I’ve been having a problem with the shooting animation on a swep that I’ve been working on. Most of the time the animation wouldn’t play at all, however it would occasionally play one or two frames then stop. After toying around with it, I realized that when I removed SetNextPrimaryFire(), the animation was able to fully play through.
To fix this, I tried:
function SWEP:PrimaryAttack() if not (CurTime() >= self:GetNetworkedFloat("LastShot") + (60 / self.RPM)) then return end self:SetNetworkedFloat("LastShot", CurTime()) self:EmitSound(self.Sound) self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) --blah blah blah end
However, it turns out that SetNetworkedFloat() does the same exact thing! HOW DO I GET AROUND THIS!?