AddCSLuaFile("hands.lua") SWEP.ViewModel = ""--"models/error.mdl" SWEP.WorldModel = ""--"models/error.mdl" SWEP.HoldType = "normal" SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none" SWEP.Secondary.Clipsize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.DrawAmmo = false SWEP.DrawCrosshair = false function SWEP:Initialize() self:SetWeaponHoldType(self.HoldType) self:DrawShadow(false) self:SetNoDraw(true) --[[ if (CLIENT) then self.MOB = ClientsideModel("error.mdl") self.MOB:SetNoDraw(true) self.MOB:DrawShadow(false) end ]] end function SWEP:ShouldDropOnDie() return false end function SWEP:Think() end function SWEP:Reload() end local Box = Vector(8,8,8) function SWEP:PrimaryAttack() local rightitem = self.Owner.Inventory.Equiped["Left"] if rightitem ~= false and rightitem.onClick ~= nil then rightitem:onClick(self.Owner) end --[[ if (CLIENT and !IsFirstTimePredicted()) then return end if (!self.Owner.Weapons or !self.Owner.Weapons[self.Owner.Select]) then return end if (self.Owner.CD and self.Owner.CD > CurTime()) then return end local item = self.Owner.Weapons[self.Owner.Select].Item if (!item or !item.OnPrimary) then return end self.Owner:SetAnimation( PLAYER_ATTACK1 ) local Trace = { start = self.Owner:GetShootPos(), endpos = self.Owner:GetShootPos()+self.Owner:GetAimVector()*item.Range, filter = self.Owner, mins = Box*-1, maxs = Box, } local Tr = util.TraceHull(Trace) item:OnPrimary(self.Owner,Tr) self.Owner.CD = CurTime()+item.CD ]] end function SWEP:SecondaryAttack() --[[ if (CLIENT and !IsFirstTimePredicted()) then return end if (!self.Owner.Weapons or !self.Owner.Weapons[self.Owner.Select]) then return end if (self.Owner.CD and self.Owner.CD > CurTime()) then return end local item = self.Owner.Weapons[self.Owner.Select].Item if (!item or !item.OnSecondary) then return end self.Owner:SetAnimation( PLAYER_ATTACK1 ) local Trace = { start = self.Owner:GetShootPos(), endpos = self.Owner:GetShootPos()+self.Owner:GetAimVector()*item.Range, filter = self.Owner, mins = Box*-1, maxs = Box, } local Tr = util.TraceHull(Trace) item:OnSecondary(self.Owner,Tr) self.Owner.CD = CurTime()+item.CD ]] end if (CLIENT) then local Zero = Vector(1,1,1) --[[ function SWEP:DrawWorldModel() if (!self.Owner.Weapons or !self.Owner.Weapons[self.Owner.Select]) then return end local item = self.Owner.Weapons[self.Owner.Select].Item for k,v in pairs(item.Structure) do local ID = self.Owner:LookupBone(v.Bone) local Pos,Ang = self.Owner:GetBonePosition(ID) local Offset = v.Pos*1 Offset:Rotate(Ang) Pos = Pos + Offset local Dang = Ang*1 Ang:RotateAroundAxis(Dang:Right(),v.Ang.p) Ang:RotateAroundAxis(Dang:Up(),v.Ang.y) Ang:RotateAroundAxis(Dang:Forward(),v.Ang.r) self.MOB:SetModel(v.Model) self.MOB:SetRenderOrigin(Pos) self.MOB:SetRenderAngles(Ang) local mat = Matrix() mat:Scale( v.Size or Zero ) self.MOB:EnableMatrix( "RenderMultiply", mat ) self.MOB:SetupBones() self.MOB:DrawModel() end end ]] end