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

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-- Predicted weapon switching
local dads = {
[KEY_1] = 1,
[KEY_2] = 2,
[KEY_3] = 3,
[KEY_4] = 4,
[KEY_5] = 5,
[KEY_6] = 6,
[KEY_7] = 7,
[KEY_8] = 8,
[KEY_9] = 9,
[KEY_0] = 0,
}
local function beatup( ply, num )
local weighted = ply:INV_Weight()
local inv = ply:INV_Get()
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local wep = ply:BennyCheck()
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local iflip = table.Flip( inv )
local hand = ply:KeyDown(IN_ZOOM)
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local invid = 0
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if CLIENT and !IsFirstTimePredicted() then return end
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for _, item in pairs( weighted ) do
local class = WeaponGet(item.Class)
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local id = iflip[item]
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if class.Features == "firearm" or class.Features == "grenade" then
invid = invid + 1
if num == 0 then num = 10 end
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if num == invid then
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if id == wep:D_GetReqID( hand ) then
-- If we are selected our currently equipped weapon, holster it.
return wep:D_SetReqID( hand, "" )
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else
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if wep:D_GetReqID( hand ) != "" then
-- Something is in this hand
if wep:D_GetReqID( !hand ) != "" then
-- Something in the other hand
wep:D_SetReqID( !hand, wep:D_GetReqID( hand ) )
wep:D_SetReqID( hand, id )
return
else
-- Nothing in the other hand
wep:D_SetReqID( !hand, "" )
wep:D_SetReqID( hand, id )
return
end
else
-- Nothing in this hand.
if wep:D_GetReqID( !hand ) == id then
-- Weapon we want is in the other hand.
wep:D_SetReqID( !hand, "" )
wep:D_SetReqID( hand, id )
return
end
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end
return wep:D_SetReqID( hand, id )
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end
end
end
end
return wep:D_SetReqID( hand, "" )
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end
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
local wep = ply:BennyCheck()
if dads[button] then
beatup( ply, dads[button] )
end
end)