Improved holstering and baseclass code
This commit is contained in:
parent
e87245c419
commit
7fd2fba51e
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@ -1,26 +0,0 @@
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SWEP.Base = "weapon_base"
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function SWEP:PrimaryAttack()
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return true
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end
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function SWEP:SecondaryAttack()
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return true
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end
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function SWEP:Reload()
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return true
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end
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function SWEP:Think()
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return true
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Holster()
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return true
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end
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@ -70,7 +70,7 @@ end
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function SWEP:SetActive( ent )
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function SWEP:SetActive( ent )
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local p = self:GetOwner()
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local p = self:GetOwner()
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if ent:GetOwner() != p then return false end
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if ent:GetOwner() != p then return false end
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if self:GetActiveR():IsValid() then self:Deactive() end
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--if self:GetActiveR():IsValid() then self:Deactive() end
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self:SetActiveR( ent )
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self:SetActiveR( ent )
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if self:ItemR() then
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if self:ItemR() then
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self:ItemR( "Deploy" )
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self:ItemR( "Deploy" )
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@ -80,12 +80,6 @@ function SWEP:SetActive( ent )
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end
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end
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function SWEP:Deactive()
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function SWEP:Deactive()
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local p = self:GetOwner()
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if self:ItemR() then
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self:ItemR( "Holster" )
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self:ItemR():SetNoDraw( true )
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end
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self:SetActiveR( NULL )
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end
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end
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function SWEP:PrimaryAttack()
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function SWEP:PrimaryAttack()
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@ -169,8 +163,7 @@ function SWEP:DropItem()
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local ent = self:GetActiveR()
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local ent = self:GetActiveR()
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if ent:IsValid() then
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if ent:IsValid() then
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if CLIENT then print("DropItem called on CLIENT but certain things aren't finished yet.") return end
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if CLIENT then print("DropItem called on CLIENT but certain things aren't finished yet.") return end
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self:Deactive()
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self:SetDesireR( NULL )
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self:SetDesireR( NULL )
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ent:SetParent( NULL )
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ent:SetParent( NULL )
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@ -206,40 +199,44 @@ function SWEP:Think()
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local p = self:GetOwner()
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local p = self:GetOwner()
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if p:IsValid() then
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if p:IsValid() then
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local DesireR = self:GetDesireR()
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local DesireR = self:GetDesireR()
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local ActiveR = self:GetActiveR()
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local ActiveR = self:GetActiveR()
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local DesireR_Valid = DesireR:IsValid()
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local DesireR_Valid = DesireR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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-- If we're holding the weapon we want...
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if DesireR != ActiveR then
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if ActiveR == DesireR then
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print(DesireR, ActiveR)
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-- Do nothing
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-- If we want no weapon equipped
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elseif !DesireR_Valid then
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if ActiveR_Valid then
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if ActiveR_Valid then
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self:Deactive()
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if ActiveR:GetHolsterIn() == 0 then
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--self:Deactive()
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print("hi?")
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ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
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else
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-- wait
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end
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else
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else
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-- We're holding nothing. Do nothing.
