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As the title says. ```SWEP:Holster``` can return false to prevent switching but it's called after ```PlayerSwitchWeapon```, so there currently isn't a "proper" way to tell if you're actually switching…
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The Sky and Weather Enhancement Pack 2.0 actually features two executables in it's zip file. The pack itself and an optional patch intended to fix the pack for users with AMD GPUs. The downloader assu…
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This is due to those SWEP bases already do viewbobbing / viewmodel bobbing. A fix would be to blacklist them, however you can't cover every single SWEP base on the workshop...
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For some reason, whenever I do
SWEP.Primary.Sound_World it automatically removes the firing sound, no clue why it does this.
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The Admins don't seem to understand that damage dealt via the UNO reverse card SWEP is caused by the attacker, not the person who is technically dealing the damage. Thus they attribute the attack to t…
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Current behavior only calls SWEP:Think in ItemPostFrame, which stops calling Think while the SWEP is reloading. Calling in both will allow SWEPs to Think even while reloading.
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https://www.civilgamers.com/community/threads/strip-comms-headcam-as-part-of-a-swep.23346/unread
### Details
When you enable NVGs with an active pac it will break the pac
### Steps to reproduce…
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Entity:AddEFlags(EFL_NO_THINK_FUNCTION) does not seem to work with SWEPs
I used the following inside my SWEP base on my test server and despite adding the flag the entity still continued to run i…
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There appears to be some difference between the meanings of `SWEP.Primary.Knockback` and `SWEP.Primary.Force` in the TFA base.
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When you create a knife that uses `SWEP.PaintMaterial`, all the player's weapons will have the knife texture after holding it
![20230309162927_1](https://user-images.githubusercontent.com/30270428/22…