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- self.Secondary.Delay = 13 // The delay for when the weapon can be fired again
- function SWEP:SecondaryAttack()
- if ( !self:CanSecondaryAttack() ) then return end
- for k, v in pairs( ents.FindInSphere( self.Owner:GetPos(), 104 ) ) do
- if(v:Team() == TEAM_ZOMBIE) then
- v:SetMaxSpeed( v:GetMaxSpeed() * 1.5 )
- v:SetWalkSpeed( v:GetMaxSpeed() * 1.5 )
- timer.Create( "UndoEffect", self.Secondary.Delay - 1.5, 1, function()
- v:SetMaxSpeed( v:GetMaxSpeed() / 1.5 )
- v:SetWalkSpeed( v:GetMaxSpeed() / 1.5 )
- end
- )
- end
- end
- self:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
- self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay / 2 )
- end
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