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authorAlexander Pickering <alexandermpickering@gmail.com>2017-11-18 16:00:29 -0500
committerAlexander Pickering <alexandermpickering@gmail.com>2017-11-18 16:00:29 -0500
commit25e4d04a331a6a0b9d897d4f721757730771ff97 (patch)
tree4f410e968ea6e377c53e55e92a495f47a9e504a7 /gamemode/core/combat/cl_weaponswing.lua
parent8ed7aec95941c0752a0ae21d10594579c39677fb (diff)
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More documentation
* Documented the item table * Documented the inventory table * Started writing tutorials
Diffstat (limited to 'gamemode/core/combat/cl_weaponswing.lua')
-rw-r--r--gamemode/core/combat/cl_weaponswing.lua3
1 files changed, 2 insertions, 1 deletions
diff --git a/gamemode/core/combat/cl_weaponswing.lua b/gamemode/core/combat/cl_weaponswing.lua
index 61c31b0..968ff9e 100644
--- a/gamemode/core/combat/cl_weaponswing.lua
+++ b/gamemode/core/combat/cl_weaponswing.lua
@@ -80,9 +80,10 @@ net.Receive("artery_doanimation",function()
end)
---Force the player to do an animation.
--- The animation must have been already registered to animbonelib ![Requires admin](./req_admin)
+-- The animation must have been already registered to animbonelib
--@usage artery_startanimation <animation name>
--@concommand artery_startanimation
+--@reqadmin
concommand.Add("artery_startanimation",function(ply,cmd,args)
if not ply:IsAdmin() then return end
swingtbl = {}