do -- Base local ITEM, Base = CreateItem( "base" ) ITEM.PrintName = "Item Base" ITEM.Description = "Testing testing" ITEM.Category = "base" ITEM.Model = bModel("weapons/test_g18") ITEM.DefaultBodygroups = {} ITEM.HoldType = "handgun" ITEM.Vars = { ["Float"] = { "Acquisition", "HolsterIn", }, } ITEM.DeploySound = bSound("dev/magpouch.ogg") ITEM.StartHolsterSound = bSound("dev/magpouch_replace_small.ogg") ITEM.FinishHolsterSound = bSound("dev/holster.ogg") ITEM.CancelHolsterSound = bSound("dev/grab.ogg") function ITEM:EntInitialize() for k, v in ipairs(self.DefaultBodygroups) do if v then self:SetBodygroup( k-1, v ) end end end function ITEM:Sound( soundName, soundLevel, pitchPercent, volume, channel, soundFlags, dsp, filter ) local emiton = self if self:GetHandler():IsValid() then emiton = self:GetHandler() end emiton:EmitSound( soundName, soundLevel, pitchPercent, volume, channel, soundFlags, dsp ) end function ITEM:Attack() end function ITEM:AttackAlt() end function ITEM:Think() if self:GetHolsterIn() != 0 and self:GetHolsterIn() <= CurTime() then self:FinishHolster() self:SetHolsterIn( 0 ) end end function ITEM:PlayerAnimation( seqname ) local p = self:GetOwner() p:DoCustomAnimEvent( BGESTURE_ITEM1_RIGHT, p:LookupSequence( seqname ) ) end function ITEM:EntThink() end function ITEM:EntPhysicsCollide() end function ITEM:Reload() end function ITEM:Drop() end function ITEM:Deploy() self:Sound( self.DeploySound, 70, 100, 0.4 ) end function ITEM:StartHolster() self:Sound( self.StartHolsterSound, 70, 100, 0.4 ) self:SetHolsterIn( CurTime() + 0.25 ) end function ITEM:FinishHolster() self:Sound( self.FinishHolsterSound, 70, 100, 0.4, CHAN_STATIC ) self:GetHandler():SetActiveR( NULL ) self:SetNoDraw( true ) end function ITEM:CancelHolster() self:SetHolsterIn( 0 ) self:Sound( self.CancelHolsterSound, 70, 100, 0.4 ) end end