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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local AddCSLuaFile = AddCSLuaFile
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local Model = Model
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local Sound = Sound
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local IsValid = IsValid
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local ents = ents
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local Angle = Angle
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local pairs = pairs
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local game = game
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local math = math
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local LocalPlayer = LocalPlayer
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local draw = draw
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local ScrW = ScrW
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local ScrH = ScrH
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local Color = Color
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AddCSLuaFile()
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SWEP.PrintName = "Barricade Placer"
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SWEP.Author = "JohnyReaper"
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SWEP.Purpose = ""
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SWEP.Category = "HL2 RP"
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SWEP.Slot = 0
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SWEP.SlotPos = 1
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SWEP.ViewModel = Model("")
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SWEP.WorldModel = Model("")
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SWEP.ViewModelFOV = 70
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SWEP.UseHands = false
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SWEP.HoldType = "normal"
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SWEP.Ent = "ix_combinebarricade"
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SWEP.BarricadePlace = nil
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SWEP.PreviewModel = "models/props_combine/combine_barricade_short01a.mdl"
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SWEP.Spawnable = true
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.DrawAmmo = false
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SWEP.IsAlwaysLowered = true
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SWEP.FireWhenLowered = true
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local SwingSound = Sound("WeaponFrag.Throw")
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function SWEP:Initialize()
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self:SetWeaponHoldType(self.HoldType)
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if CLIENT then
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self:GhostProp()
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end
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end
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function SWEP:Deploy()
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if CLIENT then
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self:GhostProp()
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end
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end
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function SWEP:GhostProp()
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if (IsValid(self.ghostProp)) then self.ghostProp:Remove() end
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self.ghostProp = ents.CreateClientProp()
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self.ghostProp:SetModel(self.PreviewModel)
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-- self.ghostProp:SetMaterial("models/wireframe")
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self.ghostProp:Spawn()
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self.ghostProp:Activate()
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self.ghostProp:SetParent(self.Owner)
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self.ghostProp:SetRenderMode(RENDERMODE_TRANSALPHA)
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end
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function SWEP:CalcViewModelView(vm, oldPos, oldAng, pos, ang)
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local oldPos = vm:GetPos()
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local oldAng = vm:GetAngles()
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local newPos = pos + ang:Up() * 5 + ang:Forward() * -12
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return newPos, ang
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end
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function SWEP:CheckCollisionBox()
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local hitVector = self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 55
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local check = true
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for k, v in pairs(ents.FindInSphere(hitVector, 15)) do
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if (check) then
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check = false
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end
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end
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return check
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end
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function SWEP:PrimaryAttack()
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local tr = self.Owner:GetEyeTrace()
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if (game.SinglePlayer()) then self:CallOnClient("PrimaryAttack") end
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if (SERVER) then
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self.Owner:SetAnimation(PLAYER_ATTACK1)
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end
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if (tr.HitWorld) then
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if (!self.BarricadePlace) then
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self.BarricadePlace = self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 65 + Angle(0, self.Owner:GetAngles().y, 0):Right() * -10 + Angle(0, self.Owner:GetAngles().y, 0):Up() * 30
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self.testowyang = Angle(0, self.Owner:GetAngles().y + 330, 0):SnapTo("y", 1)
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end
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if (SERVER) then
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if (self.BarricadePlace) then
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local angles = self.testowyang
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angles.p = 0
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angles.r = 0
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angles:RotateAroundAxis(angles:Up(), 360)
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local barricadeEnt = ents.Create(self.Ent)
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barricadeEnt:SetPos(self.BarricadePlace)
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barricadeEnt:SetAngles(angles)
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barricadeEnt:Spawn()
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barricadeEnt:Activate()
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if (self.Owner.previousWep) then
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self.Owner:SelectWeapon(self.Owner.previousWep)
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self.Owner.previousWep = nil
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end
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self:Remove()
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end
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end
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self.Owner:EmitSound("physics/metal/metal_canister_impact_soft"..math.random(1,3)..".wav", 60, 100, 0.5)
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end
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end
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function SWEP:SecondaryAttack()
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if (SERVER) then
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local char = self.Owner:GetCharacter()
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local inventory = char:GetInventory()
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inventory:Add("barricade_placer")
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if (self.Owner.previousWep) then
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self.Owner:SelectWeapon(self.Owner.previousWep)
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self.Owner.previousWep = nil
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end
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self:Remove()
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end
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end
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if (CLIENT) then
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function SWEP:DrawHUD()
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local ply = LocalPlayer()
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if (!ply:Alive()) then return end
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draw.SimpleTextOutlined("Clique GAUCHE pour poser", "DermaLarge", ScrW() / 2, ScrH()-230, Color(250,250,250), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 1, Color(25, 25, 25, 250))
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draw.SimpleTextOutlined("Clique DROIT pour quitter", "DermaLarge", ScrW() / 2, ScrH()-200, Color(250,250,250), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 1, Color(25, 25, 25, 250))
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end
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end
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function SWEP:Think()
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local tr = self.Owner:GetEyeTrace()
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if (CLIENT) then
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if (IsValid(self.ghostProp)) then
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local pozz = self.BarricadePlace
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local angg = self.testowyang
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self.ghostProp:SetPos(self.Owner:GetPos() + Angle(0, self.Owner:GetAngles().y, 0):Forward() * 65 + Angle(0, self.Owner:GetAngles().y, 0):Right() * -10 + Angle(0, self.Owner:GetAngles().y, 0):Up() * 30 )
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self.ghostProp:SetAngles(Angle(0, self.Owner:GetAngles().y + 330, 0):SnapTo("y", 1))
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else
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self:GhostProp()
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end
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end
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end
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function SWEP:PreDrawViewModel()
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if (CLIENT) then
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if (!IsValid(self.ghostProp)) then
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self:GhostProp()
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end
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end
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end
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function SWEP:Holster()
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if (CLIENT) then
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if (IsValid(self.ghostProp)) then
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self.ghostProp:Remove()
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end
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end
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if (SERVER) then
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self:Remove()
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end
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return true
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end
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function SWEP:OnDrop()
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self:Remove()
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end
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function SWEP:OnRemove()
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if (CLIENT) then
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if (IsValid(self.ghostProp)) then
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self.ghostProp:Remove()
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end
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end
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end
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