new Inventory system
This commit is contained in:
parent
825c32e217
commit
3975ebf158
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@ -0,0 +1,159 @@
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AddCSLuaFile()
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ENT.Type = "point"
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function ENT:SetupDataTables()
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for i=1, 32 do
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self:NetworkVar("Entity", i-1, "Item" .. i )
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end
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self:NetworkVar( "Int", "ReservedSlots" )
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end
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function ENT:Initialize()
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self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
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self:SetTransmitWithParent( true ) -- Transmit only when the owner does
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end
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function ENT:Think()
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if !self:GetOwner():IsValid() then
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self:Print("existing without an owner." )
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end
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end
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function ENT:Print( ... )
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print( "[Inventory[" .. self:EntIndex() .. "], " .. tostring(self:GetOwner()) .. "]", ...)
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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function ENT:ReevalRecreate()
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self:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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if self:GetOwner():IsValid() then
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if self:GetOwner():IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) then
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self:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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self:Print("To be saved during recreate.")
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return
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else
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self:Print("Will NOT be saved during recreate.")
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return
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end
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end
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self:Print("Will NOT be saved during recreate. No owner either")
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return
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end
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function ENT:AttachToEntity( ent )
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if ent.SetInventory then
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ent:SetInventory( self )
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else
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error( "[Inventory " .. tostring(self) .. "] " .. tostring(ent) .. " doesn't have a SetInventory function. Not attaching.")
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return
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end
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self:SetOwner( ent )
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self:SetParent( ent )
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self:SetPos( vector_origin )
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self:SetAngles( angle_zero )
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self:ReevalRecreate()
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self:Print("Attached to: " .. tostring(ent))
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end
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function ENT:GetItems()
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local itemlist = {}
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for i=1, 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then continue end
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table.insert( itemlist, curr )
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end
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return itemlist
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end
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function ENT:GetWeighted()
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local itemlist = {}
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for i, v in pairs(self:GetItems()) do
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if i == 0 then continue end
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table.insert( itemlist, v )
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end
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table.sort( itemlist, function( a, b )
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return a:GetAcquisition() < b:GetAcquisition()
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end)
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return itemlist
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end
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function ENT:AddItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then continue end
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if curr == ent then self:Print("We already own this entity " .. tostring(ent) ) return false end
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then
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self["SetItem"..i](self, ent)
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ent:SetParent( self:GetOwner() )
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ent:SetOwner( self:GetOwner() )
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self:ReevalRecreate() -- Why do I have to do this.
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if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
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return true
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end
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end
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self:Print("Inventory full, can't fit " .. tostring(ent) )
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return false
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end
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function ENT:RemoveItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == ent then
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self["SetItem"..i](self, NULL)
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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self:ReevalRecreate() -- Why do I have to do this.
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if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
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return true
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end
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end
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self:Print("Couldn't remove " .. tostring(ent) .. " from inventory." )
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return false
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end
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function ENT:GetItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == ent then
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return curr, i
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end
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end
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self:Print("Couldn't find " .. tostring(ent) .. " in inventory." )
