AddCSLuaFile() local task = {} task.Name = "Deploy" task.Flag = "Drawing" task.Priority = 998 task.bCanAim = true function task:CanBeSet(weapon) return true --always end function task:OnSet(weapon) local seqIndex = "Draw" if (weapon:HasFlag("PlayFirstDraw")) then seqIndex = "Equip" end if (weapon:GetOwner():GetInfoNum("mgbase_underbarrelswitch", 1) <= 0) then weapon:RemoveFlag("UsingUnderbarrel") end self.bCanAim = !weapon:HasFlag("PlayFirstDraw") weapon:PlayViewModelAnimation(seqIndex) weapon:SetNextPrimaryFire(CurTime() + weapon:GetAnimLength(seqIndex)) weapon:SetBurstRounds(0) weapon:SetSprayRounds(0) if (weapon:GetFlashlightAttachment() != nil) then local bFlashlightOn = weapon:GetOwner():FlashlightIsOn() if (SERVER) then weapon:GetOwner():Flashlight(false) end if (bFlashlightOn) then weapon:AddFlag("FlashlightOn") else weapon:RemoveFlag("FlashlightOn") end end weapon:RemoveFlag("Aiming") --for toggle aim weapon:PlayerGesture(GESTURE_SLOT_CUSTOM, weapon.HoldTypes[weapon:GetCurrentHoldType()].Draw) --meme marine weapon:SetShouldHoldType(true) end function task:Think(weapon) if (CurTime() > weapon:GetNextPrimaryFire()) then weapon:RemoveFlag("Drawing") weapon:RemoveFlag("PlayFirstDraw") return true end return false end function task:SetupDataTables(weapon) weapon:CustomNetworkVar("Flag", "PlayFirstDraw") weapon:CustomNetworkVar("Flag", "Drawing") end function task:Initialize(weapon) if (weapon:GetAnimation("Equip") != nil && GetConVar("mgbase_sv_firstdraws"):GetInt() > 0) then weapon:AddFlag("PlayFirstDraw") end end SWEP:RegisterTask(task)