sasalka/Code/Player/Dedugan.Weapons.cs
2025-06-08 23:43:22 +03:00

52 lines
1.0 KiB
C#

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<Weapon>(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();
}
}
}