local ITEM = {} ITEM.Name = "Barrel" ITEM.Class = "structure" ITEM.Desc = "Barrel for storage of items." ITEM.Model = "models/props_c17/oildrum001.mdl" ITEM.Icon = Material("wintersurvival2/hud/ws1_icons/icon_fence") ITEM.Recipe = { Resources = { ["Plank"] = 3, ["Sap"] = 2, }, Tools = { ["Crystal"] = 1, }, } ITEM.Structure = { { Bone = "ValveBiped.Bip01_R_Hand", Model = "models/props_junk/Rock001a.mdl", Size = Vector(0.5,0.5,0.5), Pos = Vector(4,-3,-1), Ang = Angle(0,0,0), }, } ITEM.Ghost = { { Model = "models/props_c17/oildrum001.mdl", Size = Vector(1,1,1), Pos = Vector(0,0,0), Ang = Angle(0,0,0), }, } ITEM.Range = 200 ITEM.CD = 0.5 function ITEM:OnPrimary(pl,tr) if (CLIENT) then return end if (!pl:CanPlaceStructure(tr)) then pl:GhostStructure(self.Name) return end if (tr.Hit) then local drop = ents.Create("ws_barrel") drop:SetAngles(Angle(0,pl:GetAimVector():Angle().y+90,0)) drop:SetPos(tr.HitPos) drop:Spawn() drop:Activate() if (pl:HasItem(self.Name)) then pl:RemoveItem(self.Name,1) else pl:UnEquipWeaponSlot(pl.Select,true) end pl:GhostRemove() else pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"),100,math.random(90,110)) end end RegisterItem(ITEM)