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Feb 9th, 2016
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  1. self.Secondary.Delay = 13 // The delay for when the weapon can be fired again
  2.  
  3. function SWEP:SecondaryAttack()
  4. if ( !self:CanSecondaryAttack() ) then return end
  5. for k, v in pairs( ents.FindInSphere( self.Owner:GetPos(), 104 ) ) do
  6. if(v:Team() == TEAM_ZOMBIE) then
  7. v:SetMaxSpeed( v:GetMaxSpeed() * 1.5 )
  8. v:SetWalkSpeed( v:GetMaxSpeed() * 1.5 )
  9. timer.Create( "UndoEffect", self.Secondary.Delay - 1.5, 1, function()
  10. v:SetMaxSpeed( v:GetMaxSpeed() / 1.5 )
  11. v:SetWalkSpeed( v:GetMaxSpeed() / 1.5 )
  12. end
  13. )
  14. end
  15. end
  16.  
  17. self:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
  18. self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay / 2 )
  19. end
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