No idea what is causing this, it’s a barebones weapon at the moment.
SWEP.Base = "weapon_base" SWEP.PrintName = "Demoman's Grenade Launcher" SWEP.Slot = 0 SWEP.Author = "TylerB" SWEP.Purpose = "Poomf." SWEP.ViewModel = "models/weapons/v_models/v_grenadelauncher_demo.mdl" SWEP.WorldModel = "models/weapons/w_models/w_grenadelauncher.mdl" function SWEP:PrimaryAttack() if self.FireTime >= CurTime() then return end self.Weapon:SendWeaponAnim( ACT_VM_IDLE ) TF.DoGesture(self.Owner,GESTURE_SLOT_ATTACK_AND_RELOAD,ACT_MP_ATTACK_STAND_PRIMARY) self.FireTime = CurTime() + 0.6 end
[editline]14th July 2013[/editline]
Turns out I was using the incorrect sequence for the weapon.
Despite being the demoman’s primary weapon, it uses the secondary animations.