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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
local Box = Vector(8,8,8)
function SWEP:PrimaryAttack()
if not self.Owner.Inventory then return end
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()
local rightitem = self.Owner.Inventory.Equiped["Right"]
if rightitem ~= false and rightitem.onClick ~= nil then
rightitem:onClick(self.Owner)
end
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
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