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Primary attack

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Feb 21st, 2015
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  1. function SWEP:PrimaryAttack()
  2.  
  3. if ( !self:CanPrimaryAttack() ) then return end
  4.  
  5. self:EmitSound("ambient/energy/zap3.wav", 75, 80, 1, CHAN_WEAPON )
  6. self.Owner:SetAnimation( PLAYER_ATTACK1 )
  7. self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER )
  8. local bullet = {}
  9. bullet.Num = 1
  10. bullet.Src = self.Owner:GetShootPos()
  11. bullet.Dir = self.Owner:GetAimVector()
  12. bullet.Tracer = 0
  13. bullet.Force = self.Primary.Force
  14. bullet.Damage = 0
  15. bullet.AmmoType = self.Primary.Ammo
  16. bullet.Distance = 80
  17.  
  18.  
  19. local tr = util.TraceLine( {
  20. start = self.Owner:GetShootPos(),
  21. endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 999999999999999999999999999,
  22. filter = self.Owner,
  23. ignoreworld = true,
  24. } )
  25.  
  26. start = self.Owner:GetAimVector()
  27. endpos = self.Owner:GetAimVector()
  28. local swag = Vector(200,200,200)
  29.  
  30. pp = self.Owner
  31. ent = tr.Entity
  32. local dmginfo = DamageInfo()
  33. dmginfo:SetAttacker( pp )
  34. dmginfo:SetDamage( 2 )
  35. dmginfo:SetInflictor( self )
  36. dmginfo:SetDamageType( 67108864 )
  37.  
  38. if ( SERVER && IsValid( tr.Entity ) && ( tr.Entity:IsNPC() || tr.Entity:IsPlayer() || tr.Entity:Health() > 0 ) ) then
  39. tr.Entity:TakeDamageInfo( dmginfo )
  40. self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
  41. end
  42.  
  43. self.Owner:FireBullets( bullet )
  44. self:TakePrimaryAmmo(self.Primary.TakeAmmo)
  45.  
  46.  
  47. self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
  48. self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
  49.  
  50.  
  51.  
  52. end
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