function GetEyeAngles(player) return Vector(player.m_angEyeAngles[1], player.m_angEyeAngles[2], player.m_angEyeAngles[3]) end function Delay(seconds) local globaltime = CurTime() local newtime = globaltime + seconds return newtime end function VectorToString(vec, usecommas) local new if usecommas ~= nil and usecommas == true then new = vec[1] .. ", " .. vec[2] .. ", " .. vec[3] else new = vec[1] .. " " .. vec[2] .. " " .. vec[3] end return new end function GetVelocity(entity) return Vector(entity.m_vecVelocity[1], entity.m_vecVelocity[2], entity.m_vecVelocity[3]) end ------------------------------------- function Unfire(_, activator) activator:SetAttributeValue("no_attack", 1) local gun = activator:GetPlayerItemBySlot(LOADOUT_POSITION_PRIMARY) gun.m_iWeaponState = 0 activator:RemoveCond(0) activator:AddCond(32, 0.0001) timer.Simple(0.25,function() activator:SetAttributeValue("no_attack", 0) end) print("yes") end