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304
lua/entities/lvs_base_gunner/init.lua
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304
lua/entities/lvs_base_gunner/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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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile( "shared.lua" )
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AddCSLuaFile( "cl_init.lua" )
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include("shared.lua")
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include("sv_ai.lua")
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function ENT:Initialize()
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self:SetMoveType( MOVETYPE_NONE )
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self:SetSolid( SOLID_NONE )
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self:DrawShadow( false )
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end
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function ENT:Think()
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self:HandleActive()
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self:WeaponsThink()
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if self:GetAI() then
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self:RunAI()
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end
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self:NextThink( CurTime() )
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return true
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end
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function ENT:HandleActive()
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local Pod = self:GetDriverSeat()
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if not IsValid( Pod ) then
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return
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end
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local Driver = Pod:GetDriver()
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if Driver ~= self:GetDriver() then
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local NewDriver = Driver
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local OldDriver = self:GetDriver()
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self:SetDriver( Driver )
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local Base = self:GetVehicle()
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if IsValid( Base ) then
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Base:OnPassengerChanged( OldDriver, NewDriver, Pod:GetNWInt( "pPodIndex", -1 ) )
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end
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if IsValid( Driver ) then
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Driver:lvsBuildControls()
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else
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self:WeaponsFinish()
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end
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end
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end
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function ENT:OnRemove()
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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function ENT:WeaponsFinish()
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if not self._activeWeapon then return end
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local Base = self:GetVehicle()
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if not IsValid( Base ) then return end
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local CurWeapon = Base.WEAPONS[ self:GetPodIndex() ][ self._activeWeapon ]
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if not CurWeapon then return end
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if CurWeapon.FinishAttack then
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CurWeapon.FinishAttack( self )
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end
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self._activeWeapon = nil
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self.OldAttack = false
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end
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function ENT:GetAmmo()
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if self:GetAI() then return self:GetMaxAmmo() end
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local CurWeapon = self:GetActiveWeapon()
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if not CurWeapon then return -1 end
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return CurWeapon._CurAmmo or self:GetMaxAmmo()
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end
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function ENT:TakeAmmo( num )
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if self:GetMaxAmmo() <= 0 then return end
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local CurWeapon = self:GetActiveWeapon()
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CurWeapon._CurAmmo = math.max( self:GetAmmo() - (num or 1), 0 )
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self:SetNWAmmo( CurWeapon._CurAmmo )
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end
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function ENT:GetHeat()
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local CurWeapon = self:GetActiveWeapon()
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if not CurWeapon then return 0 end
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return (CurWeapon._CurHeat or 0)
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end
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function ENT:GetOverheated()
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local CurWeapon = self:GetActiveWeapon()
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if not CurWeapon then return false end
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return CurWeapon.Overheated == true
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end
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function ENT:SetOverheated( overheat )
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if self:GetOverheated() == overheat then return end
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local CurWeapon = self:GetActiveWeapon()
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if not CurWeapon then return end
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CurWeapon.Overheated = overheat
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if self:GetHeat() == 0 then return end
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if CurWeapon.OnOverheat then
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CurWeapon.OnOverheat( self )
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end
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end
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function ENT:SetHeat( heat )
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local CurWeapon = self:GetActiveWeapon()
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if not CurWeapon then return end
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heat = math.Clamp( heat, 0, 1 )
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CurWeapon._CurHeat = heat
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if self:GetNWHeat() == heat then return end
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self:SetNWHeat( heat )
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end
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function ENT:CanAttack()
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local CurWeapon = self:GetActiveWeapon()
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return (CurWeapon._NextFire or 0) < CurTime()
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end
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function ENT:SetNextAttack( time )
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local CurWeapon = self:GetActiveWeapon()
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CurWeapon._NextFire = time
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end