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return false
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end
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@ -62,11 +62,14 @@ end
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function SWEP:SetActive( ent )
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local p = self:GetOwner()
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if ent:GetOwner() != p then return false end
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--if self:GetActiveR():IsValid() then self:Deactive() end
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self:SetActiveR( ent )
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if self:GetActiveR():IsValid() then
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self:GetActiveR():Deploy()
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self:GetActiveR():SetNoDraw( false )
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if ent:IsValid() then
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ent:Deploy()
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ent:SetNoDraw( false )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(false)
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end
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end
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return true
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end
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@ -75,7 +78,6 @@ function SWEP:Deactive()
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end
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function SWEP:PrimaryAttack()
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local p = self:GetOwner()
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if self:GetActiveR():IsValid() then
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self:GetActiveR():Attack()
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end
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@ -88,7 +90,6 @@ function SWEP:Reload()
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end
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function SWEP:SecondaryAttack()
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local p = self:GetOwner()
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if self:GetActiveR():IsValid() then
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self:GetActiveR():AttackAlt()
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end
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@ -121,27 +122,34 @@ function SWEP:EquipItem( ent )
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end
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print("[equip]", ent)
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self:SetDesireR( ent )
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--self:SetDesireR( ent )
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ent:SetHandler( self )
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ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
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ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL + EF_NOINTERP )
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ent:PhysicsInit( SOLID_NONE )
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ent:SetMoveType( MOVETYPE_NONE )
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ent:SetAcquisition( CurTime() )
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-- Inventory
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local inv = p:GetInventory()
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local result = inv:AddItem( ent )
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if !result then
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print("[EquipItem " .. tostring(self) .. "] AddItem failed! " .. tostring(ent))
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return
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end
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ent:SetNoDraw( true )
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ent:SetParent( p )
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ent:SetOwner( p )
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ent:SetHandler( self )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(true)
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end
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ent:SetLocalPos( vector_origin )
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ent:SetLocalAngles( angle_zero )
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ent:SetAcquisition( CurTime() )
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ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
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--self:SetActive( ent )
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local inv = p:GetInventory()
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inv[ent] = true
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inv:Sync()
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-- Start prediction
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net.Start("AEINV_PredictItem")
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net.WriteEntity( ent )
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net.WriteBool( true )
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@ -156,9 +164,6 @@ function SWEP:DropItem()
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if CLIENT then print("[drop] DropItem called on cl not allowed") return end
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self:SetDesireR( NULL )
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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ent:SetHandler( NULL )
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ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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@ -166,16 +171,23 @@ function SWEP:DropItem()
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ent:PhysicsInit( SOLID_VPHYSICS )
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ent:SetMoveType( MOVETYPE_VPHYSICS )
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ent:SetCollisionGroup( COLLISION_GROUP_PROJECTILE )
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ent:SetNoDraw( false )
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-- Inventory
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local inv = p:GetInventory()
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local result = inv:RemoveItem( ent )
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if !result then
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print("[DropItem " .. tostring(self) .. "] RemoveItem failed! " .. tostring(ent))
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return
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end
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ent:SetNoDraw( false )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(false)
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end
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ent:SetPos( p:EyePos() + p:GetAimVector() * 0 )
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ent:SetAngles( p:EyeAngles() + Angle( 0, 180, 0 ) )
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local inv = p:GetInventory()
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inv[ent] = nil
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inv:Sync()
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local ep = ent:GetPhysicsObject()
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ep:SetVelocity( p:GetAimVector() * 800 )
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ep:SetAngleVelocity( Vector( 0, -360*3, 0 ) )
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@ -368,6 +368,6 @@ function printallbones( ent )
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end
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end
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concommand.Add("b-debug_listbones", function( ply, cmd )
