diff --git a/gamemodes/benny/entities/weapons/benny/sh_inv.lua b/gamemodes/benny/entities/weapons/benny/sh_inv.lua index 646ca23..fcf2ca2 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_inv.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_inv.lua @@ -45,9 +45,9 @@ function SWEP:D_SetClip( hand, value ) end function SWEP:BDeploy( hand, id ) - if self:D_GetWep( hand ) == id then + if self:D_GetID( hand ) == id then return -- PROTO: If you're in the middle of holstering, cancel it - elseif self:D_GetWep( hand ) != "" then + elseif self:D_GetID( hand ) != "" then self:BHolster( hand ) end local p = self:GetOwner() @@ -58,7 +58,7 @@ function SWEP:BDeploy( hand, id ) assert( item, "That item doesn't exist. " .. tostring(item) ) - self:D_SetWep( hand, id ) + self:D_SetID( hand, id ) self:D_SetMagID( hand, item.Loaded ) -- PROTO: Make grenade/melee/firearm logic way way better. @@ -74,7 +74,7 @@ function SWEP:BDeploy( hand, id ) end function SWEP:BHolster( hand ) - if self:D_GetWep( hand ) == "" then + if self:D_GetID( hand ) == "" then return -- What the hell are you holstering..? end local p = self:GetOwner() @@ -85,7 +85,7 @@ function SWEP:BHolster( hand ) if class.Holster then class.Holster( self, self:BTable( false ) ) end - self:D_SetWep( hand, "" ) + self:D_SetID( hand, "" ) -- PROTO: Make grenade/melee/firearm logic way way better. if class.Features == "firearm" then