lockpick

For some reason my lock pick opens fades lol. How do i sop it for doing that with this code…

if SERVER then
AddCSLuaFile(“shared.lua”)
util.AddNetworkString(“lockpick_time”)
end

if CLIENT then
SWEP.PrintName = “Lock Pick”
SWEP.Slot = 5
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
end

– Variables that are used on both client and server

SWEP.Author = “DarkRP Developers”
SWEP.Instructions = “Left click to pick a lock”
SWEP.Contact = “”
SWEP.Purpose = “”

SWEP.ViewModelFOV = 62
SWEP.ViewModelFlip = false
SWEP.ViewModel = Model(“models/weapons/c_crowbar.mdl”)
SWEP.WorldModel = Model(“models/weapons/w_crowbar.mdl”)

SWEP.UseHands = true

SWEP.Spawnable = false
SWEP.AdminSpawnable = true
SWEP.Category = “DarkRP (Utility)”

SWEP.Sound = Sound(“physics/wood/wood_box_impact_hard3.wav”)

SWEP.Primary.ClipSize = -1 – Size of a clip
SWEP.Primary.DefaultClip = 0 – Default number of bullets in a clip
SWEP.Primary.Automatic = false – Automatic/Semi Auto
SWEP.Primary.Ammo = “”

SWEP.Secondary.ClipSize = -1 – Size of a clip
SWEP.Secondary.DefaultClip = -1 – Default number of bullets in a clip
SWEP.Secondary.Automatic = false – Automatic/Semi Auto
SWEP.Secondary.Ammo = “”
SWEP.LockPickTime = 30

/---------------------------------------------------------
Name: SWEP:Initialize()
Desc: Called when the weapon is first loaded
---------------------------------------------------------
/
function SWEP:Initialize()
self:SetWeaponHoldType(“normal”)
end

if CLIENT then
net.Receive(“lockpick_time”, function()
local wep = net.ReadEntity()
local time = net.ReadUInt(5)

wep.IsLockPicking = true
wep.StartPick = CurTime()
wep.LockPickTime = time
wep.EndPick = CurTime() + time
end)

usermessage.Hook(“IsFadingDoor”, function(um) – Set isFadingDoor clientside (this is the best way I could think of to do this, if anyone can think of a better way feel free to change it.
local door = um:ReadEntity()
if IsValid(door) then
door.isFadingDoor = true
end
end)
end

/---------------------------------------------------------
Name: SWEP:PrimaryAttack()
Desc: +attack1 has been pressed
---------------------------------------------------------
/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 2)
if self.IsLockPicking then return end

local trace = self.Owner:GetEyeTrace()
local e = trace.Entity
if SERVER and e.isFadingDoor then SendUserMessage(“IsFadingDoor”, self.Owner, e) end – The fading door tool only sets isFadingDoor serverside, for the lockpick to work we need this to be set clientside too.
if not IsValid(e) or trace.HitPos:Distance(self.Owner:GetShootPos()) > 100 or
(not e:isDoor() and not e:IsVehicle() and not string.find(string.lower(e:GetClass()), “vehicle”) and not e.isFadingDoor) then
return
end

if not GAMEMODE.Config.canforcedooropen and e:getKeysNonOwnable() then
return
end

if SERVER then
self.IsLockPicking = true
self.StartPick = CurTime()
self.LockPickTime = math.Rand(10, 30)
net.Start(“lockpick_time”)
net.WriteEntity(self)
net.WriteUInt(self.LockPickTime, 5) – 2^5 = 32 max
net.Send(self.Owner)
self.EndPick = CurTime() + self.LockPickTime
end

self:SetWeaponHoldType(“pistol”)

if SERVER then
timer.Create(“LockPickSounds”, 1, self.LockPickTime, function()
if not IsValid(self) then return end
local snd = {1,3,4}
self:EmitSound(“weapons/357/357_reload”… tostring(snd[math.random(1, #snd)]) …".wav", 50, 100)
end)
elseif CLIENT then
self.Dots = self.Dots or “”
timer.Create(“LockPickDots”, 0.5, 0, function()
if not self:IsValid() then timer.Destroy(“LockPickDots”) return end
local len = string.len(self.Dots)
local dots = {[0]=".", [1]="…", [2]="…", [3]=""}
self.Dots = dots[len]
end)
end
end

function SWEP:Holster()
self.IsLockPicking = false
if SERVER then timer.Destroy(“LockPickSounds”) end
if CLIENT then timer.Destroy(“LockPickDots”) end
return true
end

function SWEP:Succeed()
self.IsLockPicking = false
self:SetWeaponHoldType(“normal”)
local trace = self.Owner:GetEyeTrace()
if trace.Entity.isFadingDoor and trace.Entity.fadeActivate then
if not trace.Entity.fadeActive then
trace.Entity:fadeActivate()
timer.Simple(5, function() if trace.Entity.fadeActive then trace.Entity:fadeDeactivate() end end)
end
elseif IsValid(trace.Entity) and trace.Entity.Fire then
trace.Entity:keysUnLock()
trace.Entity:Fire(“open”, “”, .6)
trace.Entity:Fire(“setanimation”,“open”,.6)
end
if SERVER then timer.Destroy(“LockPickSounds”) end
if CLIENT then timer.Destroy(“LockPickDots”) end
end

function SWEP:Fail()
self.IsLockPicking = false
self:SetWeaponHoldType(“normal”)
if SERVER then timer.Destroy(“LockPickSounds”) end
if CLIENT then timer.Destroy(“LockPickDots”) end
end

function SWEP:Think()
if self.IsLockPicking and self.EndPick then
local trace = self.Owner:GetEyeTrace()
if not IsValid(trace.Entity) then
self:Fail()
end
if trace.HitPos:Distance(self.Owner:GetShootPos()) > 100 or (not trace.Entity:isDoor() and not trace.Entity:IsVehicle() and not string.find(string.lower(trace.Entity:GetClass()), “vehicle”) and not trace.Entity.isFadingDoor) then
self:Fail()
end
if self.EndPick <= CurTime() then
self:Succeed()
end
end
end

function SWEP:DrawHUD()
if self.IsLockPicking and self.EndPick then
self.Dots = self.Dots or “”
local w = ScrW()
local h = ScrH()
local x,y,width,height = w/2-w/10, h/2-60, w/5, h/15
draw.RoundedBox(8, x, y, width, height, Color(10,10,10,120))

local time = self.EndPick - self.StartPick
local curtime = CurTime() - self.StartPick
local status = math.Clamp(curtime/time, 0, 1)
local BarWidth = status * (width - 16)
local cornerRadius = math.Min(8, BarWidth/32 - BarWidth/32%2)
draw.RoundedBox(cornerRadius, x+8, y+8, BarWidth, height-16, Color(255-(status255), 0+(status255), 0, 255))

draw.SimpleText(DarkRP.getPhrase(“picking_lock”)… self.Dots, “Trebuchet24”, w/2, y + height/2, Color(255,255,255,255), 1, 1)
end
end

function SWEP:SecondaryAttack()
self:PrimaryAttack()
end

sorry for the bad formatt

Google it.

This has been answered several times before.