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88
lua/pac3/extra/shared/hands.lua
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88
lua/pac3/extra/shared/hands.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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| 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 SWEP = { Primary = {}, Secondary = {} }
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local baseClass = baseclass.Get( "weapon_base" )
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SWEP.Author = ""
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Instructions = "Right-Click to toggle crosshair"
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SWEP.PrintName = "Hands"
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = true
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SWEP.DrawWeaponInfoBox = true
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SWEP.SlotPos = 1
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SWEP.Slot = 1
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.AutoSwitchTo = true
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SWEP.AutoSwitchFrom = true
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SWEP.Weight = 1
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SWEP.HoldType = "normal"
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SWEP.ViewModel = "models/weapons/c_arms.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.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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function SWEP:DrawHUD() end
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function SWEP:DrawWorldModel() end
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function SWEP:DrawWorldModelTranslucent() end
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function SWEP:CanPrimaryAttack() return false end
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function SWEP:CanSecondaryAttack() return false end
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function SWEP:Reload() return false end
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function SWEP:Holster() return true end
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function SWEP:ShouldDropOnDie() return false end
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local weaponSelectionColor = Color( 255, 220, 0, 255 )
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function SWEP:DrawWeaponSelection( x, y, w, t, a )
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weaponSelectionColor.a = a
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draw.SimpleText( "C", "creditslogo", x + w / 2, y, weaponSelectionColor, TEXT_ALIGN_CENTER )
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baseClass.PrintWeaponInfo( self, x + w + 20, y + t * 0.95, alpha )
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end
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function SWEP:Initialize()
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if self.SetHoldType then
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self:SetHoldType( "normal" )
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else
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self:SetWeaponHoldType( "normal" )
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end
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self:DrawShadow( false )
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self:SetSequence( "ragdoll" ) -- paired with SWEP.ViewModel = "models/weapons/c_arms.mdl" to make the arms invisible
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end
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function SWEP:OnDrop()
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if SERVER then
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self:Remove()
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end
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end
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function SWEP:SecondaryAttack()
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if not IsFirstTimePredicted() then return end
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self.DrawCrosshair = not self.DrawCrosshair
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self:SetNextSecondaryFire( CurTime() + 0.3 )
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end
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weapons.Register( SWEP, "none", true )
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