Designated them better.
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@ -1,53 +1,53 @@
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-- Weapon ID
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function SWEP:DGetWep( hand )
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function SWEP:D_GetID( hand )
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return hand and self:GetWep2() or self:GetWep1()
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end
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function SWEP:DSetWep( hand, value )
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function SWEP:D_SetID( hand, value )
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return hand and self:SetWep2( value ) or self:SetWep1( value )
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end
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-- Wep. Clip ID
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function SWEP:D_GetMagID( hand )
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return hand and self:GetWep1Clip() or self:GetWep1Clip()
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end
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function SWEP:D_SetMagID( hand, value )
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return hand and self:SetWep1Clip( value ) or self:SetWep1Clip( value )
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end
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-- Weapon Firemode
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function SWEP:DGetFiremode( hand )
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function SWEP:D_GetFiremode( hand )
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return hand and self:GetWep2_Firemode() or self:GetWep1_Firemode()
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end
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function SWEP:DSetFiremode( hand, value )
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function SWEP:D_SetFiremode( hand, value )
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return hand and self:SetWep2_Firemode( value ) or self:SetWep1_Firemode( value )
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end
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-- Internal SWEP Delay
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function SWEP:DGetDelay( hand )
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function SWEP:D_GetDelay( hand )
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return hand and self:Clip2() or self:Clip1()
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end
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function SWEP:DSetDelay( hand, value )
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function SWEP:D_SetDelay( hand, value )
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return hand and self:SetDelay2( value ) or self:SetDelay1( value )
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end
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-- Internal SWEP Clip
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function SWEP:DGetClip( hand )
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function SWEP:D_GetClip( hand )
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return hand and self:Clip2() or self:Clip1()
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end
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function SWEP:DSetClip( hand, value )
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function SWEP:D_SetClip( hand, value )
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return hand and self:SetClip2( value ) or self:SetClip1( value )
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end
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-- Wep. Clip ID
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function SWEP:DGetWepClip( hand )
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return hand and self:GetWep1Clip() or self:GetWep1Clip()
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end
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function SWEP:DSetWepClip( hand, value )
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return hand and self:SetWep1Clip( value ) or self:SetWep1Clip( value )
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end
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function SWEP:BDeploy( hand, id )
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if self:DGetWep( hand ) == id then
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if self:D_GetWep( hand ) == id then
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return -- PROTO: If you're in the middle of holstering, cancel it
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elseif self:DGetWep( hand ) != "" then
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elseif self:D_GetWep( hand ) != "" then
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self:BHolster( hand )
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end
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local p = self:GetOwner()
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@ -58,8 +58,8 @@ function SWEP:BDeploy( hand, id )
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assert( item, "That item doesn't exist. " .. tostring(item) )
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self:DSetWep( hand, id )
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self:DSetWepClip( hand, item.Loaded )
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self:D_SetWep( hand, id )
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self:D_SetMagID( hand, item.Loaded )
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-- PROTO: Make grenade/melee/firearm logic way way better.
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if class.Features == "firearm" then
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@ -67,14 +67,14 @@ function SWEP:BDeploy( hand, id )
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assert( item[ "Ammo" .. item.Loaded ], "That magazine doesn't exist." )
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end
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self:DSetClip( hand, item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] )
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self:D_SetClip( hand, item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] )
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else
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self:DSetClip( hand, 0 )
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self:D_SetClip( hand, 0 )
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end
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end
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function SWEP:BHolster( hand )
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if self:DGetWep( hand ) == "" then
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if self:D_GetWep( hand ) == "" then
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return -- What the hell are you holstering..?
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end
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local p = self:GetOwner()
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@ -85,10 +85,10 @@ function SWEP:BHolster( hand )
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if class.Holster then class.Holster( self, self:BTable( false ) ) end
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self:DSetWep( hand, "" )
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self:D_SetWep( hand, "" )
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-- PROTO: Make grenade/melee/firearm logic way way better.
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if class.Features == "firearm" then
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self:DSetClip( hand, 0 )
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self:D_SetClip( hand, 0 )
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end
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end
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@ -102,7 +102,7 @@ function SWEP:B_Ammo( alt, value )
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end
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function SWEP:B_Firemode( alt )
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return self:BClass( alt ).Firemodes[ self:DGetFiremode( alt ) ]
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return self:BClass( alt ).Firemodes[ self:D_GetFiremode( alt ) ]
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end
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function SWEP:B_FiremodeName( alt )
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@ -127,22 +127,22 @@ function SWEP:Reload()
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if self:BClass( hand ).Reload then
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if self:BClass( hand ).Reload( self, self:BTable( hand ) ) then return end
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end
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if self:DGetDelay( hand ) > CurTime() then
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if self:D_GetDelay( hand ) > CurTime() then
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return false
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end
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if self:DGetWepClip( hand ) != 0 then
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if self:D_GetMagID( hand ) != 0 then
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B_Sound( self, self:BClass( hand ).Sound_MagOut )
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self:DSetClip( hand, 0 )
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self:DSetWepClip( hand, 0 )
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self:D_SetClip( hand, 0 )
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self:D_SetMagID( hand, 0 )
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self:BTable( hand ).Loaded = 0
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else
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local maglist = { self:BTable( hand ).Ammo1, self:BTable( hand ).Ammo2, self:BTable( hand ).Ammo3 }
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for i, v in SortedPairsByValue( maglist, true ) do
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if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
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self:BTable( hand ).Loaded = i
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self:DSetClip( hand, v )
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self:DSetWepClip( hand, i )
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self:D_SetClip( hand, v )
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self:D_SetMagID( hand, i )
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break
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end
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B_Sound( self, self:BClass( hand ).Sound_MagIn )
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