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function ENT:WeaponsShouldFire()
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if self:GetAI() then return self._AIFireInput end
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local ply = self:GetDriver()
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if not IsValid( ply ) then return false end
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return ply:lvsKeyDown( "ATTACK" )
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end
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function ENT:WeaponsThink()
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local T = CurTime()
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local FT = FrameTime()
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local CurWeapon, SelectedID = self:GetActiveWeapon()
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local Base = self:GetVehicle()
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if not IsValid( Base ) then return end
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for ID, Weapon in pairs( Base.WEAPONS[ self:GetPodIndex() ] ) do
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local IsActive = ID == SelectedID
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if Weapon.OnThink then Weapon.OnThink( self, IsActive ) end
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if IsActive then continue end
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-- cool all inactive weapons down
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Weapon._CurHeat = Weapon._CurHeat and Weapon._CurHeat - math.min( Weapon._CurHeat, (Weapon.HeatRateDown or 0.25) * FT ) or 0
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end
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if not CurWeapon then return end
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local ShouldFire = self:WeaponsShouldFire()
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local CurHeat = self:GetHeat()
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if self:GetOverheated() then
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if CurHeat <= 0 then
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self:SetOverheated( false )
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else
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ShouldFire = false
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end
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else
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if CurHeat >= 1 then
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self:SetOverheated( true )
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ShouldFire = false
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end
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end
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if self:GetMaxAmmo() > 0 then
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if self:GetAmmo() <= 0 then
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ShouldFire = false
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end
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end
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if ShouldFire ~= self.OldAttack then
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self.OldAttack = ShouldFire
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if ShouldFire then
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if CurWeapon.StartAttack then
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CurWeapon.StartAttack( self )
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end
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self._activeWeapon = SelectedID
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else
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self:WeaponsFinish()
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end
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end
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if ShouldFire then
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if not self:CanAttack() then return end
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local ShootDelay = (CurWeapon.Delay or 0)
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self:SetNextAttack( T + ShootDelay )
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self:SetHeat( CurHeat + (CurWeapon.HeatRateUp or 0.2) * math.max(ShootDelay, FT) )
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if not CurWeapon.Attack then return end
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if CurWeapon.Attack( self ) then
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self:SetHeat( CurHeat - math.min( self:GetHeat(), (CurWeapon.HeatRateDown or 0.25) * FT ) )
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self:SetNextAttack( T )
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end
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else
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self:SetHeat( self:GetHeat() - math.min( self:GetHeat(), (CurWeapon.HeatRateDown or 0.25) * FT ) )
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end
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end
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function ENT:SelectWeapon( ID )
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if not isnumber( ID ) then return end
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local Base = self:GetVehicle()
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if not IsValid( Base ) then return end
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if Base.WEAPONS[ self:GetPodIndex() ][ ID ] then
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self:SetSelectedWeapon( ID )
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end
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local ply = self:GetDriver()
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if not IsValid( ply ) then return end
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net.Start( "lvs_select_weapon" )
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net.Send( ply )
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end
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function ENT:OnWeaponChanged( name, old, new)
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if new == old then return end
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self:WeaponsFinish()
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local Base = self:GetVehicle()
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if not IsValid( Base ) then return end
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local PrevWeapon = Base.WEAPONS[ self:GetPodIndex() ][ old ]
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if PrevWeapon and PrevWeapon.OnDeselect then
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PrevWeapon.OnDeselect( self )
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end
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local NextWeapon = Base.WEAPONS[ self:GetPodIndex() ][ new ]
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if NextWeapon and NextWeapon.OnSelect then
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NextWeapon.OnSelect( self )
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self:SetNWAmmo( NextWeapon._CurAmmo or NextWeapon.Ammo or -1 )
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end
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end
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function ENT:LVSFireBullet( data )
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local Base = self:GetVehicle()
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if not IsValid( Base ) then return end
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data.Entity = Base
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data.Velocity = data.Velocity + self:GetVelocity():Length()
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data.SrcEntity = Base:WorldToLocal( data.Src )
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LVS:FireBullet( data )
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end
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