forked from HaodongMo/ArcCW
Reverted some of Fesiug's "Improvements"
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5609ae05df
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53c77250f9
@ -195,7 +195,7 @@ att.Override_Firemodes = {}
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-- all hooks, mults, and adds will work on fire modes
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-- Use SWEP:GetBurstCount() instead of SWEP.BurstCount
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-- Use SWEP:Get/SetNextArcCWPrimaryFire()
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-- Use SWEP:Get/SetNextPrimaryFire()
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-- Allows you to change the weapon's name
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-- string name
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@ -338,7 +338,7 @@ function ArcCW:DrawPhysBullets()
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local delta = (EyePos():DistToSqr(i.Pos) / math.pow(10000, 2))
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size = math.pow(size, Lerp(delta, 1, 2))
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size = math.pow(size, Lerp(delta, 1, 2.6))
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local pro = i.Profile or 0
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@ -150,7 +150,7 @@ function SWEP:CoolView(ply, pos, ang, fov)
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oldpostmp = pos * 1
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oldangtmp = ang * 1
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targbool = self:GetNextArcCWPrimaryFire() - .1 > CurTime()
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targbool = self:GetNextPrimaryFire() - .1 > CurTime()
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targint = targbool and 1 or 0
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targint = math.min(targint, 1-math.pow( vm:GetCycle(), 2 ) )
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progress = Lerp(ftv * 15, progress, targint)
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@ -105,7 +105,7 @@ function SWEP:PlayAnimation(key, mult, pred, startfrom, tt, skipholster, ignorer
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if startfrom > (time * mult) then return end
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if tt then
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self:SetNextArcCWPrimaryFire(CurTime() + ((anim.MinProgress or time) * mult) - startfrom)
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self:SetNextPrimaryFire(CurTime() + ((anim.MinProgress or time) * mult) - startfrom)
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end
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if anim.LHIK then
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@ -1,7 +1,7 @@
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function SWEP:Bash(melee2)
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melee2 = melee2 or false
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if self:GetState() == ArcCW.STATE_SIGHTS then return end
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if self:GetNextArcCWPrimaryFire() > CurTime() then return end
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if self:GetNextPrimaryFire() > CurTime() then return end
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if !self.CanBash and !self:GetBuff_Override("Override_CanBash") then return end
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@ -37,7 +37,7 @@ function SWEP:Bash(melee2)
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if CLIENT then
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self:OurViewPunch(-self.BashPrepareAng * 0.05)
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end
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self:SetNextArcCWPrimaryFire(CurTime() + mt)
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self:SetNextPrimaryFire(CurTime() + mt)
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if melee2 then
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if self.HoldtypeActive == "pistol" or self.HoldtypeActive == "revolver" then
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@ -4,7 +4,7 @@ function SWEP:ToggleCustomizeHUD(ic)
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if ic and self:GetState() == ArcCW.STATE_SPRINT then return end
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if ic then
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if (self:GetNextArcCWPrimaryFire() + 0.1) >= CurTime() then return end
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if (self:GetNextPrimaryFire() + 0.1) >= CurTime() then return end
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self:SetState(ArcCW.STATE_CUSTOMIZE)
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self:ExitSights()
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@ -41,6 +41,8 @@ function SWEP:ChangeFiremode(pred)
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self:SetNWInt("firemode", fmi)
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self:RecalcAllBuffs()
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if SERVER then
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if pred then
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SuppressHostEvents(self:GetOwner())
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@ -15,7 +15,7 @@ function SWEP:PrimaryAttack()
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if self:GetNWBool("ubgl") then self:ShootUBGL() return end
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if self:GetNextArcCWPrimaryFire() >= CurTime() then return end
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if self:GetNextPrimaryFire() >= CurTime() then return end
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if self:GetState() == ArcCW.STATE_CUSTOMIZE then return end
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@ -110,7 +110,7 @@ function SWEP:PrimaryAttack()
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delay = self:GetBuff_Hook("Hook_ModifyRPM", delay) or delay
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self:SetNextArcCWPrimaryFire(CurTime() + delay)
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self:SetNextPrimaryFire(CurTime() + delay)
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local num = self:GetBuff_Override("Override_Num")
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@ -312,7 +312,7 @@ function SWEP:PrimaryAttack()
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if self:GetCurrentFiremode().Mode < 0 and self:GetBurstCount() == -self:GetCurrentFiremode().Mode then
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local postburst = self:GetCurrentFiremode().PostBurstDelay or 0
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self:SetNextArcCWPrimaryFire(CurTime() + postburst)
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self:SetNextPrimaryFire(CurTime() + postburst)
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end
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self:ApplyAttachmentShootDamage()
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@ -563,7 +563,7 @@ function SWEP:DryFire()
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return self:PlayAnimation("fire_dry", 1, true, 0, true)
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end
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self:MyEmitSound(self.ShootDrySound or "weapons/arccw/dryfire.wav", 75, 100, 1, CHAN_ITEM)
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self:SetNextArcCWPrimaryFire(CurTime() + 0.25)
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self:SetNextPrimaryFire(CurTime() + 0.25)
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end
