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

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-- HUD
local hide = {
["CHudHealth"] = true,
["CHudBattery"] = true,
["CHudAmmo"] = true,
["CHudSecondaryAmmo"] = true,
["CHudPoisonDamageIndicator"] = true,
["CHudCrosshair"] = true,
["CHUDQuickInfo"] = true,
["CHudSuitPower"] = true,
["CHudZoom"] = true,
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}
hook.Add( "HUDShouldDraw", "HideHUD", function( name )
if ( hide[ name ] ) then return false end
end )
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local HSCALE = CreateClientConVar( "benny_hud_scale", 2, true, false, "HUD scaling", 0, 4 )
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function ss( scale )
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return scale*HSCALE:GetInt()--math.Round( scale * ( ScrH() / 480 ) * HSCALE:GetFloat() )
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end
local function genfonts()
local sizes = {
8,
10,
12,
14,
16,
18,
24,
32,
36,
48,
64,
72
}
for _, size in pairs(sizes) do
surface.CreateFont( "Benny_" .. size, {
font = "Carbon Plus Bold",
size = ss(size),
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weight = 0,
} )
end
local sizes = {
8,
9,
10,
12,
}
for _, size in pairs(sizes) do
for i=1, 4 do
local add = i==1 and "" or i==2 and "B" or i==3 and "I" or i==4 and "BI"
local mode = i==1 and "" or i==2 and " Bold" or i==3 and " Italic" or i==4 and " Bold Italic"
surface.CreateFont( "Benny_Caption_" .. size .. add, {
font = "Roboto" .. mode,
size = ss(size),
weight = 0,
} )
end
end
end
genfonts()
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cvars.AddChangeCallback("benny_hud_scale", function(convar_name, value_old, value_new)
genfonts()
end, "benny_hud_scale_callback")
schemes = {
["benny"] = {
fg = Color( 255, 238, 169 ),
bg = Color( 54, 44, 39 ),
caption = Color( 255, 238, 169 ),
name = "BENNY",
},
["nicky"] = {
fg = Color( 255, 174, 210 ),
bg = Color( 67, 32, 70 ),
caption = Color( 255, 174, 210 ),
name = "NICKY",
},
["igor"] = {
fg = Color( 253, 168, 107 ),
bg = Color( 122, 34, 32 ),
caption = Color( 253, 78, 77 ),
name = "IGOR",
},
["yanghao"] = {
fg = Color( 87, 227, 253 ),
bg = Color( 2, 58, 51 ),
caption = Color( 87, 187, 253 ),
name = "YANG-HAO",
},
["enemy"] = {
caption = Color( 199, 0, 0 ),
name = "ENEMY",
},
["pistol"] = {
caption = Color( 61, 61, 61 ),
name = "PISTOL",
}
}
captions = {
--{
-- name = "YANG-HAO",
-- color = schemes["yanghao"]["caption"],
-- text = { "..." },
-- time = 1,
--},
--{
-- name = "BENNY",
-- color = schemes["benny"]["caption"],
-- text = { "Bleh." },
-- time = 2,
--},
--{
-- name = "NICKY",
-- color = schemes["nicky"]["caption"],
-- text = { "You have a big weapon, sir!" },
-- time = 3,
--},
--{
-- name = "IGOR",
-- color = schemes["igor"]["caption"],
-- text = { "I need more bullets!", "I need more bullets!", "I need more bullets!" },
-- time = 4,
--},
--{
-- name = "ENEMY GUARD",
-- color = schemes["enemy"]["caption"],
-- text = { "Bigger weapons! Bigger weapons!", "Ratatatata!" },
-- time = 5,
--},
}
function AddCaption( name, color, text, time_to_type, lifetime )
if captions[#captions] and captions[#captions].name == name then
local weh = captions[#captions]
local wehlast = weh.lines[#weh.lines]
local patty = string.gsub(wehlast.text, " %((x%d+)%)", "")
if patty == text then
wehlast.repeated = (wehlast.repeated or 1) + 1
wehlast.text = patty .. " (x" .. wehlast.repeated .. ")"
else
table.insert( weh.lines, { text = text, time_to_type=time_to_type, starttime=CurTime() } )
end
weh.lifetime = math.max( CurTime() + lifetime, weh.lifetime )
else
table.insert( captions, { name = name, color=color, lifetime=CurTime()+lifetime, lines = { { text=text, time_to_type=time_to_type, starttime=CurTime() } } })
end
end
local color_caption = Color( 0, 0, 0, 127 )
local mat_grad = Material( "benny/hud/grad.png", "mips smooth" )
-- Stew port
globhit = Vector()
globang = Angle()
tr1f = Vector()
tr2f = Vector()
local col_1 = Color(255, 255, 255, 200)
local col_2 = Color(0, 0, 0, 255)
local col_3 = Color(255, 127, 127, 255)
local col_4 = Color(255, 222, 222, 255)
local mat_dot = Material("benny/hud/xhair/dot.png", "mips smooth")
local mat_long = Material("benny/hud/xhair/long.png", "mips smooth")
local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth")
local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
local spacer_long = 2 -- screenscaled
local gap = 24
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bucket_selected = bucket_selected or 1
item_selected = item_selected or 1
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local sw, sh = ScrW(), ScrH()
local b = ss(20)
local p = LocalPlayer()
-- PROTO: Make sure this is the 'benny' weapon.
