Benny/gamemodes/benny/gamemode/modules/gui/cl_spawnmenu.lua

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Lua
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2023-11-29 18:00:22 -05:00
-- Dev spawnmenu
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
local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("BFrame")
smenu:SetSize( ss(1+(96+2)*4), ss(360) )
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smenu:SetTitle("Developer Spawnmenu")
smenu:MakePopup()
smenu:SetKeyboardInputEnabled( false )
smenu:Center()
local itemlist = smenu:Add("DScrollPanel")
itemlist:Dock( FILL )
local createlist = {}
for ClassName, Class in pairs( WEAPONS ) do
if !createlist[Class.Type] then
createlist[Class.Type] = {}
end
table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
end
for i, v in SortedPairs( createlist ) do
local Collapse = itemlist:Add( "DCollapsibleCategory" )
Collapse:Dock( TOP )
Collapse:SetLabel( i )
local Lays = itemlist:Add( "DIconLayout" )
Collapse:SetContents( Lays )
Collapse:SetExpanded( i!="magazine" )
Lays:Dock( FILL )
Lays:SetSpaceX( ss(1) )
Lays:SetSpaceY( ss(1) )
for Mew, New in ipairs( v ) do
local button = Lays:Add( "DButton" )
button:SetSize( ss(95), ss(14) )
--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", New.ClassName )
chat.AddText( "Gave " .. New.Class.Name )
end
function button:DoRightClick()
RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName )
chat.AddText( "Gave " .. WeaponGet("mag_"..New.ClassName).Name )
end
function button:Paint( w, h )
surface.SetDrawColor( schemes[active]["fg"] )
surface.DrawRect( 0, 0, w, h )
surface.SetTextColor( schemes[active]["bg"] )
surface.SetFont( "Benny_12" )
surface.SetTextPos( ss(2), ss(2) )
surface.DrawText( self.Text_Name )
-- surface.SetFont( "Benny_10" )
-- surface.SetTextPos( ss(4), ss(4 + 12) )
-- surface.DrawText( self.Text_Desc )
return true
end
end
end
end