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printallbones( ply )
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concommand.Add("b-debug_listbones", function( ply, cmd, args )
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printallbones( args[1] and Entity(args[1]) or ply )
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end)
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@ -369,6 +369,9 @@ function GM:HUDPaint()
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S_Pop()
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if handler then
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if !p:GetInventory():IsValid() then
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hTextS( "No inventory entity!!", "HUD_36", ScrW()/2, ScrH() - 20 - 36, COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK )
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else
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-- Inventory
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local Pw, Ph, Pg = 110, 30, 10
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local thespace = 0
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S_Pop()
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end
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end
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end
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if MP then S_Push( w/2, 20 )
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local BARWIDE, BARTALL, GAP = 240, 30, 100
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return gap
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end
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local c_swag = HSVToColor( 120, 0.5, 1 )
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local c_swag2 = HSVToColor( 60, 0.5, 1 )
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local c_swag3 = HSVToColor( 180, 0.5, 1 )
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local function recurse( ent, y )
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local p = LocalPlayer()
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local h = p:HandlerCheck()
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local inv = ent:GetInventory()
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local irs = inv:GetReservedSlots()
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S_Push( 20, 0 )
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hTextS( "Inventory [" .. inv:EntIndex() .. "]", "HUD_16", 0, y, nil, nil, nil, color_black )
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y = y + 12
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for i=1, 32 do
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local curr = inv["GetItem"..i](self)
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if irs < i and curr == NULL then continue end
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local ofinterest = curr != NULL and
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((curr == h:GetActiveR() or curr == h:GetActiveL()) and c_swag or
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(curr == h:GetDesireR() or curr == h:GetDesireL()) and c_swag2) or
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irs >= i and c_swag3 or nil
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local entname = curr == NULL and (irs >= i and "Reserved" or "Null") or tostring(curr)
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hTextS( i, "HUD_16", 0, y, ofinterest, nil, nil, color_black )
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hTextS( entname, "HUD_16", 20, y, ofinterest, nil, nil, color_black )
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y = y + 12
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if curr.GetInventory then
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y = recurse( curr, y )
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end
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end
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S_Pop()
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return y
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end
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hook.Add("HUDPaint", "Benny_HUDPaint_Debug", function()
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local p = LocalPlayer()
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stack = util.Stack()
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local y = 0
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S_Push( 20, 120 )
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hTextS( p, "HUD_16", 0, y, nil, nil, nil, color_black )
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y = y + 12
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local h = p:HandlerCheck()
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if h then
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hTextS( "Handler:", "HUD_16", 20, y, nil, nil, nil, color_black )
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y = y + 12
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hTextS( "R Active: " .. tostring(h:GetActiveR()), "HUD_16", 40, y, nil, nil, nil, color_black )
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y = y + 12
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hTextS( "R Desire: " .. tostring(h:GetDesireR()), "HUD_16", 40, y, nil, nil, nil, color_black )
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y = y + 12
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hTextS( "L Active: " .. tostring(h:GetActiveL()), "HUD_16", 40, y, nil, nil, nil, color_black )
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y = y + 12
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hTextS( "L Desire: " .. tostring(h:GetDesireL()), "HUD_16", 40, y, nil, nil, nil, color_black )
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y = y + 12
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end
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local x = 20+20
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y = recurse( p, y )
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if false then
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hTextS( "Inventory (Weighted):", "HUD_16", 20, y, nil, nil, nil, color_black )
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y = y + 12
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for i, v in ipairs(p:GetInventory():GetWeighted()) do
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hTextS( i .. ": " .. tostring(v), "HUD_16", 20+20, y, nil, nil, nil, color_black )
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y = y + 12
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end
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end
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S_Pop()
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if stack:Size() != 0 then print("Stack unfinished.") end
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return
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end)
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local ScoreWide = 600
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function GM:ScoreboardShow()
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drawscoreboard = true
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@ -1,120 +1,6 @@
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---------------------
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-- Your Name is Benny
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---------------------
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local Emeta = FindMetaTable("Entity")
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local PT = FindMetaTable("Player")
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function PT:GetItems()
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return
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end
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InventoryMeta = {}
