more handedness bullsh
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@ -22,7 +22,7 @@ function SWEP:BFire( hand )
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self:B_Ammo( hand, self:D_GetClip( hand ) - 1 )
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self:B_Ammo( hand, self:D_GetClip( hand ) - 1 )
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B_Sound( self, wep_class.Sound_Fire )
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B_Sound( self, wep_class.Sound_Fire )
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self:TPFire()
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self:TPFire( self:GetTempHandedness() )
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self:CallFire( hand )
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self:CallFire( hand )
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self:D_SetDelay( hand, CurTime() + wep_class.Delay )
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self:D_SetDelay( hand, CurTime() + wep_class.Delay )
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@ -112,33 +112,33 @@ SWEP.GestureFire = { ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, 0.85 }
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SWEP.GestureReload = { ACT_FLINCH_STOMACH, 0.3 }
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SWEP.GestureReload = { ACT_FLINCH_STOMACH, 0.3 }
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SWEP.GestureDraw = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.75 }
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SWEP.GestureDraw = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.75 }
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SWEP.GestureHolster = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.65 }
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SWEP.GestureHolster = { ACT_GMOD_GESTURE_MELEE_SHOVE_1HAND, 0.65 }
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function SWEP:TPFire()
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function SWEP:TPFire( hand )
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if CLIENT and !IsFirstTimePredicted() then return end
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if CLIENT and !IsFirstTimePredicted() then return end
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local target = self:BClass( false ).GestureFire
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local target = self:BClass( hand ) and self:BClass( hand ).GestureFire
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if !target then
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if !target then
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target = self.GestureFire
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target = self.GestureFire
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end
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end
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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end
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end
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function SWEP:TPReload()
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function SWEP:TPReload( hand )
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if CLIENT and !IsFirstTimePredicted() then return end
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if CLIENT and !IsFirstTimePredicted() then return end
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local target = self:BClass( false ).GestureReload
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local target = self:BClass( hand ) and self:BClass( hand ).GestureReload
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if !target then
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if !target then
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target = self.GestureReload
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target = self.GestureReload
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end
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end
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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end
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end
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function SWEP:TPDraw()
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function SWEP:TPDraw( hand )
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if CLIENT and !IsFirstTimePredicted() then return end
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if CLIENT and !IsFirstTimePredicted() then return end
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local target = self:BClass( false ).GestureDraw
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local target = self:BClass( hand ) and self:BClass( hand ).GestureDraw
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if !target then
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if !target then
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target = self.GestureDraw
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target = self.GestureDraw
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end
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end
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true )
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end
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end
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function SWEP:TPHolster()
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function SWEP:TPHolster( hand )
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if CLIENT and !IsFirstTimePredicted() then return end
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if CLIENT and !IsFirstTimePredicted() then return end
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local target = self:BClass( false ) and self:BClass( false ).GestureHolster
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local target = self:BClass( hand ) and self:BClass( hand ).GestureHolster
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if !target then
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if !target then
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target = self.GestureHolster
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target = self.GestureHolster
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end
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end
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@ -153,7 +153,7 @@ function SWEP:Reload()
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B_Sound( self, "Common.NoAmmo" )
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B_Sound( self, "Common.NoAmmo" )
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end
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end
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end
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end
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self:TPReload()
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self:TPReload( self:GetTempHandedness() )
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end
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end
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-- end
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-- end
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end
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end
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@ -196,9 +196,9 @@ function SWEP:Think()
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end
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end
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if ht == "normal" and self:GetHoldType() != "normal" then
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if ht == "normal" and self:GetHoldType() != "normal" then
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self:TPHolster()
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self:TPHolster( self:GetTempHandedness() )
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elseif ht != "normal" and self:GetHoldType() == "normal" then
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elseif ht != "normal" and self:GetHoldType() == "normal" then
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self:TPDraw()
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self:TPDraw( self:GetTempHandedness() )
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end
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end
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if self:BClass( false ) then
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if self:BClass( false ) then
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@ -503,7 +503,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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for n, bucket in ipairs( inventorylist ) do
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for n, bucket in ipairs( inventorylist ) do
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for i, v in ipairs( bucket ) do
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for i, v in ipairs( bucket ) do