local wep = p:GetActiveWeapon()
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local scheme = schemes["benny"]
do -- Health
-- BG
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b, sh - b - ss(22), ss(140), ss(14+8) )
local hp = p:Health()/100 --CurTime()*0.5 % 1
local ti = (CurTime()*0.75 / (hp)) % 1
-- Text underneath
surface.SetFont( "Benny_18" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(6), sh - b - ss(22) + ss(3) )
surface.DrawText( scheme["name"] )
-- Bar
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( b + ss(4), sh - b - ss(22) + ss(4), ss((140*hp)-8), ss(14) )
local gcol = scheme["fg"]
local ch, cs, cl = gcol:ToHSL()
cl = ((cl*0.0) + (1)*hp)
gcol = HSLToColor( ch, cs, cl )
gcol.a = ((1-ti)*255*hp) + ((1-hp)*255)
surface.SetDrawColor( gcol )
surface.SetMaterial( mat_grad )
surface.DrawTexturedRect( b + ss(4), sh - b - ss(22) + ss(4), ss((140*hp*ti)-8), ss(14) )
-- Bar text
surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( b + ss(6), sh - b - ss(22) + ss(3) )
render.SetScissorRect( b + ss(4), sh - b - ss(22) + ss(4), b + ss(4) + ss((140*hp)-8), sh - b - ss(22) + ss(4) + ss(14), true ) -- Enable the rect
surface.DrawText( scheme["name"] )
render.SetScissorRect( 0, 0, 0, 0, false ) -- Disable after you are done
end
do -- Weapon
assert( IsValid(wep) and wep:GetClass() == "benny", "Failed to retrieve 'benny' weapon!" )
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local inv = p:INV_Get()
local wep1 = wep:BTable( false )
local wep1c = wep:BClass( false )
local wep2 = wep:BTable( true )
local wep2c = wep:BClass( true )
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local w, h = 156, 100
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local BOXHEIGHT = 84--44
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if wep1 then
-- BG
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( sw - b - ss(w), sh - b - ss(BOXHEIGHT), ss(w), ss(BOXHEIGHT) )
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if wep1c.Icon then
local gunsize = 128
surface.SetDrawColor( scheme["fg"] )
surface.SetMaterial( wep1c.Icon )
-- surface.DrawTexturedRectRotated( sw - b - ss(w/2), sh - b - ss(BOXHEIGHT/2), ss(32), ss(32), 0 )
surface.DrawTexturedRectUV( sw - b - ss(w/2 + gunsize/2), sh - b - ss(BOXHEIGHT/2 - 8 + gunsize/2/2), ss(gunsize), ss(gunsize/2), 1, 0, 0, 1 )
end
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-- Text bar
surface.SetFont( "Benny_18" )
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( sw - b - ss(w-4), sh - b - ss(BOXHEIGHT-4), ss(w-8), ss(14) )
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surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( sw - b - ss(w-6), sh - b - ss(BOXHEIGHT-3) )
surface.DrawText( wep1c.Name or "???" )
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local fmpw = 30
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawRect( sw - b - ss(w-4), sh - b + ss(16) - ss(BOXHEIGHT-4), ss(fmpw), ss(10) )
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surface.SetFont( "Benny_12" )
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local str = wep:B_FiremodeName( false )
local tw = surface.GetTextSize( str )
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surface.SetTextColor( scheme["bg"] )
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surface.SetTextPos( sw - b - ss(w-19) - (tw/2), sh - b + ss(16) - ss(BOXHEIGHT-4) )
surface.DrawText( str )
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surface.SetFont( "Benny_12" )
local text = wep:GetWep1Clip() == 0 and "---" or wep:Clip1()-- .. " - MAG " .. wep:GetWep1Clip()
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local tw = surface.GetTextSize( text )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( sw - b - ss(4) - tw, sh - b - ss(24) )
surface.DrawText( text )