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function InventoryMeta:Destroy()
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local p = self[0].Owner
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p.Inventory = nil
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p:GetInventory()
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end
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function InventoryMeta:BugCheck()
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for i, v in pairs(self) do
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if i != 0 and !i:IsValid() then
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self[i] = nil
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end
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end
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end
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function InventoryMeta:GetWeighted()
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local itemlist = {}
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for i, v in pairs(self) do
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if i == 0 then continue end
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table.insert( itemlist, i )
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end
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table.sort( itemlist, function( a, b )
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return a:GetAcquisition() < b:GetAcquisition()
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end)
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return itemlist
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end
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function InventoryMeta:Sync()
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if SERVER then
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net.Start("AEINV_InvSync")
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local count = table.Count( self )-1 -- The header is included
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net.WriteUInt( count, 8 )
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for key, _ in pairs( self ) do
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if key == 0 then continue end
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net.WriteEntity( key )
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end
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net.Send( self[0].Owner )
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end
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end
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InventoryMeta.__index = InventoryMeta
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function PT:GetInventory()
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if !self.Inventory then
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print("[inventory] new inventory created: ", self)
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self.Inventory = {}
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self.Inventory[0] = { Owner = self }
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setmetatable( self.Inventory, InventoryMeta )
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if SERVER then
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for i, v in pairs( self:GetChildren() ) do
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if v.AEItem then
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print( "[inventory] regen: adding", v)
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self.Inventory[v] = true
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end
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end
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self.Inventory:Sync()
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end
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end
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self.Inventory:BugCheck()
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return self.Inventory
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end
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gameevent.Listen( "OnRequestFullUpdate" )
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hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_Inventory", function( data )
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local name = data.name // Same as Player:Nick()
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local steamid = data.networkid // Same as Player:SteamID()
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local id = data.userid // Same as Player:UserID()
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local index = data.index // Same as Entity:EntIndex() minus one
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if SERVER then
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print("[inventory]", Player(id), "FullUpdate resync")
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Player(id):GetInventory():Sync()
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end
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end )
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if SERVER then
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util.AddNetworkString("AEINV_InvSync")
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else
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net.Receive("AEINV_InvSync", function()
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print("[inventory] sync start:")
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local p = LocalPlayer()
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p.Inventory = nil
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if p.GetInventory then
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local inv = p:GetInventory()
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local count = net.ReadUInt(8)
|
||||
for i=1, count do
|
||||
local key = net.ReadEntity()
|
||||
print( "\tadded", key)
|
||||
inv[key] = true
|
||||
end
|
||||
else
|
||||
print("\ti don't have an inventory, maybe you asked too early!!")
|
||||
end
|
||||
print("\tsync done")
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
do
|
||||
local qt2 = {
|
||||
["slot1"] = 1,
|
||||
["slot2"] = 2,
|
||||
|
@ -173,7 +59,6 @@ do
|
|||
return true
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
hook.Add( "PlayerSwitchWeapon", "Benny_PlayerSwitchWeapon_Goat", function( ply, old, ent )
|
||||
if ent.BennyItemHandler then return true end -- what happened?
|
||||
|
@ -195,7 +80,6 @@ end)
|
|||
|
||||
for i=0, 9 do
|
||||
local tent = {}
|
||||
--tent.Base = "goat"
|
||||
tent.Goat = i
|
||||
|
||||
weapons.Register( tent, "goat_" .. i )
|
||||
|
|
|
@ -19,6 +19,22 @@ function Emeta:__index( key )
|
|||
return Emetaindex( self, key )
|
||||
end
|
||||
|
||||
function Emeta:SetupInventory()
|
||||
local oldinv = self:GetInventory()
|
||||
if IsValid( oldinv ) then
|
||||
print( "[Inventory " .. tostring(oldinv) .. "] Removing to create a new inv" )
|
||||
oldinv:Remove()
|
||||
end
|
||||
|
||||
local inventory = ents.Create( "inventory" )
|
||||
if IsValid( inventory ) then
|
||||
inventory:AttachToEntity( self )
|
||||
inventory:Spawn()
|
||||
return inventory
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local Itemmeta = {}
|
||||
|
||||
function Itemmeta:__tostring()
|
||||
|
|
|
@ -53,6 +53,23 @@ do -- Base
|
|||
p:DoCustomAnimEvent( BGESTURE_ITEM1_RIGHT, p:LookupSequence( seqname ) )
|
||||
end
|
||||
|
||||
-- Use after children added.
|
||||
function ITEM:ReevalRecreate()
|
||||
self:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
|
||||
if self:GetOwner():IsValid() then
|
||||
if self:GetOwner():IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) then
|
||||
self:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
|
||||
print( "[Item " .. tostring(self) .. "] To be saved during recreate.")
|
||||
return
|
||||
else
|
||||
print( "[Item " .. tostring(self) .. "] Will NOT be saved during recreate.")
