Title. I've tried to set up repap code with some edited weapons but it's as if the gamemode doesn't recognize that my weapons are pack a punched. Anytime I repap, the pack a punch machine reruns the normal pap code.
Here's the code I'm using if it will be of any help:
-- PaP Function
function SWEP:OnPaP()
self.Ispackapunched = 1 -- With this set to "1", the pap camo code runs.
self.Primary.Damage = 100 -- Sets new damage after pap
self.Primary.ClipSize = 30 -- Sets magazine size
self.Primary.MaxAmmo = 270 -- Sets new max ammo
self.Primary.Automatic = true -- Sets wether the swep fire while the button is constantly held.
self.FireModes = { -- Used to set what firemodes are available on this weapon.
"Auto"
}
self.MuzzleFlashEffect = "cso_muz_crm_hnt"
self:SetTFAAttachment(3, 2)
--[[local ammo_type = self:GetPrimaryAmmoType() or self.Primary.Ammo
self.Owner:SetAmmo( self.Primary.MaxAmmo, ammo_type )]]--
self:ClearStatCache() -- Don't touch this.
return true
end
-- RePaP
SWEP.NZRePaPText = "boost damage"
function SWEP:OnRePaP()
self.Primary.Damage = 100000
self:ClearStatCache()
print(repap!)
return true
end
Title. I've tried to set up repap code with some edited weapons but it's as if the gamemode doesn't recognize that my weapons are pack a punched. Anytime I repap, the pack a punch machine reruns the normal pap code.
Here's the code I'm using if it will be of any help: