untyped global function OnWeaponActivate_weapon_toolgun global function OnWeaponDeactivate_weapon_toolgun global function OnWeaponPrimaryAttack_weapon_toolgun global function OnWeaponStartZoomIn_weapon_toolgun global function OnWeaponStartZoomOut_weapon_toolgun #if SERVER global function OnWeaponNpcPrimaryAttack_weapon_toolgun #endif void function OnWeaponActivate_weapon_toolgun( entity weapon ) { CallToolOnEquipped( weapon.GetOwner(), weapon ) } void function OnWeaponDeactivate_weapon_toolgun( entity weapon ) { CallToolOnUnequipped( weapon.GetOwner(), weapon ) } var function OnWeaponPrimaryAttack_weapon_toolgun( entity weapon, WeaponPrimaryAttackParams attackParams ) { CallToolOnFired( weapon.GetOwner(), weapon, attackParams ) } void function OnWeaponStartZoomIn_weapon_toolgun( entity weapon ) { CallToolOnAds( weapon.GetOwner(), weapon ) } void function OnWeaponStartZoomOut_weapon_toolgun( entity weapon ) { CallToolOnUnAds( weapon.GetOwner(), weapon ) } var function OnWeaponNpcPrimaryAttack_weapon_toolgun( entity weapon, WeaponPrimaryAttackParams attackParams ) { // do nothing for now, maybe make it launch nukes or something later that could be funny }