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

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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")
local inv = ply:INV_Get()
local str = UUID_generate()
local class = WeaponGet(args[1])
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assert(class, "Invalid Class.")
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local item = {
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Class = args[1],
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Acquisition = CurTime(),
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}
if class.Features == "firearm" then
item.Loaded = ""
elseif class.Features == "magazine" then
item.Ammo = class.Ammo
end
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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 )
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end,
function(cmd, args)
args = string.Trim(args:lower())
local meow = {}
for i, v in SortedPairs( WEAPONS ) do
if string.lower(i):find(args) then
table.insert( meow, cmd .. " " .. i )
end
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end
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return meow
end, "arg 1: player ent index, arg 2: classname")
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-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_equip", function( ply, cmd, args )
local wep = ply:BennyCheck()
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if wep then
local hand = args[2]!=nil and tobool(args[2])
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local id = args[1]
local swap_or_replace = tobool(args[3])
local L, R = true, false
local curr_r = wep:D_GetID( false )
local curr_l = wep:D_GetID( true )
if hand == R then
if curr_r == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_r != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( L, curr_r )
elseif curr_l == id then
-- You have the gun we want, snatched
wep:BHolster( L )
end
wep:BDeploy( R, id )
elseif hand == L then
if curr_l == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_l != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( R, curr_l )
elseif curr_r == id then
-- You have the gun we want, snatched
wep:BHolster( R )
end
wep:BDeploy( L, id )
end
end
end,
function(cmd, args)
args = string.Trim(args:lower())
local meow = {}
for i, v in SortedPairs( Entity(1):INV_Get() ) do
if string.lower(i):find(args) then
table.insert( meow, cmd .. " " .. i )
end
end
return meow
end, "arg 1: item id, arg 2 does offhand")
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-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_holster", function( ply, cmd, args )
local wep = ply:BennyCheck()
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if wep then
if wep:D_GetID( false ) == args[1] then
wep:BHolster( false )
elseif wep:D_GetID( true ) == args[1] then
wep:BHolster( true )
end
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:SetWep1_Clip( "" )
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wep:SetClip1( 0 )
end
if wep:GetWep2() == args[1] then
wep:SetWep2( "" )
wep:SetWep2_Clip( "" )
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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
function GM:ShowSpare1( ply )
if SERVER then
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ply:ConCommand( "benny_gui_settings" )
end
end
function GM:ShowSpare2( ply )
if SERVER then
ply:ConCommand( "benny_gui_spscore" )
end
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end