[REQ] Disable secondary fire.

I took the lua from swep and idk how to remove secondary fire:


SWEP.AdminSpawnable = true
SWEP.ViewModelFOV = 56
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_uzim.mdl"
SWEP.AutoSwitchTo = true
SWEP.Slot = 2
SWEP.HoldType = "pistol"
SWEP.PrintName = "Manhunt Uzi"
SWEP.Author = "Nightstalker"
SWEP.Spawnable = true
SWEP.AutoSwitchFrom = true
SWEP.FiresUnderwater = false
SWEP.Weight = 5
SWEP.DrawCrosshair = true
SWEP.Category = "Nightstalker's Armory"
SWEP.SlotPos = 2
SWEP.DrawAmmo = true
SWEP.ReloadSound = "Weapon_SMG1.Reload"
SWEP.Instructions = "Press ALT+F4 To shoot."
SWEP.Contact = "id/deagle195"
SWEP.Purpose = "Have fun."
SWEP.base = "weapon_base"

SWEP.Primary.Sound = ("uzim/uzishoot.wav")
SWEP.Primary.Reload = ("uzim/reload.wav")
SWEP.Primary.Damage = 30
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 30
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.DefaultClip = 60
SWEP.Primary.Spread = 0.9
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Recoil = 0
SWEP.Primary.Delay = 0.065
SWEP.Primary.Force = 50




//SWEP:Initialize()\\
function SWEP:Initialize()
	util.PrecacheSound("uzim/uzishoot.wav")
	util.PrecacheSound("uzim/reload.wav")
	if ( SERVER ) then
		self:SetWeaponHoldType( self.HoldType )
	end
end
//SWEP:Initialize()\\

//SWEP:PrimaryFire()\\
function SWEP:PrimaryAttack()
	if ( !self:CanPrimaryAttack() ) then return end
	local bullet = {}
		bullet.Num = self.Primary.NumberofShots
		bullet.Src = self.Owner:GetShootPos()
		bullet.Dir = self.Owner:GetAimVector()
		bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
		bullet.Tracer = 0
		bullet.Force = self.Primary.Force
		bullet.Damage = self.Primary.Damage
		bullet.AmmoType = self.Primary.Ammo
	local rnda = self.Primary.Recoil * -1
	local rndb = self.Primary.Recoil * math.random(-1, 1)
	self:ShootEffects()
	self.Owner:FireBullets( bullet )
	self.Weapon:EmitSound(Sound(self.Primary.Sound))
	self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
	self:TakePrimaryAmmo(self.Primary.TakeAmmo)
	self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
	self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\\

/*---------------------------------------------------------
Reload
---------------------------------------------------------*/
function SWEP:Reload()
	if !( ( self.Weapon:Clip1() ) < ( self.Primary.ClipSize ) ) then return end
	self.Weapon:DefaultReload( ACT_VM_RELOAD )
	self:EmitSound( "uzim/reload.wav" )
end


I tried to do it myself, crashed the game.

That code doesn’t do anything when you press secondary fire (There’s no SWEP:SecondaryAttack), is this your edited code?

Make the secondary fire and just put nothing in it. Ex:
[LUA]function SWEP:SecondaryAttack()
end[/LUA]

Thanks, and secondary fire does something, it fires lots of shotgun bullets.