WeaponGet instead of asking the table direct
This commit is contained in:
parent
526eeeb0df
commit
98e11fda6e
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@ -75,7 +75,7 @@ function SWEP:BDeploy( hand, id )
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local inv = p:INV_Get()
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local item = inv[id]
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local class = WEAPONS[item.Class]
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local class = WeaponGet(item.Class)
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assert( item, "That item doesn't exist. " .. tostring(item) )
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@ -102,7 +102,7 @@ function SWEP:BHolster( hand )
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local p = self:GetOwner()
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local item = self:BTable( hand )
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if item then
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local class = WEAPONS[item.Class]
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local class = WeaponGet(item.Class)
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if class.Custom_Holster then class.Custom_Holster( self, item, class, hand ) end
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end
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@ -1,2 +1,156 @@
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-- Dev inventory
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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local inv = ply:INV_Get()
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local active = GetConVar("benny_hud_tempactive"):GetString()
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itemlist:Clear()
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local maidlist = {}
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local catesmade = {}
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for i, v in pairs( ply:INV_ListFromBuckets() ) do
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local class = inv[v].Class
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local Class = WeaponGet(class)
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if !catesmade[Class.Type] then
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catesmade[Class.Type] = true
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local cate = vgui.Create( "DButton" )
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itemlist:AddItem( cate )
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cate:SetSize( 1, ss(12) )
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cate:Dock( TOP )
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cate:DockMargin( 0, 0, 0, ss(2) )
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cate.Text_Name = Class.Type
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function cate:Paint( w, h )
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surface.SetDrawColor( schemes[active]["bg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawOutlinedRect( 0, 0, w, h, ss(0.5) )
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surface.SetTextColor( schemes[active]["fg"] )
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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(2), ss(2) )
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surface.DrawText( self.Text_Name )
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return true
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end
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end
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local button = vgui.Create( "DButton" )
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itemlist:AddItem( button )
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button:SetSize( 1, ss(24) )
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(2) )
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button.ID = v
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local mag = false
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if class:Left( 4 ) == "mag_" then
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mag = true
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button:SetTall( ss(11) )
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end
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if !maidlist[class] then
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maidlist[class] = table.Flip( ply:INV_Find( class ) )
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end
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local ml = maidlist[class]
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button.Text_Name = Class.Name
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button.Text_Desc = Class.Description
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button.Text_ID = "[" .. ml[v] .. "] " .. button.ID
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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local Menu = DermaMenu()
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local opt1 = Menu:AddOption( "Equip Right", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "false" )
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end)
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opt1:SetIcon( "icon16/resultset_last.png" )
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local opt3 = Menu:AddOption( "Equip Right, Move Left", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "false", "true" )
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end)
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opt3:SetIcon( "icon16/resultset_next.png" )
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Menu:AddSpacer()
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local opt2 = Menu:AddOption( "Equip Left", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "true" )
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end)
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opt2:SetIcon( "icon16/resultset_first.png" )
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local opt4 = Menu:AddOption( "Equip Left, Move Right", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "true", "true" )
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end)
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opt4:SetIcon( "icon16/resultset_previous.png" )
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Menu:AddSpacer()
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local opt5 = Menu:AddOption( "Holster", function()
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RunConsoleCommand( "benny_inv_holster", button.ID )
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end)
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opt5:SetIcon( "icon16/control_pause_blue.png" )
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local opt6 = Menu:AddOption( "Discard", function()
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RunConsoleCommand("benny_inv_discard", button.ID)
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self:Remove()
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end)
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opt6:SetIcon( "icon16/bin.png" )
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Menu:Open()
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-- timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
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end
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button.DoRightClick = function( self )
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RunConsoleCommand("benny_inv_discard", button.ID)
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self:Remove()
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end
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function button:Paint( w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes[active]["bg"] )
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surface.SetFont( !mag and "Benny_16" or "Benny_10" )
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surface.SetTextPos( ss(2), ss(2) )
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surface.DrawText( self.Text_Name )
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if !mag then
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surface.SetFont( "Benny_12" )
