AttackDown
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@ -57,6 +57,11 @@ function SWEP:C_DualCheck()
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return self:BTable( true )--self:BTable( false ) and self:BTable( true ) and self:BClass( false ).Features == "firearm" and self:BClass( true ).Features == "firearm"
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return self:BTable( true )--self:BTable( false ) and self:BTable( true ) and self:BClass( false ).Features == "firearm" and self:BClass( true ).Features == "firearm"
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end
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end
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function SWEP:C_AttackDown( hand )
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if self:C_DualCheck() then hand = !hand end
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return (hand == true) and self:GetOwner():KeyDown( IN_ATTACK2 ) or (hand == false) and self:GetOwner():KeyDown( IN_ATTACK )
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end
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function SWEP:BDeploy( hand, id )
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function SWEP:BDeploy( hand, id )
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assert( isbool(hand), "You forgot the hand." )
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assert( isbool(hand), "You forgot the hand." )
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assert( isstring(id), "You forgot the ID." )
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assert( isstring(id), "You forgot the ID." )
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@ -195,8 +195,10 @@ function SWEP:Think()
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self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
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self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
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if !p:KeyDown( IN_ATTACK ) then
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if !self:C_AttackDown( false ) then
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self:SetWep1_Burst( 0 )
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self:SetWep1_Burst( 0 )
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end
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if !self:C_AttackDown( true ) then
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self:SetWep2_Burst( 0 )
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self:SetWep2_Burst( 0 )
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end
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end
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@ -452,7 +452,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local identicallist = p:INV_Find( wep:BTable( hand ).Class )
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local identicallist = p:INV_Find( wep:BTable( hand ).Class )
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identicallist = table.Flip( identicallist )
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identicallist = table.Flip( identicallist )
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local numba = identicallist[ wep:D_GetID( hand ) ]
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local numba = identicallist[ wep:D_GetID( hand ) ]
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draw.SimpleText( "(" .. tostring(numba) .. ") - " .. wep:D_GetID( hand ), "Benny_10", p_x+p_w-pb2, p_y+ss(7), scheme["bg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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draw.SimpleText( "#" .. tostring(numba) .. ", " .. wep:D_GetID( hand ), "Benny_10", p_x+p_w-pb2, p_y+ss(7), scheme["bg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
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if wep_class.Firemodes then -- Firemode
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if wep_class.Firemodes then -- Firemode
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surface.SetDrawColor( scheme["fg"] )
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surface.SetDrawColor( scheme["fg"] )
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