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function SWEP:DoRecoil()
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@ -17,7 +17,7 @@ function SWEP:PreThrow()
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self:PlayAnimation("pre_throw", 1, false, 0, true)
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self:SetNextArcCWPrimaryFire(CurTime() + self.PullPinTime)
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self:SetNextPrimaryFire(CurTime() + self.PullPinTime)
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self:SetNWBool("grenadeprimed", true)
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@ -25,7 +25,7 @@ function SWEP:PreThrow()
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end
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function SWEP:Throw()
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if self:GetNextArcCWPrimaryFire() > CurTime() then return end
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if self:GetNextPrimaryFire() > CurTime() then return end
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self:SetNWBool("grenadeprimed", false)
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@ -72,5 +72,5 @@ function SWEP:Throw()
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self:PlayAnimation("draw")
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end)
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self:SetNextArcCWPrimaryFire(CurTime() + 1)
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self:SetNextPrimaryFire(CurTime() + 1)
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end
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@ -9,7 +9,7 @@ function SWEP:Reload()
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return
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end
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if self:GetNextArcCWPrimaryFire() >= CurTime() then return end
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if self:GetNextPrimaryFire() >= CurTime() then return end
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--if self:GetNextSecondaryFire() > CurTime() then return end
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-- don't succumb to
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-- californication
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@ -20,8 +20,8 @@ function SWEP:EnterSprint()
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local s = self:GetBuff_Override("Override_ShootWhileSprint") or self.ShootWhileSprint
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if !s and self:GetNextArcCWPrimaryFire() <= CurTime() then
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self:SetNextArcCWPrimaryFire(CurTime())
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if !s and self:GetNextPrimaryFire() <= CurTime() then
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self:SetNextPrimaryFire(CurTime())
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end
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if self.Animations.enter_sprint and !s then
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@ -42,8 +42,8 @@ function SWEP:ExitSprint()
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local s = self:GetBuff_Override("Override_ShootWhileSprint") or self.ShootWhileSprint
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if !s and self:GetNextArcCWPrimaryFire() <= CurTime() then
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self:SetNextArcCWPrimaryFire(CurTime())
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if !s and self:GetNextPrimaryFire() <= CurTime() then
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self:SetNextPrimaryFire(CurTime())
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end
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if self:GetOwner():KeyDown(IN_ATTACK2) then
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@ -369,8 +369,8 @@ function SWEP:SwitchActiveSights()
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self.ActiveSight = 1
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end
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if self:GetNextArcCWPrimaryFire() <= (CurTime() + self:GetSightTime()) then
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self:SetNextArcCWPrimaryFire(CurTime() + self:GetSightTime())
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if self:GetNextPrimaryFire() <= (CurTime() + self:GetSightTime()) then
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self:SetNextPrimaryFire(CurTime() + self:GetSightTime())
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end
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local asight = self:GetActiveSights()
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@ -78,8 +78,8 @@ function SWEP:Think()
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if self:GetCurrentFiremode().Mode < 0 and !self:GetCurrentFiremode().RunawayBurst then
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local postburst = self:GetCurrentFiremode().PostBurstDelay or 0
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if (CurTime() + postburst) > self:GetNextArcCWPrimaryFire() then
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self:SetNextArcCWPrimaryFire(CurTime() + postburst)
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if (CurTime() + postburst) > self:GetNextPrimaryFire() then
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self:SetNextPrimaryFire(CurTime() + postburst)
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end
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end
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end
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@ -594,12 +594,18 @@ end
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function SWEP:SetupDataTables()
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self:NetworkVar("Int", 0, "NWState")
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self:NetworkVar("Float", 0, "NextArcCWPrimaryFire")
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self:NetworkVar("Int", 1, "BurstCount")
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-- self:NetworkVar("Float", 0, "NextPrimaryFire")
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-- self:NetworkVar("Int", 1, "BurstCount")
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--self:NetworkVar("Int", 0, "NWState")
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end
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function SWEP:SetBurstCount(b)
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self.BurstCount = b
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end
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function SWEP:GetBurstCount()
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return self.BurstCount or 0
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end
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function SWEP:SetState(v)
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@ -662,13 +668,4 @@ function SWEP:BarrelHitWall()
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else
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return 0
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end
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end
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function SWEP:GetNextPrimaryFire()
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return self:GetNextArcCWPrimaryFire()
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end
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function SWEP:SetNextPrimaryFire(value)
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self:SetNextArcCWPrimaryFire(value)
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return