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local bx = 1
local by = 0
local count = math.max( wep:Clip1(), wep:BClass( false ).Ammo )
local size = ss(8)
if count>90 then
size = ss(2)
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by = by - ss(9-3)
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elseif count>60 then
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size = ss(3)
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by = by - ss(7)
elseif count>30 then
size = ss(3)
by = by - ss(5)
end
for i=1, count do
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawOutlinedRect( sw - b - ss(3+4) - ( ss(5) * (bx-1) ), sh - b - ss(8+4) - by, ss(3), size, ss(0.5) )
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if i <= wep:Clip1() then
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surface.DrawRect( sw - b - ss(3+4) - ( ss(5) * (bx-1) ), sh - b - ss(8+4) - by, ss(3), size )
end
if i%30 == 0 then
if count>90 then
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by = by + ss(3)
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elseif count>60 then
by = by + ss(3)
else
by = by + ss(5)
end
bx = 0
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end
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bx = bx + 1
end
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local amlist = { wep:BTable( false )["Ammo" .. 1], wep:BTable( false )["Ammo" .. 2], wep:BTable( false )["Ammo" .. 3] }
local ind = 1
local bubby = ss(1)
local blen, bhei = 25, 10
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for _, v in ipairs( amlist ) do
local active = wep:GetWep1Clip() == _
if v == 0 and !active then continue end
local perc = v / wep:BClass( false ).Ammo
local suuze = ss(blen*perc) - bubby*2*perc
if v != 0 then suuze = math.max( suuze, 1 ) end
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawOutlinedRect( sw - b - ss(w-4-2) + ss(fmpw) + ( ss(blen+2) * (ind-1) ),
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sh - b + ss(16) - ss(BOXHEIGHT-4),
ss(blen),
ss(bhei),
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ss(0.5) )
if active then
surface.SetTextColor( scheme["fg"] )
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surface.SetTextPos( sw - b - ss(w-4-2) + ss(fmpw/2) + ( ss(blen+2) * (ind) ) + bubby - ss(4),
sh - b + ss(16) - ss(BOXHEIGHT-4) + bubby - ss(2) )
surface.DrawText( "x" )
end
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surface.SetDrawColor( scheme["fg"] )
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surface.DrawRect( sw - b - ss(w-4-2) + ss(fmpw) + ( ss(blen+2) * (ind-1) ) + bubby,
sh - b + ss(16) - ss(BOXHEIGHT-4) + bubby,
suuze,
ss(bhei) - bubby*2 )
if active then
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render.SetScissorRect( sw - b - ss(w-4-2) + ss(fmpw) + ( ss(blen+2) * (ind-1) ) + bubby,
sh - b + ss(16) - ss(BOXHEIGHT-4) + bubby,
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sw - b - ss(w-4-2) + ss(fmpw) + ( ss(blen+2) * (ind-1) ) + bubby + suuze,
sh - b + ss(16) - ss(BOXHEIGHT-4) + bubby + (ss(bhei) - bubby*2), true )
surface.SetTextColor( scheme["bg"] )
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surface.SetTextPos( sw - b - ss(w-4-2) + ss(fmpw/2) + ( ss(blen+2) * (ind) ) + bubby - ss(4),
sh - b + ss(16) - ss(BOXHEIGHT-4) + bubby - ss(2) )
surface.DrawText( "x" )
render.SetScissorRect( 0, 0, 0, 0, false )
end
ind = ind + 1
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end
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-- local prog = {
-- {
-- Text = "SUPP. 09",
-- Bar = 0.7,
-- Icon = Material("benny/hud/atts/supp.png", ""),
-- },
-- {
-- Text = "LIGHT",
-- Bar = "ON",
-- Icon = Material("benny/hud/atts/light.png", ""),
-- },
-- {
-- Text = "ENERGY",
-- Bar = 0.2,
-- Icon = Material("benny/hud/atts/energy.png", ""),
-- },
-- }
-- Attachments?
