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.


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


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


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

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

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