Weapon bucket changes

This commit is contained in:
Fesiug 2023-10-09 03:03:10 -04:00
parent a8b4b3955b
commit 80f64a3451
1 changed files with 60 additions and 17 deletions

View File

@ -173,6 +173,9 @@ local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
local spacer_long = 2 -- screenscaled
local gap = 24
bucket_selected = 1
item_selected = 2
hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local sw, sh = ScrW(), ScrH()
local b = ss(20)
@ -417,10 +420,12 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
end
do -- Quickinv
local inv = p:INV_Get()
local gap = ss(1)
local size_textx = ss(96)
local size_texty = ss(12)
local size_texty_sel = ss(36)
local size_num = ss(12)
local size_thi = ss(0.5)
@ -428,14 +433,16 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local nextwe_no = ss(12+2)
local item_start = ss(14)
local item_gap = ss(12+2)
local item_gap_sel = ss(36+2)
local translat = {
["melee"] = { 1, 1 },
["special"] = { 1, 2 },
["pistol"] = { 2, 1 },
["smg"] = { 3, 1 },
["rifle"] = { 3, 2 },
["shotgun"] = { 3, 3 },
["shotgun"] = { 3, 2 },
["rifle"] = { 4, 1 },
["machinegun"] = { 4, 2 },
}
local inventorylist = {
@ -452,7 +459,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local translated = translat[idata.Type]
if i == translated[1] then
table.insert( temp, { data, translated[2] } )
table.insert( temp, { id, translated[2] } )
end
end
table.sort( temp, function(a, b) return b[2] > a[2] end )
@ -468,7 +475,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, b, size_num, size_num )
if i==2 then
if i==bucket_selected then
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( bump + b + gap, b + gap, size_num - (gap*2), size_num - (gap*2) )
@ -483,31 +490,36 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
surface.DrawText( i )
end
if i!=2 then
local ybump = 0
if i!=bucket_selected then
for d, item in ipairs( bucket ) do
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_texty, size_texty )
surface.DrawRect( bump + b, (item_start+ybump) + b, size_texty, size_texty )
ybump = ybump + (item_gap)
end
bump = bump + (nextwe_no)
else
for d, item in ipairs( bucket ) do
local idata = WEAPONS[item.Class]
local idata = WEAPONS[inv[item].Class]
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, (item_start+item_gap*(d-1)) + b, size_textx, size_texty )
if d==2 then
surface.DrawRect( bump + b, (item_start+ybump) + b, size_textx, size_texty )
local sel = d==item_selected
if sel then
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( bump + b + gap, (item_start+item_gap*(d-1)) + b + gap, size_textx - (gap*2), size_texty - (gap*2) )
surface.DrawRect( bump + b + gap, (item_start+ybump) + b + gap, size_textx - (gap*2), (sel and size_texty_sel or size_texty) - (gap*2) )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) )
surface.DrawText( idata.Name )
else
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( bump + b + ss(3), (item_start+item_gap*(d-1)) + b + ss(1) )
surface.DrawText( idata.Name )
end
surface.SetFont( "Benny_12" )
surface.SetTextPos( bump + b + ss(3), (item_start+ybump) + b + ss(1) )
surface.DrawText( idata.Name )
surface.SetFont( "Benny_8" )
surface.SetTextPos( bump + b + size_textx - surface.GetTextSize(item) - ss(3), (item_start+ybump) + b + ss(1) )
surface.DrawText( item )
ybump = ybump + (d==item_selected and item_gap_sel or item_gap)
end
bump = bump + (nextwe)
end
@ -583,3 +595,34 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
end
end
end )
do
local qt = {
["invnext"] = function( ply )
bucket_selected = bucket_selected + 1
if bucket_selected > 4 then bucket_selected = 1 end
end,
["invprev"] = function( ply )
bucket_selected = bucket_selected - 1
if bucket_selected < 1 then bucket_selected = 4 end
end,
["slot1"] = function( ply )
bucket_selected = 1
end,
["slot2"] = function( ply )
bucket_selected = 2
end,
["slot3"] = function( ply )
bucket_selected = 3
end,
["slot4"] = function( ply )
bucket_selected = 4
end,
}
hook.Add( "PlayerBindPress", "inv", function( ply, bind, pressed, code )
if qt[bind] and pressed then
qt[bind]( ply )
return true
end
end)
end