New way to holster & deploy weapons

This commit is contained in:
Fesiug 2023-12-08 00:30:31 -05:00
parent a88beacc2d
commit 6253014a01
5 changed files with 65 additions and 143 deletions

View File

@ -197,6 +197,22 @@ end)
function SWEP:Think()
local p = self:GetOwner()
if p:GetReqID1() != self:D_GetID( false ) then
if p:GetReqID1() != "" then
self:BDeploy( false, p:GetReqID1() )
else
self:BHolster( false )
end
end
if p:GetReqID2() != self:D_GetID( true ) then
if p:GetReqID2() != "" then
self:BDeploy( true, p:GetReqID2() )
else
self:BHolster( true )
end
end
local wep1 = self:BTable( false )
local wep1c = self:BClass( false )
local wep2 = self:BTable( true )

View File

@ -1098,49 +1098,3 @@ do
end
end)
end
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()
local iflip = table.Flip( inv )
local invid = 0
for _, item in pairs( weighted ) do
local class = WeaponGet(item.Class)
if class.Features == "firearm" or class.Features == "grenade" then
invid = invid + 1
if num == invid then
RunConsoleCommand( "benny_inv_equip", iflip[item], "false", "false" )
end
end
end
end
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
local wep = ply:BennyCheck()
if button == KEY_F then
if tobool(ply:GetInfoNum("benny_wep_toggleaim", 1)) then
wep:SetUserAim( !wep:GetUserAim() )
else
wep:SetUserAim( true )
end
end
if dads[button] then
beatup( ply, dads[button] )
end
end)

View File

@ -44,81 +44,6 @@ function(cmd, args)
return meow
end, "arg 1: player ent index, arg 2: classname")
-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_equip", function( ply, cmd, args )
local wep = ply:BennyCheck()
if wep then
local hand = args[2]!=nil and tobool(args[2])
local id = args[1]
local swap_or_replace = tobool(args[3])
local L, R = true, false
local curr_r = wep:D_GetID( false )
local curr_l = wep:D_GetID( true )
if hand == R then
if curr_r == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_r != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( L, curr_r )
elseif curr_l == id then
-- You have the gun we want, snatched
wep:BHolster( L )
end
wep:BDeploy( R, id )
elseif hand == L then
if curr_l == id then
-- We already have this equipped
return
elseif swap_or_replace and curr_l != "" then
-- We already have something equipped here, move it to the offhand
wep:BDeploy( R, curr_l )
elseif curr_r == id then
-- You have the gun we want, snatched
wep:BHolster( R )
end
wep:BDeploy( L, id )
end
end
end,
function(cmd, args)
args = string.Trim(args:lower())
local meow = {}
for i, v in SortedPairs( Entity(1):INV_Get() ) do
if string.lower(i):find(args) then
table.insert( meow, cmd .. " " .. i )
end
end
return meow
end, "arg 1: item id, arg 2 does offhand")
-- PROTO: Move this all into weapon code.
concommand.Add("benny_inv_holster", function( ply, cmd, args )
local wep = ply:BennyCheck()
if wep then
if wep:D_GetID( false ) == args[1] then
wep:BHolster( false )
elseif wep:D_GetID( true ) == args[1] then
wep:BHolster( true )
end
end
end)
concommand.Add("benny_inv_sync", function( ply, cmd, args )
local inv = ply:INV_Get()
-- PROTO: WriteTable.
net.Start("benny_syncinv")
net.WriteUInt( table.Count( inv ), 4 )
for ID, Data in pairs( inv ) do
net.WriteString( ID )
net.WriteTable( Data )
end
net.Send( ply )
end)
concommand.Add("benny_inv_discard", function( ply, cmd, args )
local inv = ply:INV_Get()
local wep = ply:GetActiveWeapon()
@ -143,27 +68,6 @@ concommand.Add("benny_inv_discard", function( ply, cmd, args )
end
end)
-- Network to client
if CLIENT then
net.Receive( "benny_syncinv", function( len, ply )
local ply = LocalPlayer()
local inv = ply:INV_Get()
table.Empty( inv )
for i=1, net.ReadUInt( 4 ) do
inv[net.ReadString()] = net.ReadTable()
end
end)
net.Receive( "benny_sendinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
net.Receive( "benny_discardinvitem", function( len, ply )
local ply = LocalPlayer()
ply:INV_Get()[net.ReadString()] = nil
end)
end
hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
return true -- we don't want the default sound!
end )

View File

@ -0,0 +1,45 @@
-- 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()
local iflip = table.Flip( inv )
local invid = 0
for _, item in pairs( weighted ) do
local class = WeaponGet(item.Class)
if class.Features == "firearm" or class.Features == "grenade" then
invid = invid + 1
if num == invid then
--RunConsoleCommand( "benny_inv_equip", iflip[item], "false", "false" )
if ply:KeyDown(IN_ZOOM) then
ply:SetReqID2(iflip[item])
else
ply:SetReqID1(iflip[item])
end
end
end
end
end
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
local wep = ply:BennyCheck()
if dads[button] then
beatup( ply, dads[button] )
end
end)

View File

@ -31,6 +31,9 @@ function PLAYER:SetupDataTables()
self.Player:NetworkVar( "Vector", 1, "VaultPos2")
self.Player:NetworkVar( "Float", 2, "Stamina" )
self.Player:NetworkVar( "String", 0, "ReqID1")
self.Player:NetworkVar( "String", 1, "ReqID2")
end
player_manager.RegisterClass( "player_benny", PLAYER, "player_default" )