Obey weapon firemode, reload press tweak
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@ -27,6 +27,8 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "Int", 0, "Wep1Clip" )
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self:NetworkVar( "Int", 1, "Wep2Clip" )
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self:NetworkVar( "Int", 2, "Wep1Burst" )
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self:NetworkVar( "Int", 3, "Wep2Burst" )
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end
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function SWEP:PrimaryAttack()
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@ -39,6 +41,9 @@ function SWEP:PrimaryAttack()
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if self:GetDelay1() > CurTime() then
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return
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end
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if self:GetWep1Burst() >= self:B_Firemode( false ).Mode then
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return
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end
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if self:Clip1() == 0 then
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B_Sound( self, self:BClass( false ).Sound_DryFire )
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self:SetDelay1( CurTime() + 0.2 )
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@ -77,6 +82,7 @@ function SWEP:PrimaryAttack()
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end
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self:SetDelay1( CurTime() + self:BClass( false ).Delay )
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self:SetWep1Burst( self:GetWep1Burst() + 1 )
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return true
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end
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@ -125,14 +131,13 @@ function SWEP:SecondaryAttack()
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end
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function SWEP:Reload()
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if self:BTable( false ) then
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if self:BTable( false ) and self:GetOwner():KeyPressed( IN_RELOAD ) then
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if self:BClass().Reload then
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if self:BClass( false ).Reload( self, false ) then return end
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end
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if self:GetDelay1() > CurTime() then
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return false
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end
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self:SetDelay1( CurTime() + 0.2 )
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if self:GetWep1Clip() != 0 then
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B_Sound( self, self:BClass().Sound_MagOut )
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@ -159,6 +164,10 @@ function SWEP:Think()
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self:SetAim( math.Approach( self:GetAim(), p:KeyDown(IN_ATTACK2) and 1 or 0, FrameTime()/0.05 ) )
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if !p:KeyDown( IN_ATTACK ) then
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self:SetWep1Burst( 0 )
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end
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local ht = "normal"
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if self:GetAim() > 0 then
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ht = "revolver"
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