using Sandbox.Citizen; using Sandbox.Weapons; public sealed partial class Dedugan { [Property] public GameObject Gun { get; set; } [Sync] private bool InAds { get; set; } = false; private Weapon _weapon { get; set; } void WeaponStart() { _weapon = Gun.Components.Get(FindMode.EverythingInSelfAndDescendants ); Log.Info( $"_weapon: {_weapon}, Network.IsOwner: {Network.IsOwner}" ); } [Rpc.Broadcast] void Attack() { Renderer.Set( "b_attack", true ); } void WeaponUpdate() { if ( InAds ) { AnimationHelper.Handedness = CitizenAnimationHelper.Hand.Right; AnimationHelper.HoldType = CitizenAnimationHelper.HoldTypes.Pistol; Gun.Enabled = true; } else { AnimationHelper.Handedness = CitizenAnimationHelper.Hand.Both; AnimationHelper.HoldType = CitizenAnimationHelper.HoldTypes.None; Gun.Enabled = false; } if ( !Network.IsOwner ) return; InAds = Input.Down( "Attack2" ); if ( Input.Pressed( "Attack1" ) && InAds ) { _weapon.Attack(); Attack(); } } }