Interrupting Weapon Draw Animations?

I need to know how to make it so that when a weapon is playing a draw animation, it can’t be interrupted by shooting or reloading etc until the animation has finished.

why not a timer that just stops the player from firing, reloading, etc. if the animation is playing

or maybe a check if the animation is playing, if those exist

I think there were ‘Is Animation Finished’ tests in Source, but it depends if Garry exposed them with Lua… Or if they exist at all outside my imagination.

edit:

This wouldn’t happen to be it, would it?

**[Entity.SequenceDuration

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Entity.SequenceDuration)**

Could you guys give me an example on how to do it the ways your explaining? Like a line of code or something.

Anyone?

I don’t work much with Sweps, but i’ll see what i can do when i get home today, to give you an example.

This seems to be working for Deploying your swep, just add this to your current Deploy function

[lua]
//Add this BEFORE you return from the function
self:SetNextPrimaryFire( CurTime() + self:SequenceDuration())
self:SetNextSecondaryFire( CurTime() + self:SequenceDuration())
self:NextThink( CurTime() + self:SequenceDuration() )
[/lua]

I’m working to see if i can add a delay to the Holster function, but i’m unsure if its possible.