AddCSLuaFile()



if CLIENT then

	SWEP.PrintName = "Manhack Control"

	SWEP.Description = "Controller for your Manhack."



	SWEP.ViewModelFOV = 50



	SWEP.BobScale = 0.5

	SWEP.SwayScale = 0.5



	SWEP.Slot = 4

	SWEP.SlotPos = 0

end



SWEP.ViewModel = "models/weapons/c_slam.mdl"

SWEP.WorldModel = "models/weapons/w_slam.mdl"

SWEP.UseHands = true



SWEP.EntityClass = "prop_manhack"



SWEP.Primary.Delay = 0

SWEP.Primary.ClipSize = -1

SWEP.Primary.DefaultClip = -1

SWEP.Primary.Automatic = false

SWEP.Primary.Ammo = "none"



SWEP.Secondary.Delay = 20

SWEP.Secondary.Heal = 10



SWEP.Secondary.ClipSize = -1

SWEP.Secondary.DefaultClip = -1

SWEP.Secondary.Automatic = false

SWEP.Secondary.Ammo = "none"



SWEP.WalkSpeed = SPEED_FAST



SWEP.NoMagazine = true

SWEP.Undroppable = true

SWEP.NoPickupNotification = true



SWEP.HoldType = "slam"



function SWEP:Initialize()

	self:SetWeaponHoldType(self.HoldType)

	self:SetDeploySpeed(10)

end



function SWEP:Think()

	if self.IdleAnimation and self.IdleAnimation <= CurTime() then

		self.IdleAnimation = nil

		self:SendWeaponAnim(ACT_VM_IDLE)

	end



	if SERVER then

		for _, ent in pairs(ents.FindByClass(self.EntityClass)) do

			if ent:GetOwner() == self.Owner then

				return

			end

		end



		self.Owner:StripWeapon(self:GetClass())

	end

end



function SWEP:PrimaryAttack()

	if IsFirstTimePredicted() then

		self:SetDTBool(0, not self:GetDTBool(0))



		if CLIENT then

			LocalPlayer():EmitSound(self:GetDTBool(0) and "buttons/button17.wav" or "buttons/button19.wav", 0)

		end

	end

end



function SWEP:SecondaryAttack()

end



function SWEP:Reload()

	return false

end

	

function SWEP:Deploy()

	gamemode.Call("WeaponDeployed", self.Owner, self)



	self.IdleAnimation = CurTime() + self:SequenceDuration()



	return true

end



function SWEP:Holster()

	self:SetDTBool(0, false)



	return true

end



function SWEP:Reload()

end



if not CLIENT then return end



function SWEP:DrawWeaponSelection(...)

	return self:BaseDrawWeaponSelection(...)

end

