--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] AddCSLuaFile() SWEP.Base = "weapon_base" SWEP.PrintName = "Valise" SWEP.Category = "HL2 RP" SWEP.Author = "Exobit" SWEP.Instructions = "Rien d'autre qu'une valise à l'ancienne" SWEP.ViewModel = "" SWEP.WorldModel = "models/weapons/w_suitcase_passenger.mdl" SWEP.ViewModelFOV = 47 SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.HoldType = "normal" SWEP.UseHands = true SWEP.Weight = 0 SWEP.AutoSwitchTo = false SWEP.Spawnable = false SWEP.Drop = false SWEP.IsAlwaysLowered = true function SWEP:Initialize() self:SetHoldType(self.HoldType) end function SWEP:PrimaryAttack() end function SWEP:SecondaryAttack() end function SWEP:CanPrimaryAttack() return false end function SWEP:DrawWeaponSelection( x, y, wide, tall, alpha ) y = y + 10 x = x + 10 wide = wide -20 surface.SetDrawColor( 255, 255, 255, alpha ) surface.SetMaterial( Material( "hud/"..self.ClassName..".png")) surface.DrawTexturedRect( x + wide/4 + 0.5,y,wide / 2,wide / 2) end // https://wiki.facepunch.com/gmod/WEAPON:DrawWorldModel if CLIENT then function SWEP:Initialize() self.worldModel = ClientsideModel(self.WorldModel) self.worldModel:SetNoDraw(true) end function SWEP:DrawWorldModel() local owner = self.Owner local worldModel = self.worldModel if owner and worldModel then local offsetVec = Vector(4.8, 0, 0) local offsetAng = Angle(260, 0, 0) local boneid = owner:LookupBone("ValveBiped.Bip01_R_Hand") if !boneid then return end local matrix = owner:GetBoneMatrix(boneid) if !matrix then return end local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles()) worldModel:SetPos(newPos) worldModel:SetAngles(newAng) worldModel:SetupBones() worldModel:DrawModel() end end function SWEP:OnRemove() if IsValid(self.worldModel) then self.worldModel:Remove() self.worldModel = nil end end end