if false then for i, v in ipairs( prog ) do
local ATTBOX = 24
local ATTLEN = 64
local bump = ss(2)
-- BG
surface.SetDrawColor( scheme["bg"] )
local x, y = sw - b - ss(w - ((ATTLEN+2)*(i-1))), sh - b - ss(BOXHEIGHT+ATTBOX+4)
surface.DrawRect( x, y, ss(ATTLEN), ss(ATTBOX) )
-- Text bar
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( x+bump, y+bump, ss(ATTBOX-4), ss(ATTBOX-4) )
render.PushFilterMag( TEXFILTER.LINEAR )
render.PushFilterMin( TEXFILTER.LINEAR )
surface.SetMaterial( v.Icon )
surface.SetDrawColor( scheme["bg"] )
surface.DrawTexturedRect( x+bump, y+bump, ss(ATTBOX-4), ss(ATTBOX-4) )
render.PopFilterMag()
render.PopFilterMin()
surface.SetFont( "Benny_8" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( x+bump + ss(ATTBOX-2), y+bump - ss(1) )
surface.DrawText( v.Text )
if isstring(v.Bar) then
surface.SetFont( "Benny_8" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( x+bump + ss(ATTBOX-2), y+bump - ss(1-7) )
surface.DrawText( v.Bar )
else
surface.DrawOutlinedRect( x+bump + ss(ATTBOX-2), y+bump - ss(1-7), ss(30), ss(6), ss(0.5) )
surface.DrawRect( x+bump + ss(ATTBOX-2), y+bump - ss(1-7), ss(30)*v.Bar, ss(6) )
end
-- surface.SetFont( "Benny_12" )
-- surface.SetTextColor( scheme["fg"] )
-- surface.SetTextPos( x+bump + ss(ATTBOX-1), y+bump - ss(1) )
-- surface.DrawText( "10" )
end end
end
do -- Crosshair
local s, w, h = ss, ScrW(), ScrH()
local pl_x, pl_y = w/2, h/2
do
local tr1 = util.TraceLine({
start = p:EyePos(),
endpos = p:EyePos() + (p:EyeAngles():Forward()*16000),
filter = p
})
local tr2 = util.TraceLine({
start = globhit,
endpos = globhit + (globang:Forward()*16000),
filter = p
})
tr1f:Set(tr1.HitPos)
tr2f:Set(tr2.HitPos)
end
pl_x = tr2f:ToScreen().x
pl_y = tr2f:ToScreen().y
ps_x = tr2f:ToScreen().x
ps_y = tr2f:ToScreen().y
local touse1 = col_1
local touse2 = col_2
if ve then
pl_x = tr1f:ToScreen().x
pl_y = tr1f:ToScreen().y
ps_x = tr1f:ToScreen().x
ps_y = tr1f:ToScreen().y
elseif util.TraceLine({start = tr2f, endpos = tr1f, filter = p}).Fraction != 1 and !tr2f:IsEqualTol(tr1f, 1) then
touse1 = col_4
touse2 = col_3
pl_x = tr1f:ToScreen().x
pl_y = tr1f:ToScreen().y
end
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pl_x = math.Round( pl_x )
pl_y = math.Round( pl_y )
ps_x = math.Round( ps_x )
ps_y = math.Round( ps_y )
for i=1, 2 do
local cooler = i == 1 and touse2 or touse1
local poosx, poosy = i == 1 and ps_x or pl_x, i == 1 and ps_y or pl_y
local mat1 = i == 1 and mat_long_s or mat_long
local mat2 = i == 1 and mat_dot_s or mat_dot
surface.SetDrawColor( cooler )
if wep.XHairMode == "rifle" then
surface.SetMaterial( mat1 )
surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(16), s(16), 0 )
surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy - gap, s(16), s(16), 0 )
surface.DrawTexturedRectRotated( poosx, poosy + gap, s(16), s(16), 0 )
elseif wep.XHairMode == "smg" then
surface.SetMaterial( mat1 )
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer_long), s(16), s(16), 90 )
surface.DrawTexturedRectRotated( poosx - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), -45 )
surface.DrawTexturedRectRotated( poosx + (math.sin(math.rad(45))*gap) + (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), 45 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 )
else -- pistol
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx - gap, poosy, s(24), s(24), 0 )
surface.DrawTexturedRectRotated( poosx + gap, poosy, s(24), s(24), 0 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy - gap, s(24), s(24), 0 )
surface.DrawTexturedRectRotated( poosx, poosy + gap, s(24), s(24), 0 )
end
end
end
end
do -- Quickinv
