diff --git a/gamemodes/benny/entities/weapons/benny/sh_firing.lua b/gamemodes/benny/entities/weapons/benny/sh_firing.lua index a2b96d9..5f7d00c 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_firing.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_firing.lua @@ -22,7 +22,7 @@ function SWEP:BFire( hand ) self:B_Ammo( hand, self:D_GetClip( hand ) - 1 ) B_Sound( self, wep_class.Sound_Fire ) - self:TPFire() + self:TPFire( self:GetTempHandedness() ) self:CallFire( hand ) self:D_SetDelay( hand, CurTime() + wep_class.Delay ) diff --git a/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua index f4c8d56..26deaa7 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua @@ -112,33 +112,33 @@ SWEP.GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, 0.85 } SWEP.GestureReload = { ACT_FLINCH_STOMACH, 0.3 } SWEP.GestureDraw = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.75 } SWEP.GestureHolster = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.65 } -function SWEP:TPFire() +function SWEP:TPFire( hand ) if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).GestureFire + local target = self:BClass( hand ) and self:BClass( hand ).GestureFire if !target then target = self.GestureFire end self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) end -function SWEP:TPReload() +function SWEP:TPReload( hand ) if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).GestureReload + local target = self:BClass( hand ) and self:BClass( hand ).GestureReload if !target then target = self.GestureReload end self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) end -function SWEP:TPDraw() +function SWEP:TPDraw( hand ) if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).GestureDraw + local target = self:BClass( hand ) and self:BClass( hand ).GestureDraw if !target then target = self.GestureDraw end self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) end -function SWEP:TPHolster() +function SWEP:TPHolster( hand ) if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ) and self:BClass( false ).GestureHolster + local target = self:BClass( hand ) and self:BClass( hand ).GestureHolster if !target then target = self.GestureHolster end diff --git a/gamemodes/benny/entities/weapons/benny/shared.lua b/gamemodes/benny/entities/weapons/benny/shared.lua index 48d823a..b986c61 100644 --- a/gamemodes/benny/entities/weapons/benny/shared.lua +++ b/gamemodes/benny/entities/weapons/benny/shared.lua @@ -153,7 +153,7 @@ function SWEP:Reload() B_Sound( self, "Common.NoAmmo" ) end end - self:TPReload() + self:TPReload( self:GetTempHandedness() ) end -- end end @@ -196,9 +196,9 @@ function SWEP:Think() end if ht == "normal" and self:GetHoldType() != "normal" then - self:TPHolster() + self:TPHolster( self:GetTempHandedness() ) elseif ht != "normal" and self:GetHoldType() == "normal" then - self:TPDraw() + self:TPDraw( self:GetTempHandedness() ) end if self:BClass( false ) then diff --git a/gamemodes/benny/gamemode/modules/player/cl_hud.lua b/gamemodes/benny/gamemode/modules/player/cl_hud.lua index 87ad8be..6e5fea9 100644 --- a/gamemodes/benny/gamemode/modules/player/cl_hud.lua +++ b/gamemodes/benny/gamemode/modules/player/cl_hud.lua @@ -503,7 +503,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() for n, bucket in ipairs( inventorylist ) do for i, v in ipairs( bucket ) do - if v == wep:D_GetID( false ) then + if v == wep:D_GetID( wep:GetTempHandedness() ) then bucket_selected = n item_selected = i end @@ -541,7 +541,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() else for d, item in ipairs( bucket ) do local idata = WEAPONS[inv[item].Class] - local sel = item==wep:D_GetID( false )--d==item_selected + local sel = item==wep:D_GetID( wep:GetTempHandedness() )--d==item_selected surface.SetDrawColor( scheme["bg"] ) surface.DrawRect( bump + b, (item_start+ybump) + b, size_textx, (sel and size_texty_sel or size_texty) ) if sel then @@ -727,7 +727,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() end end - if true and p:BennyCheck() then + if false and p:BennyCheck() then local bx, by = sw/2, sh*(0.75) local mx = 50 @@ -804,7 +804,7 @@ do ["invnext"] = function( ply ) if !ply:BennyCheck() then return end local buckets = ply:INV_Buckets() - local currsel = ply:GetActiveWeapon():GetWep1() + local currsel = ply:GetActiveWeapon():D_GetID( ply:GetActiveWeapon():GetTempHandedness() ) local lb, li = Locate( ply, buckets, currsel ) if lb then @@ -828,7 +828,7 @@ do end, ["invprev"] = function( ply ) local buckets = ply:INV_Buckets() - local currsel = ply:GetActiveWeapon():GetWep1() + local currsel = ply:GetActiveWeapon():D_GetID( ply:GetActiveWeapon():GetTempHandedness() ) local lb, li = Locate( ply, buckets, currsel ) if lb then diff --git a/gamemodes/benny/gamemode/modules/player/sh_basic.lua b/gamemodes/benny/gamemode/modules/player/sh_basic.lua index f071f55..863ff14 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_basic.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_basic.lua @@ -61,7 +61,7 @@ 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 ) - if ply:BennyCheck() then ply:GetActiveWeapon():BHolster( false ) end + if ply:BennyCheck() then ply:GetActiveWeapon():BHolster( ply:GetActiveWeapon():GetTempHandedness() ) end end) concommand.Add("benny_inv_sync", function( ply, cmd, args ) diff --git a/gamemodes/benny/gamemode/modules/player/sh_player.lua b/gamemodes/benny/gamemode/modules/player/sh_player.lua index 632de05..f1c9873 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_player.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_player.lua @@ -187,10 +187,10 @@ hook.Add("StartCommand", "Benny_INV_StartCommand", function( ply, cmd ) cmd:SetUpMove( inv_bucketlist_flipped[ ply.CLIENTDESIRE ] ) end local id = cmd:GetUpMove() - + local hand = wep:GetTempHandedness() if id > 0 and inv_bucketlist[id] and inv[inv_bucketlist[id]] then - wep:BDeploy( false, inv_bucketlist[ id ] ) - if CLIENT and (wep:D_GetID( false ) == ply.CLIENTDESIRE) then + wep:BDeploy( hand, inv_bucketlist[ id ] ) + if CLIENT and (wep:D_GetID( hand ) == ply.CLIENTDESIRE) then ply.CLIENTDESIRE = 0 print("Fixed") end diff --git a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua index dcd4845..f14ee43 100644 --- a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua +++ b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua @@ -925,7 +925,7 @@ do -- Grenades, nothing here is guaranteed. -- TEMP: Do this right! if !class.GrenadeCharge then self:SetGrenadeDownStart( CurTime() ) end -- - self:TPFire() + self:TPFire( self:GetTempHandedness() ) if SERVER then GrenadeCreate( self, data ) end local id = self:D_GetID( false ) self:BHolster( false )