Benny/gamemodes/benny/gamemode/modules/player/sh_basic.lua

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function GM:PlayerSpawn( ply )
player_manager.SetPlayerClass( ply, "player_benny" )
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ply:SetModel( "models/player/police.mdl" )
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ply:SetViewOffset( Vector( 0, 0, 64 ) )
ply:SetViewOffsetDucked( Vector( 0, 0, 50 ) )
ply:SetPlayerColor( Vector( 0.275, 0.2, 0.145 ) )
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ply:Give( "benny" )
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ply:SetCrouchedWalkSpeed( 0.3 )
ply:SetDuckSpeed( 0.1 )
ply:SetUnDuckSpeed( 0.1 )
ply:SetSlowWalkSpeed( 100 )
ply:SetWalkSpeed( 160 )
ply:SetRunSpeed( 220 )
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end
if SERVER then
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util.AddNetworkString( "benny_syncinv" )
util.AddNetworkString( "benny_sendinvitem" )
util.AddNetworkString( "benny_discardinvitem" )
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end
concommand.Add("benny_debug_give", function(ply, cmd, args)
assert(SERVER, "not server")
-- PROTO: Check for the correct 'benny' weapon.
local ply = Entity( args[1] )
local wep = ply:GetActiveWeapon()
local inv = ply:INV_Get()
local str = UUID_generate()
local class = WEAPONS[args[3]]
assert(class, "Invalid Class.")
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local item = {
Class = args[3],
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Loaded = 1,
Ammo1 = class.Ammo,
Ammo2 = class.Ammo,
Ammo3 = class.Ammo,
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}
inv[str] = item
-- PROTO: WriteTable.
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net.Start( "benny_sendinvitem" )
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net.WriteString( str )
net.WriteTable( item )
net.Send( ply )
local slot = tonumber(args[2])
if slot == 1 then
wep:SetWep1( str )
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wep:SetWep1Clip( item.Loaded )
wep:SetClip1( item[ "Ammo" .. item.Loaded ] )
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elseif slot == 2 then
wep:SetWep2( str )
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wep:SetWep2Clip( item.Loaded )
wep:SetClip2( item[ "Ammo" .. item.Loaded ] )
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else
end
end)
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-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_equip", function( ply, cmd, args )
local inv = ply:INV_Get()
local wep = ply:GetActiveWeapon()
local item = inv[args[1]]
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local class = WEAPONS[item.Class]
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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist. " .. tostring(item) )
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wep:SetWep1( args[1] )
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wep:SetWep1Clip( item.Loaded )
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-- PROTO: Make grenade/melee/firearm logic way way better.
if class.Features == "firearm" then
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if item.Loaded != 0 then
assert( item[ "Ammo" .. item.Loaded ], "That magazine doesn't exist." )
end
wep:SetClip1( item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] )
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end
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end)
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concommand.Add("benny_inv_sync", function( ply, cmd, args )
local inv = ply:INV_Get()
-- PROTO: WriteTable.
net.Start("benny_syncinv")
net.WriteUInt( table.Count( inv ), 4 )
for ID, Data in pairs( inv ) do
net.WriteString( ID )
net.WriteTable( Data )
end
net.Send( ply )
end)
concommand.Add("benny_inv_discard", function( ply, cmd, args )
local inv = ply:INV_Get()
local wep = ply:GetActiveWeapon()
local item = inv[args[1]]
-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist. " .. tostring(item) )
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inv[args[1]] = nil
net.Start( "benny_discardinvitem" )
net.WriteString( args[1] )
net.Send( ply )
if wep:GetWep1() == args[1] then
wep:SetWep1( "" )
wep:SetWep1Clip( 0 )
wep:SetClip1( 0 )
end
if wep:GetWep2() == args[1] then
wep:SetWep2( "" )
wep:SetWep2Clip( 0 )
wep:SetClip2( 0 )
end
end)
-- Network to client
if CLIENT then
net.Receive( "benny_syncinv", function( len, ply )
local ply = LocalPlayer()
local inv = ply:INV_Get()
table.Empty( inv )
for i=1, net.ReadUInt( 4 ) do
inv[net.ReadString()] = net.ReadTable()
end
end)
net.Receive( "benny_sendinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
net.Receive( "benny_discardinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = nil
end)
end
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hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
return true -- we don't want the default sound!