|
||||
return
|
||||
end
|
||||
end
|
||||
print( "[Item " .. tostring(self) .. "] Will NOT be saved during recreate. No owner either")
|
||||
return
|
||||
end
|
||||
|
||||
function ITEM:EntThink() end
|
||||
function ITEM:EntPhysicsCollide() end
|
||||
function ITEM:Reload() end
|
||||
|
@ -71,6 +88,10 @@ do -- Base
|
|||
|
||||
self:GetHandler():SetActiveR( NULL )
|
||||
self:SetNoDraw( true )
|
||||
-- LAZY FIX
|
||||
for i, v in ipairs(self:GetChildren()) do
|
||||
v:SetNoDraw(true)
|
||||
end
|
||||
end
|
||||
|
||||
function ITEM:CancelHolster()
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
|
||||
|
||||
do -- Base Firearm
|
||||
local AnimationLookup = {
|
||||
["fire"] = {
|
||||
|
@ -42,7 +41,6 @@ do -- Base Firearm
|
|||
"Clip",
|
||||
"BurstCount",
|
||||
"Firemode",
|
||||
"ReloadStage",
|
||||
},
|
||||
["Float"] = {
|
||||
"Delay",
|
||||
|
@ -52,6 +50,9 @@ do -- Base Firearm
|
|||
"Accuracy_Amount",
|
||||
"DelayReload",
|
||||
},
|
||||
["Entity"] = {
|
||||
"Inventory"
|
||||
},
|
||||
}
|
||||
|
||||
ITEM.Delay = 0.2
|
||||
|
@ -71,6 +72,10 @@ do -- Base Firearm
|
|||
|
||||
function ITEM:EntInitialize()
|
||||
Base.EntInitialize( self )
|
||||
if SERVER then
|
||||
local inv = self:SetupInventory()
|
||||
inv:SetReservedSlots( 1 )
|
||||
end
|
||||
end
|
||||
|
||||
function ITEM:Attack()
|
||||
|
@ -133,8 +138,27 @@ do -- Base Firearm
|
|||
end
|
||||
end
|
||||
if self:GetRefillTime() != 0 and self:GetRefillTime() <= CurTime() then
|
||||
self:SetClip( class.ClipSize )
|
||||
self:SetClip( self.ClipSize )
|
||||
self:SetRefillTime( 0 )
|
||||
|
||||
if SERVER then
|
||||
local inv = self:GetInventory()
|
||||
local ent = ents.Create("b-item_mag_m16a2")
|
||||
if IsValid(ent) then
|
||||
ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
|
||||
ent:SetOwner( self )
|
||||
ent:SetParent( self )
|
||||
ent:SetLocalPos( vector_origin )
|
||||
ent:SetLocalAngles( angle_zero )
|
||||
ent:Spawn()
|
||||
self:ReevalRecreate()
|
||||
ent:ReevalRecreate()
|
||||
|
||||
ent:SetMoveType( MOVETYPE_NONE )
|
||||
|
||||
inv:SetItem1( ent )
|
||||
end
|
||||
end
|
||||
end
|
||||
Base.Think( self )
|
||||
end
|
||||
|
@ -150,23 +174,52 @@ do -- Base Firearm
|
|||
local p = self:GetOwner()
|
||||
local time = 0.4
|
||||
|
||||
if self:GetReloadStage() == 0 then -- Mag loaded
|
||||
if self:GetInventory():GetItem1():IsValid() then -- Mag loaded
|
||||
-- Unload the mag
|
||||
self:SetReloadStage(1)
|
||||
self:SetClip( 0 )
|
||||
self:Sound( self.MagOutSound, 70, 100, 0.4 )
|
||||
self:PlayerAnimation( AnimationLookup["reload"][self.HoldType] )
|
||||
self:PlayAnimation( self:LookupSequence( "magout" ) )
|
||||
time = 0.4
|
||||
|
||||
if CLIENT then
|
||||
local inv = self:GetInventory()
|
||||
local curr = inv:GetItem1()
|
||||
if curr:IsValid() then
|
||||
local bm = self:GetBoneMatrix( self:LookupBone("Weapon") )
