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:PrimaryAttack() if CLIENT then return end --Make sure we have an equipment inventory if not self.Owner then return end if not self.Owner.data then return end if not self.Owner.data.inventories then return end if not self.Owner.data.inventories[1] then return end local eqpd = self.Owner.data.inventories[1] --Get the weapon we want to fire, and fire it! local weapon = eqpd:Get({"Left Hand"}) or eqpd:Get({"Dual"}) if not weapon then return end --Make sure we have a weapon if weapon.onClick ~= nil then weapon:onClick(self.Owner) end end function SWEP:SecondaryAttack() if CLIENT then return end --Make sure we have an equipment inventory if not self.Owner then return end if not self.Owner.data then return end if not self.Owner.data.inventories then return end if not self.Owner.data.inventories[1] then return end local eqpd = self.Owner.data.inventories[1] --Get the weapon we want to fire, and fire it! local weapon = eqpd:Get({"Right Hand"}) or eqpd:Get({"Dual"}) if not weapon then return end --Make sure we have a weapon if weapon.onClick ~= nil then weapon:onClick(self.Owner) end end