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You can easily fix this by overriding the function the proper way using self.Basclass:
function SWEP:PullPin()
self.BaseClass.PullPin(self)
self:SendWeaponAnim(ACT_VM_PULLBACK_HIGH)
end
What this does is just calls the original PullPin() function before making the change you want.
[[TTT] Lift Grenade] gamemodes/terrortown/entities/entities/ttt_liftgren_proj.lua:81: Tried to use a NULL entity!
1. GetPhysicsObject - [C]:-1
2. unknown - gamemodes/terrortown/entities/entities/ttt_liftgren_proj.lua:81
Timer Failed! [Simple][@gamemodes/terrortown/entities/entities/ttt_liftgren_proj.lua (line 77)]
might be related to only hitting players/nothing with the explosion radius?
Additionally, its important to have a safeguard to make sure a player's gravity is set to normal if the round or map suddenly ends while this weapon's gravity is in effect. I have no idea if this is the case as i've not tested it, but a lot of addons doing similar things tend to permanently set their gravity if the map changes.