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356
addons/qwb/lua/weapons/weapon_base_qwb/shared.lua
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356
addons/qwb/lua/weapons/weapon_base_qwb/shared.lua
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SWEP.Weight = 5
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SWEP.DrawAmmo = true
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SWEP.DrawCrosshair = false
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SWEP.CSMuzzleFlashes = true
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SWEP.Base = 'weapon_base'
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SWEP.IsQWB = true
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SWEP.Author = 'qurs'
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SWEP.Contact = ''
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SWEP.Purpose = ''
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SWEP.Instructions = ''
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SWEP.ViewModel = 'models/weapons/v_knife_t.mdl'
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SWEP.DefaultScopeMat = Material('materials/qwb/scope/awp.png')
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SWEP.Category = 'qurs\' weapons base'
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SWEP.Spawnable = false
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SWEP.UseHands = true
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = 'none'
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SWEP.ShellType = '9mm'
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SWEP.SafetyStanceSound = Sound('weapons/smg1/switch_single.wav')
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local angle_zero = Angle()
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local passiveHoldTypes = {
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revolver = 'normal',
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ar2 = 'passive',
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smg = 'passive',
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}
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-- Thanks to octothorp team for this solution, which calculates the shot position
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local defaultBulletPosAng = {
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default = { Vector(7.7, 0.4, 3.95), Angle(-3, 5.5, 0) },
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revolver = { Vector(7.7, 0.4, 3.95), Angle(-3, 5.5, 0) },
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ar2 = { Vector(20, -0.8, 11.2), Angle(-9.5, 0, 0) },
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smg = { Vector(14, -0.8, 6.8), Angle(-9.5, 0, 0) },
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}
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function SWEP:CalculatePassiveHoldType()
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return passiveHoldTypes[self.HoldType] or 'normal'
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end
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function SWEP:SafetyStanceChanged(_, old, new)
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self:GetOwner():EmitSound(self.SafetyStanceSound)
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if new == true then
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self:SetHoldType(self.PassiveHoldType or self:CalculatePassiveHoldType())
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else
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self:SetHoldType(self.HoldType)
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end
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end
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function SWEP:SetupDataTables()
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self:NetworkVar('Bool', 0, 'SafetyStance')
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self:NetworkVar('Vector', 0, 'LocalMuzzlePos')
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self:NetworkVar('Angle', 0, 'LocalMuzzleAng')
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if SERVER then
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self:NetworkVarNotify('SafetyStance', self.SafetyStanceChanged)
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end
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end
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function SWEP:Initialize()
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self:SetHoldType(self.HoldType)
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local lpos, lang = unpack( defaultBulletPosAng[ self:GetHoldType() ] or defaultBulletPosAng.default )
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self._sourceLocalMuzzlePos = self.ShootPos or lpos
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self._sourceLocalMuzzleAng = self.ShootAng or lang
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if CLIENT then return end
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self:SetLocalMuzzlePos(self._sourceLocalMuzzlePos)
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self:SetLocalMuzzleAng(self._sourceLocalMuzzleAng)
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Holster()
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if SERVER then
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self.Ironsighted = false
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end
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return true
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end
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function SWEP:OnRemove()
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self:Holster()
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end
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function SWEP:Reload()
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if not IsFirstTimePredicted() then return end
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local owner = self:GetOwner()
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if not IsValid(owner) then return end
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if owner:KeyDown(IN_USE) then return end
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if qwb.isPlayerRunning(owner) then return end
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if not self:DefaultReload(ACT_VM_RELOAD) then return end
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owner:SetAnimation(PLAYER_RELOAD)
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if SERVER then
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self.Ironsighted = false
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net.Start('qwb.setIronsight')
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net.WriteBool(self.Ironsighted)
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net.Send(owner)
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end
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self:SetNextPrimaryFire(CurTime() + 2)
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end
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function SWEP:GetMuzzlePos()
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local owner = self:GetOwner()
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if not IsValid(owner) then return end
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local att = owner:GetAttachment( owner:LookupAttachment('anim_attachment_rh') )
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if not att then return end
