hello sorry but uhm,
how can i make duel pistols in ttt shoot with the left/ right mouse button handling?
because the way i got it now it only shoots on left mouse button, it somethimes switches the weapon which fires on that mouse click, somethimes they shoot both, somethimes the left gun shoots a few rounds, then the right gun shoots a few etc. i want it to be like in cs:s  then left mouse = left gun fired    right mouse = right gun fired, so i copied the file from cs:s but it doesnt work in TTT what code does ttt use for it?
SWEP.Base				= "weapon_tttbase"
SWEP.Spawnable			= true
SWEP.AdminSpawnable		= true
SWEP.ViewModel			= "models/weapons/v_pist_elite.mdl"
SWEP.WorldModel			= "models/weapons/w_pist_elite.mdl"
SWEP.HoldType = "pistol"
SWEP.Weight				= 5
SWEP.AutoSwitchTo		= false
SWEP.AutoSwitchFrom		= false
SWEP.Primary.Sound			= Sound("Weapon_ELITE.Single")
SWEP.Primary.Recoil			= 2
SWEP.Primary.Unrecoil		= 7
SWEP.Primary.Damage			= 12
SWEP.Primary.NumShots		= 1
SWEP.Primary.Cone			= 0
SWEP.Primary.ClipSize		= 32
SWEP.Primary.Delay			= 0.06 //Don't use this, use the tables below!
SWEP.Primary.DefaultClip	= 92 //Always set this 1 higher than what you want.
SWEP.Primary.Automatic		= false //Don't use this, use the tables below!
SWEP.Primary.Ammo			= "pistol"
SWEP.AmmoEnt = "item_ammo_pistol_ttt"
SWEP.Icon = "VGUI/ttt/icon_FHserver_elites"
SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic	= false
SWEP.Secondary.Ammo			= "none"
//Firemode configuration
SWEP.IronSightsPos = Vector(0,0,0)
SWEP.IronSightsAng = Vector(0,0,0)
SWEP.data = {}
SWEP.mode = "semi" //The starting firemode
SWEP.data.newclip = false //Do not change this
SWEP.data.semi = {}
SWEP.data.semi.Delay = 0.07
SWEP.data.semi.Cone = 0.021
SWEP.data.semi.ConeZoom = 0.018
//End of configuration
function SWEP:ShootEffects()
	if self.left then
		self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
	else
		self.Weapon:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
	end
	
	self.left = not self.left
	self.Owner:MuzzleFlash()
	self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:Think()
	if SinglePlayer() then self.data.singleplayer(self) end
	if self.data.init then		
		self.Weapon:SetClip1( self.Weapon:Clip1() - 2 )
		self.data.init = nil
	end
	if self.data.newclip then
		if self.data.newclip == 0 then
			self.data.newclip = false
			
			if self:Ammo1() > self.Primary.ClipSize - 2 then
				if self.data.oldclip == 0 then
					self.Weapon:SetClip1( self.Weapon:Clip1() - 2 )
					if SERVER then
						self.Owner:GiveAmmo(2,self.Primary.Ammo,true)
					end
				elseif self.data.oldclip == 1 then
					self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
					if SERVER then
						self.Owner:GiveAmmo(1,self.Primary.Ammo,true)
					end
				end
			elseif self:Ammo1() > self.Primary.ClipSize - 1 then
				if self.data.oldclip == 0 then
					self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
					if SERVER then
						self.Owner:GiveAmmo(1,self.Primary.Ammo,true)
					end
				end
			end
		else
			self.data.newclip = self.data.newclip - 1
		end
	end
end