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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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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile()
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SWEP.Base = "weapon_base"
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SWEP.PrintName = "Valise"
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SWEP.Category = "HL2 RP"
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SWEP.Author = "Exobit"
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SWEP.Instructions = "Rien d'autre qu'une valise à l'ancienne"
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SWEP.ViewModel = ""
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SWEP.WorldModel = "models/weapons/w_suitcase_passenger.mdl"
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SWEP.ViewModelFOV = 47
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = false
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SWEP.HoldType = "normal"
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SWEP.UseHands = true
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SWEP.Weight = 0
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SWEP.AutoSwitchTo = false
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SWEP.Spawnable = false
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SWEP.Drop = false
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SWEP.IsAlwaysLowered = true
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function SWEP:Initialize()
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self:SetHoldType(self.HoldType)
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end
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function SWEP:PrimaryAttack() end
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function SWEP:SecondaryAttack() end
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function SWEP:CanPrimaryAttack()
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return false
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end
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function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
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y = y + 10
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x = x + 10
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wide = wide -20
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surface.SetDrawColor( 255, 255, 255, alpha )
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surface.SetMaterial( Material( "hud/"..self.ClassName..".png"))
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surface.DrawTexturedRect( x + wide/4 + 0.5,y,wide / 2,wide / 2)
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end
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// https://wiki.facepunch.com/gmod/WEAPON:DrawWorldModel
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if CLIENT then
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function SWEP:Initialize()
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self.worldModel = ClientsideModel(self.WorldModel)
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self.worldModel:SetNoDraw(true)
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end
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function SWEP:DrawWorldModel()
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local owner = self.Owner
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local worldModel = self.worldModel
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if owner and worldModel then
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local offsetVec = Vector(4.8, 0, 0)
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local offsetAng = Angle(260, 0, 0)
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local boneid = owner:LookupBone("ValveBiped.Bip01_R_Hand")
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if !boneid then return end
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local matrix = owner:GetBoneMatrix(boneid)
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if !matrix then return end
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local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles())
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worldModel:SetPos(newPos)
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worldModel:SetAngles(newAng)
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worldModel:SetupBones()
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worldModel:DrawModel()
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end
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end
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function SWEP:OnRemove()
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if IsValid(self.worldModel) then
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self.worldModel:Remove()
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self.worldModel = nil
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end
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end
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end
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