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if v == wep:D_GetID( false ) then
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if v == wep:D_GetID( wep:GetTempHandedness() ) then
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bucket_selected = n
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bucket_selected = n
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item_selected = i
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item_selected = i
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end
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end
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@ -541,7 +541,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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else
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else
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for d, item in ipairs( bucket ) do
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for d, item in ipairs( bucket ) do
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local idata = WEAPONS[inv[item].Class]
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local idata = WEAPONS[inv[item].Class]
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local sel = item==wep:D_GetID( false )--d==item_selected
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local sel = item==wep:D_GetID( wep:GetTempHandedness() )--d==item_selected
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surface.SetDrawColor( scheme["bg"] )
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, (item_start+ybump) + b, size_textx, (sel and size_texty_sel or size_texty) )
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surface.DrawRect( bump + b, (item_start+ybump) + b, size_textx, (sel and size_texty_sel or size_texty) )
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if sel then
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if sel then
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@ -727,7 +727,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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end
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end
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end
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if true and p:BennyCheck() then
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if false and p:BennyCheck() then
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local bx, by = sw/2, sh*(0.75)
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local bx, by = sw/2, sh*(0.75)
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local mx = 50
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local mx = 50
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@ -804,7 +804,7 @@ do
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["invnext"] = function( ply )
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["invnext"] = function( ply )
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if !ply:BennyCheck() then return end
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if !ply:BennyCheck() then return end
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local buckets = ply:INV_Buckets()
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local buckets = ply:INV_Buckets()
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local currsel = ply:GetActiveWeapon():GetWep1()
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local currsel = ply:GetActiveWeapon():D_GetID( ply:GetActiveWeapon():GetTempHandedness() )
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local lb, li = Locate( ply, buckets, currsel )
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local lb, li = Locate( ply, buckets, currsel )
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if lb then
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if lb then
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@ -828,7 +828,7 @@ do
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end,
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end,
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["invprev"] = function( ply )
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["invprev"] = function( ply )
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local buckets = ply:INV_Buckets()
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local buckets = ply:INV_Buckets()
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local currsel = ply:GetActiveWeapon():GetWep1()
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local currsel = ply:GetActiveWeapon():D_GetID( ply:GetActiveWeapon():GetTempHandedness() )
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local lb, li = Locate( ply, buckets, currsel )
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local lb, li = Locate( ply, buckets, currsel )
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if lb then
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if lb then
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@ -61,7 +61,7 @@ end, "arg 1: item id, arg 2 does offhand")
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-- PROTO: Move this all into weapon code.
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-- PROTO: Move this all into weapon code.
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concommand.Add("benny_inv_holster", function( ply, cmd, args )
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concommand.Add("benny_inv_holster", function( ply, cmd, args )
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if ply:BennyCheck() then ply:GetActiveWeapon():BHolster( false ) end
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if ply:BennyCheck() then ply:GetActiveWeapon():BHolster( ply:GetActiveWeapon():GetTempHandedness() ) end
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end)
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end)
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concommand.Add("benny_inv_sync", function( ply, cmd, args )
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concommand.Add("benny_inv_sync", function( ply, cmd, args )
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@ -187,10 +187,10 @@ hook.Add("StartCommand", "Benny_INV_StartCommand", function( ply, cmd )
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cmd:SetUpMove( inv_bucketlist_flipped[ ply.CLIENTDESIRE ] )
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cmd:SetUpMove( inv_bucketlist_flipped[ ply.CLIENTDESIRE ] )
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end
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end
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local id = cmd:GetUpMove()
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local id = cmd:GetUpMove()
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local hand = wep:GetTempHandedness()
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if id > 0 and inv_bucketlist[id] and inv[inv_bucketlist[id]] then
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if id > 0 and inv_bucketlist[id] and inv[inv_bucketlist[id]] then
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wep:BDeploy( false, inv_bucketlist[ id ] )
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wep:BDeploy( hand, inv_bucketlist[ id ] )
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if CLIENT and (wep:D_GetID( false ) == ply.CLIENTDESIRE) then
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if CLIENT and (wep:D_GetID( hand ) == ply.CLIENTDESIRE) then
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ply.CLIENTDESIRE = 0
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ply.CLIENTDESIRE = 0
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print("Fixed")
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print("Fixed")
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end
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end
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@ -925,7 +925,7 @@ do -- Grenades, nothing here is guaranteed.
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-- TEMP: Do this right!
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-- TEMP: Do this right!
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if !class.GrenadeCharge then self:SetGrenadeDownStart( CurTime() ) end
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if !class.GrenadeCharge then self:SetGrenadeDownStart( CurTime() ) end
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--
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--
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self:TPFire()
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self:TPFire( self:GetTempHandedness() )
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if SERVER then GrenadeCreate( self, data ) end
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if SERVER then GrenadeCreate( self, data ) end
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local id = self:D_GetID( false )
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local id = self:D_GetID( false )
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self:BHolster( false )
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self:BHolster( false )
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