Weapons not on hands for some reason. Tired
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@ -138,7 +138,7 @@ function SWEP:EquipItem( ent )
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ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
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ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
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self:SetActive( ent )
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--self:SetActive( ent )
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local inv = p:GetInventory()
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local inv = p:GetInventory()
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inv[ent] = true
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inv[ent] = true
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inv:Sync()
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inv:Sync()
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@ -155,11 +155,6 @@ local dads = {
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[KEY_0] = 0,
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[KEY_0] = 0,
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}
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}
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local mwheel = {
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[MOUSE_WHEEL_DOWN] = 1,
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[MOUSE_WHEEL_UP] = -1
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}
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local function beatup( ply, num )
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local function beatup( ply, num )
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local inv = ply:GetInventory():GetWeighted()
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local inv = ply:GetInventory():GetWeighted()
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local wep = ply:BennyCheck()
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local wep = ply:BennyCheck()
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@ -174,43 +169,10 @@ local function beatup( ply, num )
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end
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end
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end
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end
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local function boba( ply, mwheel )
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if mwheel != 0 then
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print("Test", math.Round( CurTime()%60, 4 ), mwheel )
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local inv = ply:GetInventory():GetWeighted()
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local wep = ply:BennyCheck()
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local inf = table.Flip( inv )
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local currpos = inf[wep:GetActiveR()]
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if !currpos then
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if mwheel > 0 then
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currpos = 0
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else
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currpos = #inv+1
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end
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end
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local want = currpos+mwheel
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if want > #inv then
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want = want - #inv
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elseif want <= 0 then
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want = want + #inv
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end
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local ent = inv[want]
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if ent then
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wep:SetActive(ent)
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end
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end
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end
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hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
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hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
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local wep = ply:HandlerCheck()
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local wep = ply:HandlerCheck()
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if dads[button] then
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if dads[button] then
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beatup( ply, dads[button] )
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beatup( ply, dads[button] )
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elseif mwheel[button] then
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boba( ply, mwheel[button] )
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end
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end
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end)
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end)
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