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surface.SetTextPos( ss(2), ss(2 + 11) )
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surface.DrawText( self.Text_Desc )
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end
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surface.SetFont( "Benny_10" )
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local tx = surface.GetTextSize( self.Text_ID )
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surface.SetTextPos( w - ss(2) - tx, ss(2) )
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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(400), ss(400) )
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base:MakePopup()
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base:SetKeyboardInputEnabled( false )
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base:Center()
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local active = GetConVar("benny_hud_tempactive"):GetString()
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function base:Paint( w, h )
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surface.SetDrawColor( schemes[active]["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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@ -1,2 +1,93 @@
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-- Dev spawnmenu
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function GM:OnSpawnMenuOpen()
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RunConsoleCommand( "benny_debug_inv" )
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end
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function GM:OnSpawnMenuClose()
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if IsValid( base ) then base:Remove() end
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end
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function OpenSMenu()
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if IsValid( smenu ) then smenu:Remove() return end
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local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("DFrame")
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smenu:SetSize( ss(1+(96+2)*4), ss(360) )
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smenu:MakePopup()
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smenu:SetKeyboardInputEnabled( false )
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smenu:Center()
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function smenu:Paint( w, h )
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surface.SetDrawColor( schemes[active]["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 = smenu:Add("DScrollPanel")
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itemlist:Dock( FILL )
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-- local List = vgui.Create( "DIconLayout", itemlist )
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-- List:Dock( FILL )
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-- List:SetSpaceX( 5 )
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-- List:SetSpaceY( 5 )
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local createlist = {}
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for ClassName, Class in pairs( WEAPONS ) do
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if !createlist[Class.Type] then
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createlist[Class.Type] = {}
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end
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table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
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end
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for i, v in SortedPairs( createlist ) do
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local Collapse = itemlist:Add( "DCollapsibleCategory" )
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Collapse:Dock( TOP )
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Collapse:SetLabel( i )
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local Lays = itemlist:Add( "DIconLayout" )
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Collapse:SetContents( Lays )
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Collapse:SetExpanded( i!="magazine" )
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Lays:Dock( FILL )
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Lays:SetSpaceX( ss(1) )
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Lays:SetSpaceY( ss(1) )
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for Mew, New in ipairs( v ) do
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local button = Lays:Add( "DButton" )
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button:SetSize( ss(95), ss(14) )
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--button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.Text_Name = New.Class.Name
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button.Text_Desc = New.Class.Description
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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RunConsoleCommand( "benny_debug_give", New.ClassName )
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chat.AddText( "Gave " .. New.Class.Name )
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end
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function button:DoRightClick()
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RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName )
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chat.AddText( "Gave " .. WeaponGet("mag_"..New.ClassName).Name )
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end
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function button:Paint( w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes[active]["bg"] )
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surface.SetFont( "Benny_12" )
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surface.SetTextPos( ss(2), ss(2) )
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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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return true
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end
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end
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end
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end
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@ -520,7 +520,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.DrawOutlinedRect( m_x + bb - chunk, m_y + bb, m_w - b2, m_h - b2, ss( 0.5 ) )
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local s1 = (m_h - b2 - b2)
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local s2 = (m_h - b2 - b2) * (inv[tag] and ( inv[tag].Ammo / WEAPONS[inv[tag].Class].Ammo ) or 8)
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local s2 = (m_h - b2 - b2) * (inv[tag] and ( inv[tag].Ammo / WeaponGet(inv[tag].Class).Ammo ) or 8)
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local s3 = math.floor( s2 - s1 )
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local m1, m2, m3, m4 = m_x + bb + bb - chunk, m_y + bb + bb - s3, m_w - b2 - b2, s2
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@ -681,7 +681,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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bump = bump + (nextwe_no)
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else
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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 = WeaponGet(inv[item].Class)
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local sel = item==wep:D_GetID( false )--d==item_selected
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + Wb, (item_start+ybump) + Hb, size_textx, (sel and size_texty_sel or size_texty) )
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@ -10,7 +10,7 @@ concommand.Add("benny_debug_give", function(ply, cmd, args)
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local inv = ply:INV_Get()
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local str = UUID_generate()
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local class = WEAPONS[args[1]]
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local class = WeaponGet(args[1])
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assert(class, "Invalid Class.")