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local inv = p:INV_Get()
local gap = ss(1)
local size_textx = ss(96)
local size_texty = ss(12)
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local size_texty_sel = ss(36)
local size_num = ss(12)
local size_thi = ss(0.5)
local nextwe = ss(96+2)
local nextwe_no = ss(12+2)
local item_start = ss(14)
local item_gap = ss(12+2)
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local item_gap_sel = ss(36+2)
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local inventorylist = p:INV_Buckets()
local bump = 0
for i, bucket in ipairs( inventorylist ) do
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, b, size_num, size_num )
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if i==bucket_selected then
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( bump + b + gap, b + gap, size_num - (gap*2), size_num - (gap*2) )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( bump + b + ss(3), b + ss(1) )
surface.DrawText( i )
else
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( bump + b + ss(3), b + ss(1) )
surface.DrawText( i )
end
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local ybump = 0
if i!=bucket_selected then
for d, item in ipairs( bucket ) do
surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, (item_start+ybump) + b, size_texty, size_texty )
ybump = ybump + (item_gap)
end
bump = bump + (nextwe_no)
else
for d, item in ipairs( bucket ) do
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local idata = WEAPONS[inv[item].Class]
local sel = d==item_selected
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surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, (item_start+ybump) + b, size_textx, (sel and size_texty_sel or size_texty) )
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if sel then
surface.SetDrawColor( scheme["fg"] )
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surface.DrawRect( bump + b + gap, (item_start+ybump) + b + gap, size_textx - (gap*2), (sel and size_texty_sel or size_texty) - (gap*2) )
surface.SetTextColor( scheme["bg"] )
-- PROTO: This is just useful information for me.
surface.SetFont( "Benny_8" )
local num = 0
for i, v in pairs( inv[item] ) do
surface.SetTextPos( bump + b + ss(3), (item_start+ybump) + b + ss(1+6+(4*num)) )
surface.DrawText( i .. " : " .. v )
num = num +1
end
else
surface.SetTextColor( scheme["fg"] )
end
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surface.SetFont( "Benny_12" )
surface.SetTextPos( bump + b + ss(3), (item_start+ybump) + b + ss(1) )
surface.DrawText( idata.Name )
surface.SetFont( "Benny_8" )
surface.SetTextPos( bump + b + size_textx - surface.GetTextSize(item) - ss(3), (item_start+ybump) + b + ss(1) )
surface.DrawText( item )
ybump = ybump + (d==item_selected and item_gap_sel or item_gap)
end
bump = bump + (nextwe)
end
end
end
do -- Captions
local space = b
for aaa, caption in pairs(captions) do
if caption.lifetime <= CurTime() then captions[aaa] = nil end
if #caption.lines == 0 then captions[aaa] = nil end
end
for aaa, caption in SortedPairsByMemberValue(captions, "starttime", false) do
surface.SetFont("Benny_Caption_9")
local tw = 0
for i, v in pairs( caption.lines ) do
tw = math.max( tw, surface.GetTextSize( v.text ) )
end
surface.SetFont("Benny_10")
tw = math.max( tw, surface.GetTextSize( caption.name ) )
space = space + ss(22)+ss(8*(#caption.lines-1))
-- BG
surface.SetDrawColor( color_caption )
surface.DrawRect( (sw/2) - (ss(8)+tw)/2, sh - space - ss(0), ss(8)+tw, ss(22)+ss(8*(#caption.lines-1)) )
-- PROTO: Would be nice to be able to change italics or bold inline.