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if DesireR_Valid then
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self:SetActive( DesireR )
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end
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end
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end
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else
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-- If we want a weapon equipped
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if ActiveR_Valid and ActiveR:GetHolsterIn() != 0 then
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elseif DesireR_Valid then
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ActiveR.Class.UndoHolster( ActiveR.Class, ActiveR, self )
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if ActiveR != DesireR then
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self:Deactive()
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end
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end
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self:SetActive( DesireR )
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end
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end
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if p:KeyPressed(IN_WEAPON1) then
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if p:KeyPressed(IN_WEAPON1) then
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if SERVER then
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if !self:ItemR() then
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if !self:ItemR() then
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if SERVER then
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local trace = self:ItemCheckTrace()
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local trace = self:ItemCheckTrace()
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self:EquipItem( trace.Entity )
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self:EquipItem( trace.Entity )
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else
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end
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else
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ActiveR.Class.Drop( ActiveR.Class, ActiveR, self )
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if SERVER then
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self:DropItem()
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self:DropItem()
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end
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end
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self:SetActiveR( NULL )
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end
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end
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end
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end
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if p:KeyPressed(IN_WEAPON2) then
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if p:KeyPressed(IN_WEAPON2) then
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@ -247,7 +244,6 @@ function SWEP:Think()
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if p:KeyPressed(IN_ALT1) then
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if p:KeyPressed(IN_ALT1) then
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end
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end
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if p:KeyPressed(IN_ALT2) then
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if p:KeyPressed(IN_ALT2) then
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end
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end
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if p:KeyPressed(IN_GRENADE1) then
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if p:KeyPressed(IN_GRENADE1) then
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if self:ItemR() and self:ItemR().Class.Alt then
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if self:ItemR() and self:ItemR().Class.Alt then
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@ -260,7 +256,6 @@ function SWEP:Think()
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if self:ItemR() then
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if self:ItemR() then
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self:ItemR("Think")
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self:ItemR("Think")
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end
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end
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--self:SetHoldType( self:ItemR() and (self:ItemR().Class.HoldType or "rpg") or "normal" )
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else
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else
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print( self, "Thinking without an owner." )
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print( self, "Thinking without an owner." )
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end
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end
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@ -199,7 +199,7 @@ end)
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for i=0, 9 do
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for i=0, 9 do
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local tent = {}
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local tent = {}
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tent.Base = "goat"
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--tent.Base = "goat"
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tent.Goat = i
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tent.Goat = i
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weapons.Register( tent, "goat_" .. i )
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weapons.Register( tent, "goat_" .. i )
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@ -38,6 +38,10 @@ function AddItem( itemname, item )
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end
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end
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end
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end
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function BaseClassGet( item )
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-- TODO
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end
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AddItem( "base", {
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AddItem( "base", {
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PrintName = "Base Item",
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PrintName = "Base Item",
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Description = "Beginning item base.",
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Description = "Beginning item base.",
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@ -56,9 +60,23 @@ AddItem( "base", {
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end,
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end,
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["Deploy"] = function( class, ent, handler )
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["Deploy"] = function( class, ent, handler )
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ent:SetNoDraw( false )
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end,
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["Drop"] = function( class, ent, handler )
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end,
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end,
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["Holster"] = function( class, ent, handler )
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["Holster"] = function( class, ent, handler )
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ent:SetHolsterIn( CurTime() + 0.5 )
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end,
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["FinishHolster"] = function( class, ent, handler )
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handler:SetActiveR( NULL )
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ent:SetNoDraw( true )
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end,
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["UndoHolster"] = function( class, ent, handler )
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ent:SetHolsterIn( 0 )
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end,
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end,
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["Attack"] = function( class, ent, handler )
