functionSWEP:DrawWeaponSelection( x, y, wide, tall, alpha )
-- Set us up the texturesurface.SetDrawColor( 255, 255, 255, alpha )
surface.SetTexture( self.WepSelectIcon )
-- Lets get a sin wave to make it bouncelocal fsin =0if ( self.BounceWeaponIcon ==true ) then
fsin =math.sin( CurTime() *10 ) *5end-- Borders
y = y +10
x = x +10
wide = wide -20-- Draw that mothersurface.DrawTexturedRect( x + (fsin), y - (fsin), wide-fsin*2 , ( wide /2 ) + (fsin) )
-- Draw weapon info boxself:PrintWeaponInfo( x + wide +20, y + tall *0.95, alpha )
end