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local lpos, lang = self:GetLocalMuzzlePos(), self:GetLocalMuzzleAng()
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local pos, ang = LocalToWorld(lpos, lang, att.Pos, att.Ang)
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return pos, ang
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end
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function SWEP:GetBoneAng()
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local ang = self:GetLocalMuzzleAng()
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local sourceAng = self._sourceLocalMuzzleAng
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local pitch = ang.p - sourceAng.p
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return Angle(-pitch, 0, 0)
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end
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function SWEP:GetBulletSourcePos()
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return self:GetMuzzlePos()
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end
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function SWEP:ShootBullet( src, dir, num_bullets, aimcone, tracer )
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local bullet = {}
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bullet.Num = num_bullets
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bullet.Src = src
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bullet.Dir = dir
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bullet.Spread = Vector( aimcone, aimcone, 0 )
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bullet.Tracer = tracer or 5
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bullet.Force = 1
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bullet.Damage = self.Primary.Damage
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bullet.AmmoType = self.Primary.Ammo
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bullet.TracerName = self.TracerName
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self:GetOwner():FireBullets( bullet )
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self:TakePrimaryAmmo(1)
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self:ShootEffects()
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end
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function SWEP:MuzzleFlashCustom()
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if SERVER then
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net.Start('qwb.muzzleFlashLight')
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net.WriteEntity(self)
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net.SendPVS(self:GetBulletSourcePos())
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return
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end
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local effectData = EffectData()
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effectData:SetEntity(self)
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effectData:SetFlags(1)
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util.Effect('MuzzleFlash', effectData)
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end
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function SWEP:ShellEffect()
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if SERVER then return end
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if self.NoShell then return end
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local shellType = self.ShellType
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local effectData = EffectData()
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local pos = self:GetPos()
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if self.ShellOffset then
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local att = self:GetAttachment( self:LookupAttachment('muzzle') )
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if att then
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pos = LocalToWorld(self.ShellOffset, angle_zero, att.Pos, att.Ang)
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end
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end
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effectData:SetOrigin(pos)
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effectData:SetFlags(self.ShellVelocity or 75)
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util.Effect('EjectBrass_' .. shellType, effectData)
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end
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function SWEP:ShootEffects()
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self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
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self:MuzzleFlashCustom()
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self:ShellEffect()
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self:EmitSound( self.Primary.Sound )
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self.RecoilAnimBack = nil
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self.RecoilAnim = true
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end
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function SWEP:PrimaryAttack()
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if not self:CanPrimaryAttack() then return end
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if not IsValid(self) or not IsValid(self:GetOwner()) then return end
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local owner = self:GetOwner()
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local pos, ang = self:GetBulletSourcePos()
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if not pos or not ang then return end
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local forward = ang:Forward()
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owner:LagCompensation(true)
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self:ShootBullet(pos, forward, self.Primary.NumShots or 1, 0, 1) -- pre-last self.Primary.Spread or 0.01
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owner:LagCompensation(false)
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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if SERVER then self:CreateShootRage() end
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-- if not self.IronSighted and self.HipFireRecoil then
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-- local pitch = math.random() >= 0.5 and -self.HipFireRecoil or self.HipFireRecoil
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-- local yaw = math.random() >= 0.5 and -self.HipFireRecoil or self.HipFireRecoil
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-- local roll = math.random() >= 0.5 and -self.HipFireRecoil or self.HipFireRecoil
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-- owner:SetViewPunchAngles(Angle(pitch, yaw, roll))
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-- end
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if self.PostPrimaryAttack then self:PostPrimaryAttack() end
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end
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function SWEP:CanPrimaryAttack()
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if self:GetSafetyStance() then return end
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local owner = self:GetOwner()
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if not IsValid(owner) then return end
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if qwb.isPlayerRunning(owner) then return end
