A brand new weapons base, loosely based on my previous base PWB.
PWB weapon base is built to function like the weapon systems from Half-Life: 1 / Counter Strike and can fully support weapons from both with minimal adaptation.
weapons in PWB2 use LUA's "class" system in order to abstract away the complicated portions. to make a mod using this base, you can either copy an existing weapon or start from scratch.
to make a simple new weapon, define the class, static variables, SFX and then override common functions if/when needed (PrimaryAttack(), SecondaryAttack(), Reload(), initVars() etc)
if you need help with PWB2 or it's utilization of object oriented programming, message 'Packman.09' on Discord or check the LUA documentation for object oriented programming below
https://www.lua.org/pil/16.html
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PWB tickToolAnimator(): tickToolAnimator(toolAnimator, dt, defaultPoseTransform, playerId, swingamnts, noheldaction)
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swingamnts + fp_actionX name/tag: (only for first person) you can now define a infinite amount of actions that will be randomly chosen. it randomly chooses a number 1 through the number inputted into swingamnts for x. Best for melee weapons (just uses 'fp_action' if undefined)
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noheldaction: only does fp/tp_action when forced using the forceActionPose bool (using this with a weapon that has multiple actions using the above system may lead to undefined behavior)
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fp/tp_secaction: a secondary action position, can only activated with the forceSecondaryActionPose bool