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114
gamemodes/base/entities/weapons/weapon_base/init.lua
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114
gamemodes/base/entities/weapons/weapon_base/init.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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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile( "cl_init.lua" )
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AddCSLuaFile( "ai_translations.lua" )
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AddCSLuaFile( "sh_anim.lua" )
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AddCSLuaFile( "shared.lua" )
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include( "ai_translations.lua" )
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include( "sh_anim.lua" )
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include( "shared.lua" )
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SWEP.Weight = 5 -- Decides whether we should switch from/to this
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SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
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SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
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--[[---------------------------------------------------------
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Name: OnRestore
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Desc: The game has just been reloaded. This is usually the right place
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to call the GetNW* functions to restore the script's values.
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-----------------------------------------------------------]]
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function SWEP:OnRestore()
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end
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--[[---------------------------------------------------------
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Name: AcceptInput
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Desc: Accepts input, return true to override/accept input
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-----------------------------------------------------------]]
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function SWEP:AcceptInput( name, activator, caller, data )
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return false
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end
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--[[---------------------------------------------------------
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Name: KeyValue
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Desc: Called when a keyvalue is added to us
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-----------------------------------------------------------]]
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function SWEP:KeyValue( key, value )
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end
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--[[---------------------------------------------------------
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Name: Equip
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Desc: A player or NPC has picked the weapon up
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-----------------------------------------------------------]]
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function SWEP:Equip( newOwner )
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end
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--[[---------------------------------------------------------
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Name: EquipAmmo
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Desc: The player has picked up the weapon and has taken the ammo from it
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The weapon will be removed immediately after this call.
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-----------------------------------------------------------]]
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function SWEP:EquipAmmo( newOwner )
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end
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--[[---------------------------------------------------------
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Name: OnDrop
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Desc: Weapon was dropped
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-----------------------------------------------------------]]
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function SWEP:OnDrop()
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end
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--[[---------------------------------------------------------
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Name: ShouldDropOnDie
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Desc: Should this weapon be dropped when its owner dies?
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-----------------------------------------------------------]]
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function SWEP:ShouldDropOnDie()
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return true
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end
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--[[---------------------------------------------------------
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Name: GetCapabilities
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Desc: For NPCs, returns what they should try to do with it.
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-----------------------------------------------------------]]
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function SWEP:GetCapabilities()
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return CAP_WEAPON_RANGE_ATTACK1
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end
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--[[---------------------------------------------------------
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Name: NPCShoot_Secondary
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Desc: NPC tried to fire secondary attack
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-----------------------------------------------------------]]
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function SWEP:NPCShoot_Secondary( shootPos, shootDir )
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self:SecondaryAttack()
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end
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--[[---------------------------------------------------------
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Name: NPCShoot_Secondary
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Desc: NPC tried to fire primary attack
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-----------------------------------------------------------]]
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function SWEP:NPCShoot_Primary( shootPos, shootDir )
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self:PrimaryAttack()
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end
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-- These tell the NPC how to use the weapon
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AccessorFunc( SWEP, "fNPCMinBurst", "NPCMinBurst" )
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AccessorFunc( SWEP, "fNPCMaxBurst", "NPCMaxBurst" )
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AccessorFunc( SWEP, "fNPCFireRate", "NPCFireRate" )
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AccessorFunc( SWEP, "fNPCMinRestTime", "NPCMinRest" )
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AccessorFunc( SWEP, "fNPCMaxRestTime", "NPCMaxRest" )
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