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@ -191,248 +191,3 @@ function GM:ShowSpare2( ply )
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ply:ConCommand( "benny_gui_spscore" )
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end
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end
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-- Debug inv
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if CLIENT then
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function GM:OnSpawnMenuOpen()
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RunConsoleCommand( "benny_debug_inv" )
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end
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function GM:OnSpawnMenuClose()
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if IsValid( base ) then base:Remove() end
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end
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function OpenSMenu()
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if IsValid( smenu ) then smenu:Remove() return end
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local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("DFrame")
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smenu:SetSize( ss(1+(96+2)*4), ss(360) )
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smenu:MakePopup()
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smenu:SetKeyboardInputEnabled( false )
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smenu:Center()
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function smenu:Paint( w, h )
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surface.SetDrawColor( schemes[active]["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 = smenu:Add("DScrollPanel")
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itemlist:Dock( FILL )
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-- local List = vgui.Create( "DIconLayout", itemlist )
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-- List:Dock( FILL )
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-- List:SetSpaceX( 5 )
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-- List:SetSpaceY( 5 )
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local createlist = {}
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for ClassName, Class in pairs( WEAPONS ) do
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if !createlist[Class.Type] then
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createlist[Class.Type] = {}
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end
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table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
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end
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for i, v in SortedPairs( createlist ) do
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local Collapse = itemlist:Add( "DCollapsibleCategory" )
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Collapse:Dock( TOP )
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Collapse:SetLabel( i )
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local Lays = itemlist:Add( "DIconLayout" )
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Collapse:SetContents( Lays )
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Collapse:SetExpanded( i!="magazine" )
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Lays:Dock( FILL )
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Lays:SetSpaceX( ss(1) )
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Lays:SetSpaceY( ss(1) )
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for Mew, New in ipairs( v ) do
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local button = Lays:Add( "DButton" )
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button:SetSize( ss(95), ss(14) )
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--button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.Text_Name = New.Class.Name
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button.Text_Desc = New.Class.Description
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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RunConsoleCommand( "benny_debug_give", New.ClassName )
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end
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function button:DoRightClick()
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RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName )
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end
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function button:Paint( w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes[active]["bg"] )
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surface.SetFont( "Benny_12" )
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surface.SetTextPos( ss(2), ss(2) )
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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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return true
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end
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end
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end
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end
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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local inv = ply:INV_Get()
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local active = GetConVar("benny_hud_tempactive"):GetString()
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itemlist:Clear()
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local maidlist = {}
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local catesmade = {}
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for i, v in pairs( ply:INV_ListFromBuckets() ) do
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local class = inv[v].Class
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local Class = WEAPONS[class]
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if !catesmade[Class.Type] then
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catesmade[Class.Type] = true
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local cate = vgui.Create( "DButton" )
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itemlist:AddItem( cate )
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cate:SetSize( 1, ss(12) )
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cate:Dock( TOP )
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cate:DockMargin( 0, 0, 0, ss(2) )
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cate.Text_Name = Class.Type
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function cate:Paint( w, h )