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["Attack"] = function( class, ent, handler )
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@ -67,7 +85,14 @@ AddItem( "base", {
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["AttackAlt"] = function( class, ent, handler )
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["AttackAlt"] = function( class, ent, handler )
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end,
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end,
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["Alt"] = function( class, ent, handler )
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end,
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["Think"] = function( class, ent, handler )
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["Think"] = function( class, ent, handler )
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if ent:GetHolsterIn() != 0 and ent:GetHolsterIn() <= CurTime() then
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class:FinishHolster( ent, handler )
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ent:SetHolsterIn( 0 )
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end
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end,
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end,
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["Reload"] = function( class, ent, handler )
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["Reload"] = function( class, ent, handler )
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@ -101,6 +126,7 @@ local AnimationLookup = {
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},
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},
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}
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}
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local BaseClass = ITEMS.base
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AddItem( "base_firearm", {
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AddItem( "base_firearm", {
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PrintName = "Base Firearm",
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PrintName = "Base Firearm",
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Description = "Item base for firearms.",
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Description = "Item base for firearms.",
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@ -145,7 +171,7 @@ AddItem( "base_firearm", {
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BoltPullSound = "benny/weapons/fnc/cock.ogg",
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BoltPullSound = "benny/weapons/fnc/cock.ogg",
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["Initialize"] = function( class, ent, handler )
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["Initialize"] = function( class, ent, handler )
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ITEMS["base"].Initialize( class, ent, handler )
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BaseClass.Initialize( class, ent, handler )
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ent:SetClip( class.ClipSize )
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ent:SetClip( class.ClipSize )
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ent:SetLoaded(true)
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ent:SetLoaded(true)
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@ -160,7 +186,7 @@ AddItem( "base_firearm", {
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local BAuto = class.BurstAuto
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local BAuto = class.BurstAuto
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local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
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local Firedown = handler:GetOwner():KeyDown( IN_ATTACK )
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if Runaway and InProcess and !Topped then
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if Runaway and InProcess and !Topped then
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class["Attack"]( class, ent, handler )
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class:Attack( ent, handler )
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else
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else
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if !Firedown then
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if !Firedown then
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if !Topped and InProcess then
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if !Topped and InProcess then
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@ -177,6 +203,7 @@ AddItem( "base_firearm", {
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ent:SetClip( class.ClipSize )
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ent:SetClip( class.ClipSize )
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ent:SetRefillTime( 0 )
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ent:SetRefillTime( 0 )
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end
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end
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BaseClass.Think( class, ent, handler )
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end,
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end,
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["Attack"] = function( class, ent, handler )
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["Attack"] = function( class, ent, handler )
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@ -184,6 +211,7 @@ AddItem( "base_firearm", {
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if ent:GetDelay() > CurTime() then return end
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if ent:GetDelay() > CurTime() then return end
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if ent:GetDelayBurst() > CurTime() then return end
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if ent:GetDelayBurst() > CurTime() then return end
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if ent:GetBurstCount() >= class.BurstCount then return end
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if ent:GetBurstCount() >= class.BurstCount then return end
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if ent:GetHolsterIn() != 0 then return end
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local Runaway = class.BurstRunaway
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local Runaway = class.BurstRunaway
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local BAuto = class.BurstAuto
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local BAuto = class.BurstAuto
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@ -210,6 +238,7 @@ AddItem( "base_firearm", {
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Attacker = p,
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Attacker = p,
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Damage = 1,
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Damage = 1,
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Force = 1,
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Force = 1,
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Tracer = 0,
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Num = class.Pellets,
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Num = class.Pellets,
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Dir = p:GetAimVector(),
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Dir = p:GetAimVector(),
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Src = p:GetShootPos(),
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Src = p:GetShootPos(),
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@ -226,11 +255,8 @@ AddItem( "base_firearm", {
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end,
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end,
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["Reload"] = function( class, ent, handler )
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["Reload"] = function( class, ent, handler )
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--if ent:GetClip() >= class.ClipSize then return end
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--handler:EmitSound( "weapons/m4a1/m4a1_boltpull.wav", 70, 125, 0.4, CHAN_STATIC )
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--ent:SetRefillTime( CurTime() + 0.1 )
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--handler:EmitSound( "benny/weapons/basic.ogg", 70, 100, 0.4, CHAN_STATIC )
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if ent:GetDelay() > CurTime() then return end