end )
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function GM:ShowHelp( ply )
if SERVER then
ply:SendLua( [[OpenSMenu()]] )
end
end
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function GM:ShowTeam( ply )
if SERVER then
ply:SendLua( [[OpenDeadeye()]] )
end
end
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-- Debug inv
if CLIENT then
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function GM:OnSpawnMenuOpen()
RunConsoleCommand( "benny_debug_inv" )
end
function GM:OnSpawnMenuClose()
if IsValid( base ) then base:Remove() end
end
function OpenSMenu()
if IsValid( smenu ) then smenu:Remove() return end
smenu = vgui.Create("DFrame")
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smenu:SetSize( ss(1+(96+2)*4), ss(360) )
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smenu:MakePopup()
smenu:SetKeyboardInputEnabled( false )
smenu:Center()
function smenu:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["bg"] )
surface.DrawRect( 0, 0, w, h )
return true
end
local itemlist = smenu:Add("DScrollPanel")
itemlist:Dock( FILL )
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-- local List = vgui.Create( "DIconLayout", itemlist )
-- List:Dock( FILL )
-- List:SetSpaceX( 5 )
-- List:SetSpaceY( 5 )
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local createlist = {}
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for ClassName, Class in pairs( WEAPONS ) do
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if !createlist[Class.Type] then
createlist[Class.Type] = {}
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end
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table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
end
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for i, v in SortedPairs( createlist ) do
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local Collapse = itemlist:Add( "DCollapsibleCategory" )
Collapse:Dock( TOP )
Collapse:SetLabel( i )
local Lays = itemlist:Add( "DIconLayout" )
Collapse:SetContents( Lays )
Lays:Dock( FILL )
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Lays:SetSpaceX( ss(1) )
Lays:SetSpaceY( ss(1) )
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for Mew, New in ipairs( v ) do
local button = Lays:Add( "DButton" )
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button:SetSize( ss(96), ss(14) )
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--button:Dock( TOP )
button:DockMargin( 0, 0, 0, ss(4) )
button.Text_Name = New.Class.Name
button.Text_Desc = New.Class.Description
-- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick()
RunConsoleCommand( "benny_debug_give", LocalPlayer():EntIndex(), 0, New.ClassName )
end
function button:DoRightClick()
end
function button:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes["benny"]["bg"] )
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surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(2), ss(2) )
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surface.DrawText( self.Text_Name )
-- surface.SetFont( "Benny_10" )
-- surface.SetTextPos( ss(4), ss(4 + 12) )
-- surface.DrawText( self.Text_Desc )
return true
end
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end
end
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end
local function regen_items( itemlist )
local ply = LocalPlayer()
itemlist:Clear()
for i, v in pairs( ply:INV_Get() ) do
local button = vgui.Create( "DButton" )
itemlist:AddItem( button )
button:SetSize( 1, ss(36) )
button:Dock( TOP )
button:DockMargin( 0, 0, 0, ss(4) )
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button.ID = i
local Class = WEAPONS[v.Class]
button.Text_Name = Class.Name
button.Text_Desc = Class.Description
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-- PROTO: These functions don't need to be remade over and over like this.
function button:DoClick()
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RunConsoleCommand("benny_inv_equip", button.ID)
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timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
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end
function button:DoRightClick()
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RunConsoleCommand("benny_inv_discard", button.ID)
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timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
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end
function button:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes["benny"]["bg"] )
surface.SetFont( "Benny_16" )
surface.SetTextPos( ss(4), ss(4) )
surface.DrawText( self.Text_Name )
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surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(4), ss(4 + 12) )
surface.DrawText( self.Text_Desc )
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surface.SetFont( "Benny_12" )
local tx = surface.GetTextSize( self.ID )
surface.SetTextPos( w - ss(4) - tx, ss(4) )
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surface.DrawText( self.ID )
return true
end
end
end
concommand.Add("benny_debug_inv", function()
if IsValid( base ) then base:Remove() end
base = vgui.Create("DFrame")
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base:SetSize( ss(400), ss(240) )
base:MakePopup()
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base:SetKeyboardInputEnabled( false )
base:Center()
function base:Paint( w, h )
surface.SetDrawColor( schemes["benny"]["bg"] )
surface.DrawRect( 0, 0, w, h )
return true
end
local itemlist = base:Add("DScrollPanel")
itemlist:Dock( FILL )
regen_items( itemlist )
end)
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end