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if self:Clip1() <= 0 then
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self:EmitSound('weapons/clipempty_rifle.wav')
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self:SetNextPrimaryFire(CurTime() + 0.7)
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return false
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end
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if owner:WaterLevel() > 2 then return false end
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return true
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end
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function SWEP:Think()
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local owner = self:GetOwner()
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if not IsValid(self:GetOwner()) then return end
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if owner:KeyDown(IN_USE) and owner:KeyDown(IN_RELOAD) and (not self.SafetyStanceCD or CurTime() >= self.SafetyStanceCD) then
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self.SafetyStanceCD = CurTime() + 0.4
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self:SetSafetyStance( not self:GetSafetyStance() )
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end
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local passiveHoldType = self.PassiveHoldType or self:CalculatePassiveHoldType()
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if qwb.isPlayerRunning(owner) and self:GetHoldType() ~= passiveHoldType then
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self:SetHoldType(passiveHoldType)
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if self.Ironsighted then self.Ironsighted = false end
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elseif not qwb.isPlayerRunning(owner) and not self:GetSafetyStance() and self:GetHoldType() == passiveHoldType then
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self:SetHoldType(self.HoldType)
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end
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if not self.ShootRageDelta then self.ShootRageDelta = 0 end
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if self.ShootRage and self.ShootRage > 0 then
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self.ShootRageDelta = self.ShootRageDelta + 0.2
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self.ShootRage = self.ShootRage - 0.05
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if self.ShootRage < 0 then self.ShootRage = 0 end
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else
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self.ShootRageDelta = 0
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end
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if self.RecoilAnim then
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local bone = owner:LookupBone('ValveBiped.Bip01_R_Hand')
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local bone2 = owner:LookupBone('ValveBiped.Bip01_R_UpperArm')
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local needle = Angle(self.Recoil / 50 * 90, 0, 0)
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local needle2 = Angle(0, (self.ShootRage or 0) * math.sin(self.ShootRageDelta or 0), 0)
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owner:ManipulateBoneAngles( bone, LerpAngle(0.8, owner:GetManipulateBoneAngles(bone), needle), true )
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owner:ManipulateBoneAngles( bone2, LerpAngle(0.45, owner:GetManipulateBoneAngles(bone2), needle2), true )
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local ang = owner:GetManipulateBoneAngles(bone)
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if math.abs(ang[1] - needle[1]) <= 0.1 then
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self.RecoilAnim = nil
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self.RecoilAnimBack = true
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end
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elseif self.RecoilAnimBack then
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local bone = owner:LookupBone('ValveBiped.Bip01_R_Hand')
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local bone2 = owner:LookupBone('ValveBiped.Bip01_R_UpperArm')
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local needle = Angle(0, 0, 0)
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local needle2 = Angle(0, (self.ShootRage or 0) * math.sin(self.ShootRageDelta or 0), 0)
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owner:ManipulateBoneAngles( bone, LerpAngle(0.1, owner:GetManipulateBoneAngles(bone), needle), true )
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owner:ManipulateBoneAngles( bone2, LerpAngle(0.1, owner:GetManipulateBoneAngles(bone2), needle2), true )
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local ang = owner:GetManipulateBoneAngles(bone)
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if math.abs(ang[1] - needle[1]) <= 0.1 then
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self.RecoilAnimBack = nil
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end
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end
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-- if CLIENT then
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-- local bone = owner:LookupBone('ValveBiped.Bip01_R_Hand')
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-- local ang = self:GetBoneAng()
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-- owner:ManipulateBoneAngles(bone, ang)
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-- end
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-- if CLIENT then return end
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-- if owner.RecoilAnim then
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-- local curAng = self:GetLocalMuzzleAng()
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-- local sourceAng = self._sourceLocalMuzzleAng
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-- local needle = Angle(sourceAng[1] - (self.Recoil / 50 * 90), curAng[2], curAng[3])
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-- self:SetLocalMuzzleAng( LerpAngle(0.8, self:GetLocalMuzzleAng(), needle) )
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-- local ang = self:GetLocalMuzzleAng()
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-- if math.abs(ang[1] - needle[1]) <= 0.1 then
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-- owner.RecoilAnim = nil
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-- owner.RecoilAnimBack = true
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-- end
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-- elseif owner.RecoilAnimBack then
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-- local needle = self._sourceLocalMuzzleAng
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-- self:SetLocalMuzzleAng( LerpAngle(0.025, self:GetLocalMuzzleAng(), needle) )
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-- local ang = self:GetLocalMuzzleAng()
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-- if math.abs(ang[1] - needle[1]) <= 0.1 then
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-- owner.RecoilAnimBack = nil
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-- end
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-- end
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end
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