I have IN_USE set up as my primary attack instead of SWEP:PrimaryAttack on purpose. But doing that, it has made it where I can spam attack and So i'm looking for a delay/cooldown to it. I've looked around at CurTime and things; however, I already have an IF then Else statement and unsure how to use CurTime coding into it.
function SWEP:Think()
if self.Owner:KeyDown(IN_USE) && self.Owner:IsPlayer() then
local Angles = self.Owner:GetAngles()
self:SendAnim()
self:SetWeaponHoldType( "melee" )
timer.Simple(0.1, function()
if not IsValid(self) or not self.Owner:Alive() then return end self.Weapon:EmitSound( "weapons/iceaxe/iceaxe_swing1.wav" ) self.Weapon:PrimarySlash() self.Owner:SetAnimation( PLAYER_ATTACK1 ) end )
timer.Simple(0.35, function()
if not IsValid(self) or not self.Owner:Alive() then return end self.Weapon:EmitSound( "weapons/iceaxe/iceaxe_swing1.wav" ) self.Weapon:PrimarySlash() end)
timer.Simple(0.5, function() if not IsValid(self) or not self.Owner:Alive() then return end self:SetWeaponHoldType( "knife" ) end)
end
function SWEP:Initialize()
self.NextUseTime = CurTime()
self.UseDelay = 1.5
end
function SWEP:Think()
if self.Owner:KeyDown(IN_USE) && self.Owner:IsPlayer() && ( self.NextUseTime - CurTime() <= 0 ) then
local Angles = self.Owner:GetAngles()
self:SendAnim()
self:SetWeaponHoldType( "melee" )
timer.Simple(0.1, function()
if not IsValid(self) or not self.Owner:Alive() then return end self.Weapon:EmitSound( "weapons/iceaxe/iceaxe_swing1.wav" ) self.Weapon:PrimarySlash() self.Owner:SetAnimation( PLAYER_ATTACK1 ) end )
timer.Simple(0.35, function()
if not IsValid(self) or not self.Owner:Alive() then return end self.Weapon:EmitSound( "weapons/iceaxe/iceaxe_swing1.wav" ) self.Weapon:PrimarySlash() end)
timer.Simple(0.5, function() if not IsValid(self) or not self.Owner:Alive() then return end self:SetWeaponHoldType( "knife" ) end)
self.NextUseTime = CurTime() + self.UseDelay
end
In case you already have a SWEP:Initialize function, just copy the contents across and add it to your existing function.