local gun_glow = {} function gun_glow_init(e) CollisionOff(e) Scale(e,500) Hide(e) end function AddGunGlowEnt(ent) for k,v in pairs (gun_glow) do if not v.used then gun_glow[k] = {used = true, gun = ent, show = false} return end end end function ShowGunGlow(ent, x, y, z) for k,v in pairs (gun_glow) do if v.used and v.gun == ent then gun_glow[k].show = true ResetPosition(k, x, y, z) RotateToCamera(k) return end end end function HideGunGlow(ent) for k,v in pairs (gun_glow) do if v.used and v.gun == ent then gun_glow[k].show = false return end end end function gun_glow_main(e) local vars = gun_glow[e] if vars == nil then local Ent = g_Entity[e] if Ent ~= nil then gun_glow[e] = {used = false, gun = nil, show = false} end return elseif vars.used then if vars.show then Show(e) else Hide(e) end end end