More good stuff. Captions, debug inv, italics.
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@ -0,0 +1,58 @@
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-- Audio & caption system
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CAPTIONS = {}
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CAPTIONS["en-us"] = {}
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CAPTIONS["en-us"]["1911.Fire"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[fire]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS["en-us"]["1911.Reload"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[reload]",
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Bold = false,
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Italic = true,
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TypeTime = 0.1,
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LifeTime = 0.5,
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}
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CAPTIONS = CAPTIONS["en-us"]
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SOUNDS = {}
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function AddSound( name, path, sndlevel, pitch, volume, channel )
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SOUNDS[name] = {
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path = path,
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sndlevel = sndlevel or 70,
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pitch = pitch or 100,
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volume = volume or 1,
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channel = channel or CHAN_STATIC,
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}
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end
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local screwup = SERVER and Color(150, 255, 255) or Color(255, 200, 150)
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function B_Sound( ent, tag )
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local tagt = SOUNDS[tag]
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if !tagt then MsgC( screwup, "Invalid sound " .. tag .. "\n" ) return end
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local path, sndlevel, pitch, volume, channel = tagt.path, tagt.sndlevel, tagt.pitch, tagt.volume, tagt.channel
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if istable( path ) then
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path = path[math.Round(util.SharedRandom( "B_Sound", 1, #path ))]
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end
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ent:EmitSound( path, sndlevel, pitch, volume, channel )
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if CLIENT and IsFirstTimePredicted() then
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if CAPTIONS[tag] then
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local capt = CAPTIONS[tag]
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AddCaption( capt.Name, capt.Color, capt.Text, capt.TypeTime, capt.LifeTime )
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else
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MsgC( screwup, "No caption defined for " .. tag .. "\n" )
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end
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end
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end
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@ -5,9 +5,6 @@ function UUID_generate()
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local str = ""
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for i=1, 8 do
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str = str .. UUID_chars[ math.random( 1, #UUID_chars ) ]
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-- if (i%4==0 and i!=8) then
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-- str = str .. "-"
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-- end
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end
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return str
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end
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@ -50,13 +50,17 @@ local function genfonts()
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12,
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}
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for _, size in pairs(sizes) do
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surface.CreateFont( "Benny_Caption_" .. size, {
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font = "Roboto",
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for i=1, 4 do
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local add = i==1 and "" or i==2 and "B" or i==3 and "I" or i==4 and "BI"
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local mode = i==1 and "" or i==2 and " Bold" or i==3 and " Italic" or i==4 and " Bold Italic"
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surface.CreateFont( "Benny_Caption_" .. size .. add, {
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font = "Roboto" .. mode,
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size = ss(size),
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weight = 0
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weight = 0,
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} )
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end
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end
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end
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genfonts()
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schemes = {
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@ -285,8 +289,9 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.SetDrawColor( color_caption )
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surface.DrawRect( (sw/2) - (ss(8)+tw)/2, sh - space - ss(0), ss(8)+tw, ss(22)+ss(8*(#caption.lines-1)) )
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-- PROTO: Would be nice to be able to change italics or bold inline.
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for i, v in SortedPairsByMemberValue( caption.lines, "starttime" ) do
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surface.SetFont("Benny_Caption_9")
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surface.SetFont("Benny_Caption_9I")
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surface.SetTextColor( color_white )
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surface.SetTextPos( (sw/2) - (tw/2), sh - space + ss(10) + (ss(8)*(i-1)) )
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local waah = ""
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@ -20,6 +20,8 @@ concommand.Add("benny_debug_give", function(ply, cmd, args)
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local class = WEAPONS[args[3]]
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assert(class, "Invalid Class.")
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local item = {
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Class = args[3],
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Ammo = class.Ammo,
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@ -55,54 +57,61 @@ if CLIENT then
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end)
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end
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CAPTIONS = {
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["1911.Fire"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[Cobra .45 fire]",
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TypeTime = 0.1,
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LifeTime = 0.5,
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},
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["1911.Reload"] = {
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Name = "Cobra .45",
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Color = color_white,
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Text = "[Cobra .45 reload]",
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TypeTime = 0.1,
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LifeTime = 0.5,
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},
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}
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-- CAPTIONS["en-us"] = {}
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-- CAPTIONS = CAPTIONS["en-us"]
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SOUNDS = {}
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function AddSound( name, path, sndlevel, pitch, volume, channel )
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SOUNDS[name] = {
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path = path,
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sndlevel = sndlevel or 70,
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pitch = pitch or 100,
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volume = volume or 1,
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channel = channel or CHAN_STATIC,
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}
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end
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local screwup = SERVER and Color(150, 255, 255) or Color(255, 200, 150)
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function B_Sound( ent, tag )
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local tagt = SOUNDS[tag]
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if !tagt then MsgC( screwup, "Invalid sound " .. tag .. "\n" ) return end
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local path, sndlevel, pitch, volume, channel = tagt.path, tagt.sndlevel, tagt.pitch, tagt.volume, tagt.channel
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if istable( path ) then
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path = path[math.Round(util.SharedRandom( "B_Sound", 1, #path ))]
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end
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ent:EmitSound( path, sndlevel, pitch, volume, channel )
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if CLIENT then
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if CAPTIONS[tag] then
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local capt = CAPTIONS[tag]
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AddCaption( capt.Name, capt.Color, capt.Text, capt.TypeTime, capt.LifeTime )
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else
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MsgC( screwup, "No caption defined for " .. tag .. "\n" )
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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itemlist:Clear()
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for i, v in pairs( ply:INV_Get() ) do
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local button = vgui.Create( "DButton" )
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itemlist:AddItem( button )
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button:SetSize( 1, ss(36) )
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.Text_ID = i
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local Class = WEAPONS[v.Class]
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button.Text_Name = Class.Name
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button.Text_Desc = Class.Description
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-- PROTO: This paint function doesn't need to be remade over and over like this.
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function button:Paint( w, h )
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surface.SetDrawColor( schemes["benny"]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes["benny"]["bg"] )
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surface.SetFont( "Benny_16" )
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surface.SetTextPos( ss(4), ss(4) )
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surface.DrawText( self.Text_Name )
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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(4), ss(4 + 12) )
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surface.DrawText( self.Text_Desc )
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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(4), ss(4 + 20) )
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surface.DrawText( self.Text_ID )
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return true
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end
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end
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end
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concommand.Add("benny_debug_inv", function()
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if IsValid( base ) then base:Remove() end
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base = vgui.Create("DFrame")
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base:SetSize( ss(340), ss(240) )
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base:MakePopup()
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base:Center()
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function base:Paint( w, h )
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surface.SetDrawColor( schemes["benny"]["bg"] )
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surface.DrawRect( 0, 0, w, h )
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return true
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end
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local itemlist = base:Add("DScrollPanel")
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itemlist:Dock( FILL )
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regen_items( itemlist )
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end)
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end
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