SWEP.IronSightsPos = Vector( -5.15, -11, 2.25 ) SWEP.IronSightsAng = Vector( 1.25, 1.5, -5.5 ) function SWEP:PrimaryAttack() self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) if ( !self:CanPrimaryAttack() ) then return end self.Weapon:EmitSound( self.Primary.Sound ) self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.Primary.Cone ) self:TakePrimaryAmmo( 1 ) self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) *self.Primary.Recoil, 0 ) ) if(SERVER) then local tr = self.Owner:GetEyeTrace() local SpawnPos = (tr.HitPos + self.Owner:GetAimVector()) self.Owner:SetNetworkedVector( "SpawnPos", SpawnPos ) end if CLIENT then local SpawnPos = self.Owner:GetNetworkedVector("SpawnPos") if SpawnPos.x == 65536 then return end local spawn = {} spawn.x = SpawnPos.x spawn.y = SpawnPos.y spawn.z = SpawnPos.z spawn = Vector(spawn.x,spawn.y,spawn.z) local ang = Angle(0, 0 , 0) local effectdata = EffectData() effectdata:SetOrigin( spawn ) effectdata:SetNormal( ang:Up()) effectdata:SetMagnitude( .5 ) effectdata:SetScale( .25 ) effectdata:SetRadius( .5 ) util.Effect( "ManhackSparks", effectdata ) end end