Separate weapon holster & deploy from con.commands

This commit is contained in:
Fesiug 2023-11-13 18:22:28 -05:00
parent fa7b5259d6
commit 221462ae02
4 changed files with 91 additions and 18 deletions

View File

@ -0,0 +1,66 @@
-- Weapon ID
function SWEP:DGetWep( hand )
return hand and self:GetWep2() or self:GetWep1()
end
function SWEP:DSetWep( hand, value )
return hand and self:SetWep2( value ) or self:SetWep1( value )
end
-- Internal SWEP Clip
function SWEP:DGetClip( hand )
return hand and self:Clip2() or self:Clip1()
end
function SWEP:DSetClip( hand, value )
return hand and self:SetClip2( value ) or self:SetClip1( value )
end
-- Wep. Clip ID
function SWEP:DGetWepClip( hand )
return hand and self:GetWep1Clip() or self:GetWep1Clip()
end
function SWEP:DSetWepClip( hand, value )
return hand and self:SetWep1Clip( value ) or self:SetWep1Clip( value )
end
function SWEP:BDeploy( hand, id )
local p = self:GetOwner()
local inv = p:INV_Get()
local item = inv[id]
local class = WEAPONS[item.Class]
assert( item, "That item doesn't exist. " .. tostring(item) )
self:DSetWep( hand, id )
self:DSetWepClip( hand, item.Loaded )
-- PROTO: Make grenade/melee/firearm logic way way better.
if class.Features == "firearm" then
if item.Loaded != 0 then
assert( item[ "Ammo" .. item.Loaded ], "That magazine doesn't exist." )
end
self:DSetClip( hand, item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] )
end
end
function SWEP:BHolster( hand )
local p = self:GetOwner()
local inv = p:INV_Get()
local item = inv[hand and self:GetWep2() or self:GetWep1()]
local class = WEAPONS[item.Class]
if class.Holster then class.Holster( self ) end
self:DSetWep( hand, "" )
-- PROTO: Make grenade/melee/firearm logic way way better.
if class.Features == "firearm" then
self:DSetClip( hand, 0 )
end
end

View File

@ -22,7 +22,9 @@ SWEP.Secondary.Ammo = "none"
AddCSLuaFile( "sh_statregen.lua" )
include ( "sh_statregen.lua" )
AddCSLuaFile( "sh_firing.lua" )
include ( "sh_firing.lua" )
AddCSLuaFile( "sh_firing.lua" )
include ( "sh_inv.lua" )
include ( "sh_inv.lua" )
function SWEP:SetupDataTables()
self:NetworkVar( "Float", 0, "Aim" )

View File

@ -728,7 +728,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
end
end
local arena = true
local arena = false
if arena then
surface.SetDrawColor( scheme["bg"] )
@ -810,6 +810,16 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
end
end
end
if true then
local bx, by = sw/2, sh*(0.75)
local mx = 50
draw.SimpleText( "Clip1: " .. wep:Clip1(), "Trebuchet24", bx-mx, by+24*0, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( "ID1: " .. wep:GetWep1(), "Trebuchet24", bx-mx, by+24*1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( "Clip2: " .. wep:Clip2(), "Trebuchet24", bx+mx, by+24*0, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
draw.SimpleText( "ID2: " .. wep:GetWep2(), "Trebuchet24", bx+mx, by+24*1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
end
end )
do

View File

@ -68,23 +68,12 @@ end)
-- 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]]
local class = WEAPONS[item.Class]
-- PROTO: Check that this is the correct 'benny' weapon.
assert( item, "That item doesn't exist. " .. tostring(item) )
if ply:BennyCheck() then ply:GetActiveWeapon():BDeploy( false, args[1] ) end
end)
wep:SetWep1( args[1] )
wep:SetWep1Clip( item.Loaded )
-- PROTO: Make grenade/melee/firearm logic way way better.
if class.Features == "firearm" then
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 ] )
end
-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_holster", function( ply, cmd, args )
if ply:BennyCheck() then ply:GetActiveWeapon():BHolster( false ) end
end)
concommand.Add("benny_inv_sync", function( ply, cmd, args )
@ -161,6 +150,12 @@ function GM:ShowTeam( ply )
end
end
function GM:ShowSpare1( ply )
if SERVER then
ply:ConCommand( "benny_inv_holster" )
end
end
-- Debug inv
if CLIENT then
function GM:OnSpawnMenuOpen()