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end
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@ -10,7 +10,7 @@ function SWEP:NPC_Initialize()
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self:SetHoldType(self.HoldtypeNPC or self:GetBuff_Override("Override_HoldtypeActive") or self.HoldtypeActive)
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self:SetNextArcCWPrimaryFire(CurTime())
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self:SetNextPrimaryFire(CurTime())
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self:SetClip1(self:GetCapacity() or self.Primary.ClipSize)
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@ -30,7 +30,7 @@ function SWEP:NPC_Initialize()
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self:GetOwner():Input("SetMaxLookDistance", nil, nil, range)
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self:SetNextArcCWPrimaryFire(CurTime())
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self:SetNextPrimaryFire(CurTime())
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self:SetNextSecondaryFire(CurTime() + 30)
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self:GetOwner():NextThink(CurTime())
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end
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@ -108,7 +108,7 @@ function SWEP:NPC_SetupAttachments()
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end
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function SWEP:NPC_Shoot()
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-- if self:GetNextArcCWPrimaryFire() > CurTime() then return end
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-- if self:GetNextPrimaryFire() > CurTime() then return end
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if !IsValid(self:GetOwner()) then return end
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if self:Clip1() <= 0 then self:GetOwner():SetSchedule(SCHED_HIDE_AND_RELOAD) return end
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@ -264,7 +264,7 @@ function SWEP:NPC_Shoot()
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self:SetClip1(self:Clip1() - 1)
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self:SetNextArcCWPrimaryFire(CurTime() + delay)
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self:SetNextPrimaryFire(CurTime() + delay)
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if delay < 0.1 then
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self:GetOwner():NextThink(CurTime() + delay)
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end
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@ -316,7 +316,7 @@ function SWEP:GetNPCBurstSettings()
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delay = self:GetBuff_Hook("Hook_ModifyRPM", delay) or delay
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self:SetNextArcCWPrimaryFire(CurTime() + delay)
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self:SetNextPrimaryFire(CurTime() + delay)
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if !mode then return 1, 1, delay end
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7
materials/particle/muzzleflash1.vmt
Normal file
7
materials/particle/muzzleflash1.vmt
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@ -0,0 +1,7 @@
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"UnlitGeneric"
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{
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"$basetexture" "particle/muzzleflash1"
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"$additive" "1"
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"$vertexcolor" 1
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"$vertexalpha" "1"
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}
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BIN
materials/particle/muzzleflash1.vtf
Normal file
BIN
materials/particle/muzzleflash1.vtf
Normal file
Binary file not shown.
15
materials/particle/muzzleflash2.vmt
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15
materials/particle/muzzleflash2.vmt
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@ -0,0 +1,15 @@
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"UnlitGeneric"
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{
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"$basetexture" "particle/muzzleflash2"
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"$additive" "1"
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"$vertexcolor" 1
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"$vertexalpha" "1"
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"Proxies"
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{
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"AnimatedOffsetTexture"
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{
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"animatedtexturevar" "$basetexture"
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"animatedtextureframenumvar" "$frame"
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"animatedtextureframerate" 25.00
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}
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}
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BIN
materials/particle/muzzleflash2.vtf
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BIN
materials/particle/muzzleflash2.vtf
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Binary file not shown.
18
materials/particle/particle_glow_05_additive_far.vmt
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materials/particle/particle_glow_05_additive_far.vmt
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@ -0,0 +1,18 @@
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"SpriteCard"
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{
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"$basetexture" "particle\Particle_Glow_05"
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$vertexcolor 1
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$vertexalpha 1
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$translucent 1
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$maxsize .35
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//$blendframes 0
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//$STARTFADESIZE .7
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//$ENDFADESIZE .75
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$depthblendscale 8
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$minsize 5
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$maxsize 10
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$additive 1
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$ignorez 1
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$STARTFADESIZE 5
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$ENDFADESIZE 5.5
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}
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9
materials/particle/particle_glow_05_additive_noz.vmt
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9
materials/particle/particle_glow_05_additive_noz.vmt
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@ -0,0 +1,9 @@
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"UnlitGeneric"
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{
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"$basetexture" "particle\Particle_Glow_05"
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$vertexcolor 1
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$vertexalpha 1
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$translucent 1
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$additive 1
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$ignorez 1
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}
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