AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) AddCSLuaFile( "ghostentity.lua" ) AddCSLuaFile( "object.lua" ) AddCSLuaFile( "stool.lua" ) AddCSLuaFile( "cl_viewscreen.lua" ) AddCSLuaFile( "stool_cl.lua" ) include('shared.lua') SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false /*--------------------------------------------------------- Desc: Convenience function to check object limits ---------------------------------------------------------*/ function SWEP:CheckLimit( str ) local ply = self.Weapon:GetOwner() return ply:CheckLimit( str ) end /*--------------------------------------------------------- Name: ShouldDropOnDie Desc: Should this weapon be dropped when its owner dies? ---------------------------------------------------------*/ function SWEP:ShouldDropOnDie() return false end /*--------------------------------------------------------- Name: CC_GMOD_Tool Desc: Console Command to switch weapon/toolmode ---------------------------------------------------------*/ function CC_GMOD_Tool( player, command, arguments ) if ( arguments[1] == nil ) then return end if ( GetConVarNumber( "toolmode_allow_"..arguments[1] ) != 1 ) then return end player:ConCommand( "gmod_toolmode "..arguments[1] ) local activeWep = player:GetActiveWeapon() local isTool = (activeWep && activeWep:IsValid() && activeWep:GetClass() == "gmod_tool") // Switch weapons player:SelectWeapon( "gmod_tool") // Get the weapon and send a fake deploy command local wep = player:GetWeapon("gmod_tool") if (wep:IsValid()) then // Hmmmmm??? if ( !isTool ) then wep.wheelModel = nil end // Holster the old 'tool' if ( wep.Holster ) then wep:Holster() end wep.Mode = arguments[1] // Deplot the new if ( wep.Deploy ) then wep:Deploy() end end end concommand.Add( "gmod_tool", CC_GMOD_Tool )