
|
if SERVER then
|
||||||
local summon = ents.Create( "benny_npc_human" )
|
local summon = ents.Create( "b-npc_human" )
|
||||||
summon:SetPos( tr.HitPos + tr.HitNormal )
|
summon:SetPos( tr.HitPos + tr.HitNormal )
|
||||||
local ang = Angle( 0, p:EyeAngles().y+0, 0 )
|
local ang = Angle( 0, p:EyeAngles().y+0, 0 )
|
||||||
summon:SetAngles( ang )
|
summon:SetAngles( ang )
|
||||||
|
|
Loading…
Reference in New Issue