for i, v in SortedPairsByMemberValue( caption.lines, "starttime" ) do
surface.SetFont("Benny_Caption_9I")
surface.SetTextColor( color_white )
surface.SetTextPos( (sw/2) - (tw/2), sh - space + ss(10) + (ss(8)*(i-1)) )
local waah = ""
for i=1, #v.text do
waah = waah .. ( ((i-1)/#v.text) <= math.TimeFraction( v.starttime, v.starttime + v.time_to_type, CurTime() ) and v.text[i] or " ")
end
surface.DrawText( waah )
end
surface.SetTextColor( caption.color )
surface.SetFont("Benny_10")
surface.SetTextPos( (sw/2) - (tw/2), sh - space + ss(2) )
surface.DrawText( caption.name )
end
end
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if false then -- Debug Inventory
local gap = 0
for ID, Data in pairs( p:INV_Get() ) do
local active = (wep:GetWep2() == ID) and "Wep2" or (wep:GetWep1() == ID) and "Wep1" or ""
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b + ss(4), b + ss(4) + gap, ss(240), ss(30) )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3) + gap )
surface.DrawText( ID .. " " .. active )
local str = ""
for i, v in pairs( Data ) do
str = str .. i .. ": " .. v .. " "
end
surface.SetFont( "Benny_10" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3 + 8) + gap )
surface.DrawText( str )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3 + 8 + 8) + gap )
-- surface.DrawText( active )
gap = gap + ss(30+4)
end
end
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end )
do
local function Equip()
local ply = LocalPlayer()
local buckets = ply:INV_Buckets()
if buckets[bucket_selected][item_selected] then
RunConsoleCommand( "benny_inv_equip", buckets[bucket_selected][item_selected] )
end
end
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local qt = {
["invnext"] = function( ply )
local buckets = ply:INV_Buckets()
item_selected = item_selected + 1
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for i=1, #buckets do
if item_selected > #buckets[bucket_selected] then
bucket_selected = bucket_selected + 1
item_selected = 1
end
if bucket_selected > #buckets then bucket_selected = 1 item_selected = 1 end
if buckets[bucket_selected][item_selected] then
Equip()
break
end
end
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end,
["invprev"] = function( ply )
local buckets = ply:INV_Buckets()
item_selected = item_selected - 1
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for i=1, #buckets do
if item_selected < 1 then
bucket_selected = bucket_selected - 1
if bucket_selected < 1 then bucket_selected = #buckets end
item_selected = #buckets[bucket_selected]
if buckets[bucket_selected][item_selected] then
Equip()
break
end
end
end
Equip()
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end,
["slot1"] = function( ply )
local buckets = ply:INV_Buckets()
if bucket_selected == 1 then
item_selected = item_selected + 1
if item_selected > #buckets[bucket_selected] then
item_selected = 1
end
else
bucket_selected = 1
item_selected = 1
end
Equip()
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end,
["slot2"] = function( ply )
local buckets = ply:INV_Buckets()
if bucket_selected == 2 then
item_selected = item_selected + 1
if item_selected > #buckets[bucket_selected] then
item_selected = 1
end
else
bucket_selected = 2
item_selected = 1
end
Equip()
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end,
["slot3"] = function( ply )
local buckets = ply:INV_Buckets()
if bucket_selected == 3 then
item_selected = item_selected + 1
if item_selected > #buckets[bucket_selected] then
item_selected = 1
end
else
bucket_selected = 3
item_selected = 1
end
Equip()
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end,
["slot4"] = function( ply )
local buckets = ply:INV_Buckets()
if bucket_selected == 4 then
item_selected = item_selected + 1
if item_selected > #buckets[bucket_selected] then
item_selected = 1
end
else
bucket_selected = 4
item_selected = 1
end
Equip()
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end,
}
hook.Add( "PlayerBindPress", "inv", function( ply, bind, pressed, code )
if qt[bind] and pressed then
qt[bind]( ply )
return true
end
end)
end