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- function SWEP:PrimaryAttack()
- if ( !self:CanPrimaryAttack() ) then return end
- self:EmitSound("ambient/energy/zap3.wav", 75, 80, 1, CHAN_WEAPON )
- self.Owner:SetAnimation( PLAYER_ATTACK1 )
- self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER )
- local bullet = {}
- bullet.Num = 1
- bullet.Src = self.Owner:GetShootPos()
- bullet.Dir = self.Owner:GetAimVector()
- bullet.Tracer = 0
- bullet.Force = self.Primary.Force
- bullet.Damage = 0
- bullet.AmmoType = self.Primary.Ammo
- bullet.Distance = 80
- local tr = util.TraceLine( {
- start = self.Owner:GetShootPos(),
- endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * 999999999999999999999999999,
- filter = self.Owner,
- ignoreworld = true,
- } )
- start = self.Owner:GetAimVector()
- endpos = self.Owner:GetAimVector()
- local swag = Vector(200,200,200)
- pp = self.Owner
- ent = tr.Entity
- local dmginfo = DamageInfo()
- dmginfo:SetAttacker( pp )
- dmginfo:SetDamage( 2 )
- dmginfo:SetInflictor( self )
- dmginfo:SetDamageType( 67108864 )
- if ( SERVER && IsValid( tr.Entity ) && ( tr.Entity:IsNPC() || tr.Entity:IsPlayer() || tr.Entity:Health() > 0 ) ) then
- tr.Entity:TakeDamageInfo( dmginfo )
- self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- end
- self.Owner:FireBullets( bullet )
- self:TakePrimaryAmmo(self.Primary.TakeAmmo)
- self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
- end
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