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addons/tfa-base/lua/weapons/tfa_gun_base/common/ttt.lua
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224
addons/tfa-base/lua/weapons/tfa_gun_base/common/ttt.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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-- Copyright (c) 2018-2020 TFA Base Devs
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-- Permission is hereby granted, free of charge, to any person obtaining a copy
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-- of this software and associated documentation files (the "Software"), to deal
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-- in the Software without restriction, including without limitation the rights
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-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-- copies of the Software, and to permit persons to whom the Software is
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-- furnished to do so, subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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SWEP.HeadshotMultiplier = 2.7
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SWEP.StoredAmmo = 0
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SWEP.IsDropped = false
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SWEP.DeploySpeed = 1.4
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SWEP.fingerprints = {}
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-- crosshair
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if CLIENT then
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-- luacheck: globals LANG Key
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local SafeTranslation = function(x) return x end
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local GetPTranslation = LANG and LANG.GetParamTranslation or SafeTranslation
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-- Many non-gun weapons benefit from some help
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local help_spec = {
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text = "",
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font = "TabLarge",
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xalign = TEXT_ALIGN_CENTER
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}
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function SWEP:DrawHelp()
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local data = self.HUDHelp
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local translate = data.translatable
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local primary = data.primary
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local secondary = data.secondary
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if translate then
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primary = primary and GetPTranslation(primary, data.translate_params)
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secondary = secondary and GetPTranslation(secondary, data.translate_params)
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end
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help_spec.pos = {ScrW() / 2.0, ScrH() - 40}
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help_spec.text = secondary or primary
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draw.TextShadow(help_spec, 2)
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-- if no secondary exists, primary is drawn at the bottom and no top line
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-- is drawn
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if secondary then
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help_spec.pos[2] = ScrH() - 60
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help_spec.text = primary
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draw.TextShadow(help_spec, 2)
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end
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end
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local function SafeKey(binding, default)
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local b = input.LookupBinding(binding)
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if not b then return default end
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return string.upper(b)
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end
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local Key = Key or SafeKey
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-- mousebuttons are enough for most weapons
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local default_key_params = {
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primaryfire = Key("+attack", "LEFT MOUSE"),
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secondaryfire = Key("+attack2", "RIGHT MOUSE"),
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usekey = Key("+use", "USE")
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}
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function SWEP:AddHUDHelp(primary_text, secondary_text, translate, extra_params)
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extra_params = extra_params or {}
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self.HUDHelp = {
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primary = primary_text,
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secondary = secondary_text,
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translatable = translate,
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translate_params = table.Merge(extra_params, default_key_params)
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}
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end
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end
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function SWEP:GetHeadshotMultiplier(victim, dmginfo)
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return self.HeadshotMultiplier or 2
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end
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function SWEP:IsEquipment()
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-- luacheck: globals WEPS
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if WEPS and WEPS.IsEquipment then
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local val = WEPS.IsEquipment(self)
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if val ~= nil then
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return val
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else
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return false
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end
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else
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return false
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end
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end
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-- The OnDrop() hook is useless for this as it happens AFTER the drop. OwnerChange
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-- does not occur when a drop happens for some reason. Hence this thing.
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function SWEP:PreDrop()
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if not IsValid(self) then return end
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if not self.Ammo1 then return end
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if SERVER and IsValid(self:GetOwner()) and self.Primary_TFA.Ammo ~= "none" then
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local ammo = self:Ammo1()
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-- Do not drop ammo if we have another gun that uses this type
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for _, w in pairs(self:GetOwner():GetWeapons()) do
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if IsValid(w) and w ~= self and w:GetPrimaryAmmoType() == self:GetPrimaryAmmoType() then
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ammo = 0
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end
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end
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self.StoredAmmo = ammo
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if ammo > 0 then
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self:GetOwner():RemoveAmmo(ammo, self.Primary_TFA.Ammo)
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end
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end
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end
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function SWEP:DampenDrop()
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if not IsValid(self) then return end
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-- For some reason gmod drops guns on death at a speed of 400 units, which
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-- catapults them away from the body. Here we want people to actually be able
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-- to find a given corpse's weapon, so we override the velocity here and call
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-- this when dropping guns on death.
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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phys:SetVelocityInstantaneous(Vector(0, 0, -75) + phys:GetVelocity() * 0.001)
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phys:AddAngleVelocity(phys:GetAngleVelocity() * -0.99)
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end
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end
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local SF_WEAPON_START_CONSTRAINED = 1
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-- Picked up by player. Transfer of stored ammo and such.
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function SWEP:EquipTTT(newowner)
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if engine.ActiveGamemode() ~= "terrortown" then return end
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if SERVER then
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if self:IsOnFire() then
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self:Extinguish()
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end
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self.fingerprints = self.fingerprints or {}
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if not table.HasValue(self.fingerprints, newowner) then
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table.insert(self.fingerprints, newowner)
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end
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if self:HasSpawnFlags(SF_WEAPON_START_CONSTRAINED) then
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-- If this weapon started constrained, unset that spawnflag, or the
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-- weapon will be re-constrained and float
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local flags = self:GetSpawnFlags()
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local newflags = bit.band(flags, bit.bnot(SF_WEAPON_START_CONSTRAINED))
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self:SetKeyValue("spawnflags", newflags)
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end
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end
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if not self.Ammo1 then return end
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if SERVER and IsValid(newowner) and self.StoredAmmo > 0 and self.Primary_TFA.Ammo ~= "none" then
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local ammo = newowner:GetAmmoCount(self.Primary_TFA.Ammo)
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self.Primary_TFA.ClipMax = self.Primary_TFA.ClipMax or (math.abs(self.Primary_TFA.ClipSize) * 4)
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local given = math.min(self.StoredAmmo, self.Primary_TFA.ClipMax - ammo)
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newowner:GiveAmmo(given, self.Primary_TFA.Ammo)
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self.StoredAmmo = 0
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end
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end
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-- We were bought as special equipment, some weapons will want to do something
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-- extra for their buyer
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function SWEP:WasBought(buyer)
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end
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function SWEP:DyingShot()
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local fired = false
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-- if self:GetIronSightsProgress() and self:GetIronSightsProgress() > 0.01 then
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self:SetIronSightsRaw(false)
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if self:GetNextPrimaryFire() > CurTime() then return fired end
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-- Owner should still be alive here
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if IsValid(self:GetOwner()) then
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local punch = self.Primary_TFA.Recoil or 5
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-- Punch view to disorient aim before firing dying shot
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local eyeang = self:GetOwner():EyeAngles()
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eyeang.pitch = eyeang.pitch - math.Rand(-punch, punch)
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eyeang.yaw = eyeang.yaw - math.Rand(-punch, punch)
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self:GetOwner():SetEyeAngles(eyeang)
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MsgN(self:GetOwner():Nick() .. " fired his DYING SHOT")
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self:GetOwner().dying_wep = self
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self:PrimaryAttack()
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fired = true
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end
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-- end
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return fired
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end
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