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Player:SetActiveWeapon#545925

<function name="SetActiveWeapon" parent="Player" type="classfunc"> <description> Sets the player's active weapon. You should use <page>CUserCmd:SelectWeapon</page> or <page>Player:SelectWeapon</page>, instead in most cases. This function will not trigger the weapon switch events or associated equip animations. It will bypass <page>GM:PlayerSwitchWeapon</page> and the currently active weapon's <page>WEAPON:Holster</page> return value. </description> <realm>Server</realm> <args> <arg name="weapon" type="Weapon">The weapon to equip.</arg> </args> </function> <example> <code> local ply = player.GetAll()[1]⤶ local prevweapon = ply:GetActiveWeapon() ply:SetActiveWeapon(NULL) //Holster the weapon, useful for manning the turrets. <code> local ply = Entity( 1 )⤶ local prevWeapon = ply:GetActiveWeapon() ⤶ ply:SetActiveWeapon( NULL ) -- Holster the weapon, useful for manning the turrets. local class if(IsValid(prevweapon)) then⤶ class = prevweapon:GetClass()⤶ if ( prevWeapon:IsValid() ) then⤶ class = prevWeapon:GetClass()⤶ end ply:SelectWeapon(class or "weapon_crowbar") //switch to the last weapon or crowbar if prevweapon is not valid </code> ⤶ ply:SelectWeapon( class or "weapon_crowbar" ) -- switch to the last weapon or crowbar if prevWeapon is not valid </code> </example>