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if ent:GetDelay() > CurTime() then return end
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if ent:GetHolsterIn() != 0 then return end
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local ply = handler:GetOwner()
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local ply = handler:GetOwner()
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local time = 0.6
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local time = 0.6
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@ -266,20 +292,41 @@ AddItem( "base_firearm", {
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, 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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["Drop"] = function( class, ent, handler )
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ent:SetRefillTime( 0 )
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BaseClass.Drop( class, ent, handler )
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end,
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["Holster"] = function( class, ent, handler )
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["Holster"] = function( class, ent, handler )
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ent:SetRefillTime( 0 )
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ent:SetRefillTime( 0 )
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handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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handler:EmitSound( "weapons/elite/elite_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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ent:SetDelay( CurTime() + 0.25 )
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ent:SetDelay( CurTime() + 0.25 )
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ent:SetHolsterIn( CurTime() + 0.25 )
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local ply = handler:GetOwner()
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, true )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["holster"][class.HoldType] ), 0, 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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["FinishHolster"] = function( class, ent, handler )
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handler:EmitSound( "weapons/m4a1/m4a1_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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BaseClass.FinishHolster( class, ent, handler )
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end,
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["UndoHolster"] = function( class, ent, handler )
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BaseClass.UndoHolster( class, ent, handler )
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handler:EmitSound( "weapons/elite/elite_deploy.wav", 70, 125, 0.4, CHAN_STATIC )
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local ply = handler:GetOwner()
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if SERVER or CLIENT and IsFirstTimePredicted() then
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD, ply:LookupSequence( AnimationLookup["deploy"][class.HoldType] ), 0, true )
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end
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end,
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})
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})
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local BaseClass = ITEMS.base_firearm
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AddItem( "base_firearm_ubgl", {
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AddItem( "base_firearm_ubgl", {
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PrintName = "Base Firearm w/ UBGL",
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PrintName = "Base Firearm w/ UBGL",
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Description = "Item base for firearms that include grenade launchers.",
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Description = "Item base for firearms that include grenade launchers.",
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@ -303,7 +350,7 @@ AddItem( "base_firearm_ubgl", {
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ClipSize2 = 4,
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ClipSize2 = 4,
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["Initialize"] = function( class, ent, handler )
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["Initialize"] = function( class, ent, handler )
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ITEMS["base_firearm"].Initialize( class, ent, handler )
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BaseClass.Initialize( class, ent, handler )
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ent:SetClip2( class.ClipSize2 )
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ent:SetClip2( class.ClipSize2 )
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end,
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end,
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@ -312,7 +359,7 @@ AddItem( "base_firearm_ubgl", {
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if ent:GetFiremode() == 1 then
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if ent:GetFiremode() == 1 then
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class:Attack2( ent, handler )
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class:Attack2( ent, handler )
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else
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else
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ITEMS["base_firearm"].Attack( class, ent, handler )
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BaseClass.Attack( class, ent, handler )
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end
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end
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end,
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end,
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@ -320,7 +367,7 @@ AddItem( "base_firearm_ubgl", {
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if ent:GetFiremode() == 1 then
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if ent:GetFiremode() == 1 then
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class:Reload2( ent, handler )
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class:Reload2( ent, handler )
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else
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else
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ITEMS["base_firearm"].Reload( class, ent, handler )
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BaseClass.Reload( class, ent, handler )
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end
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end
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end,
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end,
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@ -329,7 +376,7 @@ AddItem( "base_firearm_ubgl", {
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end,
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end,
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|
||||||
["Think"] = function( class, ent, handler )
|
["Think"] = function( class, ent, handler )
|
||||||
ITEMS["base_firearm"].Think( class, ent, handler )
|
BaseClass.Think( class, ent, handler )
|
||||||
|
|
||||||
if ent:GetRefillTime2() != 0 and ent:GetRefillTime2() <= CurTime() then
|
if ent:GetRefillTime2() != 0 and ent:GetRefillTime2() <= CurTime() then
|
||||||
ent:SetClip2( class.ClipSize2 )
|
ent:SetClip2( class.ClipSize2 )
|
||||||
|
@ -357,6 +404,7 @@ AddItem( "base_firearm_ubgl", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
local BaseClass = ITEMS.base
|
||||||
AddItem( "satchels", {
|
AddItem( "satchels", {
|
||||||
PrintName = "#Item.satchels.Name",
|
PrintName = "#Item.satchels.Name",
|
||||||
Description = "#Item.satchels.Description",
|
Description = "#Item.satchels.Description",
|
||||||
|
@ -404,6 +452,7 @@ AddItem( "satchels", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
local BaseClass = ITEMS.base
|
||||||
AddItem( "toolgun", {
|
AddItem( "toolgun", {
|
||||||
PrintName = "#Item.toolgun.Name",
|
PrintName = "#Item.toolgun.Name",
|
||||||
Description = "#Item.toolgun.Description",
|
Description = "#Item.toolgun.Description",
|
||||||
|
@ -480,6 +529,7 @@ AddItem( "toolgun", {
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
local BaseClass = ITEMS.base_firearm
|
||||||
do -- Handguns
|
do -- Handguns
|
||||||
|
|
||||||
AddItem( "mk23", {
|
AddItem( "mk23", {
|
||||||
|
|
Loading…
Reference in New Issue