add sborka
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@@ -0,0 +1,129 @@
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SWEP.ViewModelFlip = false
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SWEP.UseHands = true
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SWEP.ViewModel = "models/medicmod/bandage/v_bandage.mdl"
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SWEP.WorldModel = "models/medicmod/bandage/w_bandage.mdl"
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SWEP.Author = "Venatuss"
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SWEP.Instructions = "Click to attack"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = true
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SWEP.Primary.Damage = 2
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = false
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Delay = 2
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = false
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Delay = 2
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SWEP.Category = "Medic Mod"
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SWEP.PrintName = "Bandage"
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SWEP.Slot = 1
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SWEP.SlotPos = 1
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SWEP.DrawAmmo = false
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SWEP.DrawCrosshair = true
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function SWEP:SecondaryAttack()
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self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
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local ply = self.Owner
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if not IsValid( ply ) or not ply:IsBleeding() then return end
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self.Weapon:SendWeaponAnim( ACT_VM_SECONDARYATTACK )
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if SERVER then
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ply:SetBleeding( false )
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ply:MedicNotif( ConfigurationMedicMod.Sentences["StopBleedingOfYourself"][ConfigurationMedicMod.Language], 5 )
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timer.Simple(1.3, function() if not IsValid(self) then return end self:Remove() end)
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end
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end
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function SWEP:ShouldDropOnDie()
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return false
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end
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function SWEP:Reload()
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end
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function SWEP:PrimaryAttack()
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self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
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local ent = self.Owner:GetEyeTrace().Entity
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if not IsValid( self.Owner ) then return end
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if not IsValid(ent) or ent:GetPos():Distance( self.Owner:GetPos() ) > 200 then return end
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if ent:IsPlayer() && ent:IsBleeding() then
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self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
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if SERVER then
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self.Owner:SetAnimation( PLAYER_ATTACK1 )
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ent:SetBleeding( false )
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self.Owner:MedicNotif( ConfigurationMedicMod.Sentences["StopBleedingOfSomeone"][ConfigurationMedicMod.Language], 5 )
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ent:MedicNotif( ConfigurationMedicMod.Sentences["SomeoneStopBleedingOfYou"][ConfigurationMedicMod.Language], 5 )
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timer.Simple(1.3, function() if not IsValid(self) then return end self:Remove() end)
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end
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elseif ent:IsDeathRagdoll() && ent:GetOwner():IsBleeding() then
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self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
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if SERVER then
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self.Owner:SetAnimation( PLAYER_ATTACK1 )
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local ply = ent:GetOwner()
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ply:SetBleeding( false )
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ply:Stabilize( self.Owner )
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self.Owner:MedicNotif( ConfigurationMedicMod.Sentences["StopBleedingOfSomeone"][ConfigurationMedicMod.Language], 5 )
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ply:MedicNotif( ConfigurationMedicMod.Sentences["SomeoneStopBleedingOfYou"][ConfigurationMedicMod.Language], 5 )
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timer.Simple(1, function() if not IsValid(self) then return end self:Remove() end)
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end
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elseif IsValid(ent.ragdoll) && ent.ragdoll:IsDeathRagdoll() && ent.ragdoll:GetOwner():IsBleeding() then
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self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
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if SERVER then
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self.Owner:SetAnimation( PLAYER_ATTACK1 )
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local ply = ent.ragdoll:GetOwner()
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ply:SetBleeding( false )
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ply:Stabilize( self.Owner )
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self.Owner:MedicNotif( ConfigurationMedicMod.Sentences["StopBleedingOfSomeone"][ConfigurationMedicMod.Language], 5 )
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ply:MedicNotif( ConfigurationMedicMod.Sentences["SomeoneStopBleedingOfYou"][ConfigurationMedicMod.Language], 5 )
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timer.Simple(1, function() if not IsValid(self) then return end self:Remove() end)
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end
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end
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Initialize()
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self:SetHoldType( "pistol" )
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end
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function SWEP:Holster()
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return true
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end
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