|
||||
debugoverlay.Cross( bm:GetTranslation(), 16, 0.5 )
|
||||
|
||||
local class = ITEMS["mag_m16a2"]
|
||||
local ent = ents.CreateClientProp( class.Model ) --- TO BE A SHARED ENTITY IN THE FUTURE :3
|
||||
ent:SetPos( bm:GetTranslation() )
|
||||
ent:SetAngles( bm:GetAngles() + Angle( 0, -90, -90 ) )
|
||||
ent:Spawn()
|
||||
end
|
||||
end
|
||||
|
||||
if SERVER then
|
||||
local inv = self:GetInventory()
|
||||
local curr = inv:GetItem1()
|
||||
if curr:IsValid() then
|
||||
inv:SetItem1( NULL )
|
||||
curr:SetOwner( NULL )
|
||||
curr:SetParent( NULL )
|
||||
|
||||
curr:Remove()
|
||||
self:ReevalRecreate()
|
||||
-- curr:SetMoveType( MOVETYPE_VPHYSICS )
|
||||
-- curr:GetPhysicsObject():Wake()
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Load it
|
||||
self:SetReloadStage(0)
|
||||
self:SetClip( self.ClipSize )
|
||||
self:SetRefillTime( CurTime() + 0.4 )
|
||||
self:Sound( self.MagInSound, 70, 100, 0.4 )
|
||||
self:PlayerAnimation( AnimationLookup["reload_insert"][self.HoldType] )
|
||||
self:PlayAnimation( self:LookupSequence( "magin" ) )
|
||||
time = 0.8
|
||||
end
|
||||
|
||||
time = 0.8
|
||||
self:SetDelay( CurTime() + time )
|
||||
end
|
||||
|
||||
|
@ -186,6 +239,14 @@ do -- Base Firearm
|
|||
Base.CancelHolster( self )
|
||||
end
|
||||
|
||||
do -- Base Mag
|
||||
local ITEM, Base = CreateItem( "base_mag", "base" )
|
||||
|
||||
ITEM.PrintName = "Magazine Base"
|
||||
ITEM.Description = "Testing testing"
|
||||
ITEM.Category = "base"
|
||||
end
|
||||
|
||||
do -- Handguns
|
||||
do -- G18
|
||||
local ITEM, Base = CreateItem( "g18", "base_firearm" )
|
||||
|
@ -262,6 +323,20 @@ do -- Base Firearm
|
|||
ITEM.MagInSound = bSound("weapons/m16a2/magin.ogg")
|
||||
ITEM.BoltDropSound = bSound("weapons/m16a2/cock.ogg")
|
||||
ITEM.BoltPullSound = bSound("weapons/fnc/cock.ogg")
|
||||
|
||||
do
|
||||
local ITEM, Base = CreateItem( "mag_m16a2", "base_mag" )
|
||||
|
||||
ITEM.PrintName = "#Item.mag_m16a2.Name"
|
||||
ITEM.Description = "#Item.mag_m16a2.Description"
|
||||
ITEM.Category = "magazine"
|
||||
|
||||
ITEM.Model = bModel("weapons/test_m16a2_mag")
|
||||
ITEM.DefaultBodygroups = {}
|
||||
ITEM.HoldType = "magazine"
|
||||
|
||||
ITEM.ClipSize = 30
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -44,6 +44,8 @@ function GM:PlayerSpawn( ply )
|
|||
ply:SetHealth_Blood( 1000 )
|
||||
ply:SetHealth_Stamina( 1000 )
|
||||
|
||||
ply:SetupInventory()
|
||||
|
||||
ply:MakeCharacter()
|
||||
end
|
||||
|
||||
|
|
|
@ -47,6 +47,7 @@ function PLAYER:SetupDataTables()
|
|||
self.Player:NetworkVar( "Float", "DivedAt" )
|
||||
self.Player:NetworkVar( "Float", "TouchedObjectiveTime" )
|
||||
|
||||
self.Player:NetworkVar( "Entity", "Inventory" )
|
||||
self.Player:NetworkVar( "Entity", "TouchedObjective" )
|
||||
|
||||
self.Player:NetworkVar( "Vector", "VaultPos1")
|
||||
|
|
Loading…
Reference in New Issue