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gamemodes/terrortown/entities/weapons/weapon_ttt_binoculars.lua
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256
gamemodes/terrortown/entities/weapons/weapon_ttt_binoculars.lua
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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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|
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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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DEFINE_BASECLASS "weapon_tttbase"
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SWEP.HoldType = "normal"
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if CLIENT then
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SWEP.PrintName = "binoc_name"
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SWEP.Slot = 7
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SWEP.ViewModelFOV = 10
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SWEP.ViewModelFlip = false
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SWEP.DrawCrosshair = false
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SWEP.EquipMenuData = {
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type = "item_weapon",
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desc = "binoc_desc"
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};
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SWEP.Icon = "vgui/ttt/icon_binoc"
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end
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SWEP.Base = "weapon_tttbase"
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SWEP.ViewModel = "models/weapons/v_crowbar.mdl"
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SWEP.WorldModel = "models/props/cs_office/paper_towels.mdl"
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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.Primary.Delay = 1.0
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Delay = 0.2
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SWEP.Kind = WEAPON_EQUIP2
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SWEP.CanBuy = {ROLE_DETECTIVE} -- only detectives can buy
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SWEP.WeaponID = AMMO_BINOCULARS
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SWEP.AllowDrop = true
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SWEP.ZoomLevels = {
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0,
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30,
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20,
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10
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};
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SWEP.ProcessingDelay = 5
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function SWEP:SetupDataTables()
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self:DTVar("Bool", 0, "processing")
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self:DTVar("Float", 0, "start_time")
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self:DTVar("Int", 1, "zoom")
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return self.BaseClass.SetupDataTables(self)
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end
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function SWEP:PrimaryAttack()
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self:SetNextPrimaryFire( CurTime() + 0.1 )
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if self:IsTargetingCorpse() and not self.dt.processing then
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self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
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if SERVER then
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self.dt.processing = true
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self.dt.start_time = CurTime()
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end
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end
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end
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local click = Sound("weapons/sniper/sniper_zoomin.wav")
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function SWEP:SecondaryAttack()
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self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
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if CLIENT and IsFirstTimePredicted() then
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LocalPlayer():EmitSound(click)
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end
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self:CycleZoom()
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self.dt.processing = false
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self.dt.start_time = 0
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end
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function SWEP:SetZoom(level)
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if SERVER then
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self.dt.zoom = level
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self:GetOwner():SetFOV(self.ZoomLevels[level], 0.3)
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self:GetOwner():DrawViewModel(false)
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end
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end
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function SWEP:CycleZoom()
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self.dt.zoom = self.dt.zoom + 1
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if not self.ZoomLevels[self.dt.zoom] then
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self.dt.zoom = 1
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end
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self:SetZoom(self.dt.zoom)
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end
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function SWEP:PreDrop()
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self:SetZoom(1)
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self.dt.processing = false
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return self.BaseClass.PreDrop(self)
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end
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function SWEP:Holster()
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self:SetZoom(1)
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self.dt.processing = false
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return true
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end
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function SWEP:Deploy()
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if SERVER and IsValid(self:GetOwner()) then
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self:GetOwner():DrawViewModel(false)
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end
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return true
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end
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function SWEP:Reload()
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return false
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end
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function SWEP:IsTargetingCorpse()
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local tr = self:GetOwner():GetEyeTrace(MASK_SHOT)
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local ent = tr.Entity
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return (IsValid(ent) and ent:GetClass() == "prop_ragdoll" and
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CORPSE.GetPlayerNick(ent, false) != false)
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end
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local confirm = Sound("npc/turret_floor/click1.wav")
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function SWEP:IdentifyCorpse()
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if SERVER then
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local tr = self:GetOwner():GetEyeTrace(MASK_SHOT)
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CORPSE.ShowSearch(self:GetOwner(), tr.Entity, false, true)
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elseif IsFirstTimePredicted() then
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LocalPlayer():EmitSound(confirm)
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end
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end
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function SWEP:Think()
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BaseClass.Think(self)
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if self.dt.processing then
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if self:IsTargetingCorpse() then
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if CurTime() > (self.dt.start_time + self.ProcessingDelay) then
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self:IdentifyCorpse()
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self.dt.processing = false
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self.dt.start_time = 0
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end
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else
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self.dt.processing = false
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self.dt.start_time = 0
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end
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end
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end
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function SWEP:OnRemove()
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if CLIENT and IsValid(self:GetOwner()) and self:GetOwner() == LocalPlayer() and self:GetOwner():Alive() then
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RunConsoleCommand("lastinv")
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end
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end
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if CLIENT then
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function SWEP:Initialize()
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self:AddHUDHelp("binoc_help_pri", "binoc_help_sec", true)
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return self.BaseClass.Initialize(self)
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end
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local T = LANG.GetTranslation
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function SWEP:DrawHUD()
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self:DrawHelp()
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local length = 40
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local gap = 10
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local corpse = self:IsTargetingCorpse()
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if corpse then
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surface.SetDrawColor(0, 255, 0, 255)
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gap = 4
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length = 40
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else
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surface.SetDrawColor(0, 255, 0, 200)
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end
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local x = ScrW() / 2.0
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local y = ScrH() / 2.0
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surface.DrawLine( x - length, y, x - gap, y )
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surface.DrawLine( x + length, y, x + gap, y )
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surface.DrawLine( x, y - length, x, y - gap )
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surface.DrawLine( x, y + length, x, y + gap )
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surface.SetFont("DefaultFixedDropShadow")
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surface.SetTextColor(0, 255, 0, 200)
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surface.SetTextPos( x + length, y - length )
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surface.DrawText(T("binoc_zoom_level") .. " " .. self.dt.zoom)
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if corpse then
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surface.SetTextPos( x + length, y - length + 15)
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surface.DrawText(T("binoc_body"))
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end
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if self.dt.processing then
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y = y + (y / 2)
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local w, h = 200, 20
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surface.SetDrawColor(0, 255, 0, 255)
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surface.DrawOutlinedRect(x - w/2, y - h, w, h)
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surface.SetDrawColor(0, 255, 0, 180)
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local pct = math.Clamp((CurTime() - self.dt.start_time) / self.ProcessingDelay, 0, 1)
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surface.DrawRect(x - w/2, y - h, w * pct, h)
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end
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end
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function SWEP:DrawWorldModel()
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if not IsValid(self:GetOwner()) then
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self:DrawModel()
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end
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end
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function SWEP:AdjustMouseSensitivity()
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if self.dt.zoom > 0 then
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return 1 / self.dt.zoom
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end
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return -1
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end
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end
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