function GM:PlayerSpawn( ply ) player_manager.SetPlayerClass( ply, "player_benny" ) ply:SetModel( "models/player/combine_super_soldier.mdl" ) ply:SetPlayerColor( Vector( 0.275, 0.2, 0.145 ) ) ply:Give( "benny" ) end if SERVER then util.AddNetworkString( "benny_sendinv" ) end concommand.Add("benny_debug_give", function(ply, cmd, args) assert(SERVER, "not server") -- PROTO: Check for the correct 'benny' weapon. local ply = Entity( args[1] ) local wep = ply:GetActiveWeapon() local inv = ply:INV_Get() local str = UUID_generate() local class = WEAPONS[args[3]] local item = { Class = args[3], Ammo = class.Ammo, } inv[str] = item -- PROTO: WriteTable. net.Start( "benny_sendinv" ) net.WriteString( str ) net.WriteTable( item ) net.Send( ply ) local slot = tonumber(args[2]) if slot == 1 then wep:SetWep1( str ) wep:SetClip1( class.Ammo ) elseif slot == 2 then wep:SetWep2( str ) wep:SetClip2( class.Ammo ) else end end) if CLIENT then net.Receive( "benny_sendinv", function( len, ply ) assert(CLIENT, "not client") local ply = LocalPlayer() assert(IsValid( ply ), "ply is invalid?") ply:INV_Get()[net.ReadString()] = net.ReadTable() end) end