SWEP.PrintName = "Weapon Remantler"
SWEP.Description = "A deployable device capable of disassembling weapons into scrap, and upgrading weapons with scrap.\nIt can be used to assemble trinkets with scrap also.\nPress PRIMARY ATTACK to deploy the remantler.\nPress SECONDARY ATTACK and RELOAD to rotate the remantler."

SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = Model("models/props_lab/powerbox01a.mdl")

SWEP.AmmoIfHas = true

SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Ammo = "remantler"
SWEP.Primary.Delay = 1
SWEP.Primary.Automatic = true

SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "dummy"

SWEP.MaxStock = 5

SWEP.WalkSpeed = SPEED_NORMAL
SWEP.FullWalkSpeed = SPEED_SLOWEST

function SWEP:Initialize()
	self:SetWeaponHoldType("slam")
	self:SetDeploySpeed(1.1)
	self:HideViewAndWorldModel()
end

function SWEP:SetReplicatedAmmo(count)
	self:SetDTInt(0, count)
end

function SWEP:GetReplicatedAmmo()
	return self:GetDTInt(0)
end

function SWEP:GetWalkSpeed()
	if self:GetPrimaryAmmoCount() > 0 then
		return self.FullWalkSpeed
	end
end

function SWEP:SecondaryAttack()
end

function SWEP:Reload()
end

function SWEP:CanPrimaryAttack()
	if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end

	if self:GetPrimaryAmmoCount() <= 0 then
		self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
		return false
	end

	return true
end

function SWEP:Holster()
	return true
end