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surface.SetDrawColor( schemes[active]["bg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawOutlinedRect( 0, 0, w, h, ss(0.5) )
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surface.SetTextColor( schemes[active]["fg"] )
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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(2), ss(2) )
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surface.DrawText( self.Text_Name )
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return true
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end
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end
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local button = vgui.Create( "DButton" )
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itemlist:AddItem( button )
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button:SetSize( 1, ss(24) )
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(2) )
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button.ID = v
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local mag = false
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if class:Left( 4 ) == "mag_" then
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mag = true
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button:SetTall( ss(11) )
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end
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if !maidlist[class] then
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maidlist[class] = table.Flip( ply:INV_Find( class ) )
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end
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local ml = maidlist[class]
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button.Text_Name = Class.Name
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button.Text_Desc = Class.Description
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button.Text_ID = "[" .. ml[v] .. "] " .. button.ID
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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local Menu = DermaMenu()
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local opt1 = Menu:AddOption( "Equip Right", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "false" )
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end)
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opt1:SetIcon( "icon16/resultset_last.png" )
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local opt3 = Menu:AddOption( "Equip Right, Move Left", function()
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RunConsoleCommand( "benny_inv_equip", button.ID, "false", "true" )
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end)
|
||||
opt3:SetIcon( "icon16/resultset_next.png" )
|
||||
|
||||
Menu:AddSpacer()
|
||||
|
||||
local opt2 = Menu:AddOption( "Equip Left", function()
|
||||
RunConsoleCommand( "benny_inv_equip", button.ID, "true" )
|
||||
end)
|
||||
opt2:SetIcon( "icon16/resultset_first.png" )
|
||||
|
||||
local opt4 = Menu:AddOption( "Equip Left, Move Right", function()
|
||||
RunConsoleCommand( "benny_inv_equip", button.ID, "true", "true" )
|
||||
end)
|
||||
opt4:SetIcon( "icon16/resultset_previous.png" )
|
||||
|
||||
Menu:AddSpacer()
|
||||
|
||||
local opt5 = Menu:AddOption( "Holster", function()
|
||||
RunConsoleCommand( "benny_inv_holster", button.ID )
|
||||
end)
|
||||
opt5:SetIcon( "icon16/control_pause_blue.png" )
|
||||
|
||||
local opt6 = Menu:AddOption( "Discard", function()
|
||||
RunConsoleCommand("benny_inv_discard", button.ID)
|
||||
self:Remove()
|
||||
end)
|
||||
opt6:SetIcon( "icon16/bin.png" )
|
||||
|
||||
Menu:Open()
|
||||
-- timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
|
||||
end
|
||||
|
||||
button.DoRightClick = function( self )
|
||||
RunConsoleCommand("benny_inv_discard", button.ID)
|
||||
self:Remove()
|
||||
end
|
||||
|
||||
function button:Paint( w, h )
|
||||
surface.SetDrawColor( schemes[active]["fg"] )
|
||||
surface.DrawRect( 0, 0, w, h )
|
||||
|
||||
surface.SetTextColor( schemes[active]["bg"] )
|
||||
|
||||
surface.SetFont( !mag and "Benny_16" or "Benny_10" )
|
||||
surface.SetTextPos( ss(2), ss(2) )
|
||||
surface.DrawText( self.Text_Name )
|
||||
|
||||
if !mag then
|
||||
surface.SetFont( "Benny_12" )
|
||||
surface.SetTextPos( ss(2), ss(2 + 11) )
|
||||
surface.DrawText( self.Text_Desc )
|
||||
end
|
||||
|
||||
surface.SetFont( "Benny_10" )
|
||||
local tx = surface.GetTextSize( self.Text_ID )
|
||||
surface.SetTextPos( w - ss(2) - tx, ss(2) )
|
||||
surface.DrawText( self.Text_ID )
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
concommand.Add("benny_debug_inv", function()
|
||||
if IsValid( base ) then base:Remove() end
|
||||
base = vgui.Create("DFrame")
|
||||
base:SetSize( ss(400), ss(400) )
|
||||
base:MakePopup()
|
||||
base:SetKeyboardInputEnabled( false )
|
||||
base:Center()
|
||||
local active = GetConVar("benny_hud_tempactive"):GetString()
|
||||
|
||||
function base:Paint( w, h )
|
||||
surface.SetDrawColor( schemes[active]["bg"] )
|
||||
surface.DrawRect( 0, 0, w, h )
|
||||
return true
|
||||
end
|
||||
|
||||
local itemlist = base:Add("DScrollPanel")
|
||||
itemlist:Dock( FILL )
|
||||
|
||||
regen_items( itemlist )
|
||||
end)
|
||||
end
|
|
@ -139,7 +139,7 @@ do
|
|||
for i, bucket in ipairs( inventorylist ) do
|
||||
local temp = {}
|
||||
for id, data in pairs( inv ) do
|
||||
local idata = WEAPONS[data.Class]
|
||||
local idata = WeaponGet(data.Class)
|
||||
local translated = translat[idata.Type]
|
||||
|
||||
if i == translated[1] then
|
||||
|
|
|
@ -11,6 +11,10 @@ FIREMODE_SEMI = {
|
|||
}
|
||||
WEAPONS = {}
|
||||
|
||||
function WeaponGet( classname )
|
||||
return WEAPONS[ classname ]
|
||||
end
|
||||
|
||||
AddSound( "1911.Fire", {
|
||||
"benny/weapons/1911/01.ogg",
|
||||
"benny/weapons/1911/02.ogg",
|
||||
|
@ -887,7 +891,7 @@ do -- Grenades, nothing here is guaranteed.
|
|||
local function GrenadeCreate( self, data )
|
||||
-- PROTO: See to getting this done better. Maybe it's spawned while priming the nade for low CL-SV/phys delay?
|
||||
local p = self:GetOwner()
|
||||
local class = WEAPONS[data.Class]
|
||||
local class = WeaponGet(data.Class)
|
||||
local GENT = ents.Create( class.GrenadeEnt )
|
||||
GENT:SetOwner( p )
|
||||
local ang = p:EyeAngles()
|
||||
|
@ -906,7 +910,7 @@ do -- Grenades, nothing here is guaranteed.
|
|||
|
||||
local function GrenadeThrow( self, data )
|
||||
local p = self:GetOwner()
|
||||
local class = WEAPONS[data.Class]
|
||||
local class = WeaponGet(data.Class)
|
||||
self:SetGrenadeDown( false )
|
||||
-- TEMP: Do this right!
|
||||
if !class.GrenadeCharge then self:SetGrenadeDownStart( CurTime() ) end
|
||||
|
@ -929,7 +933,7 @@ do -- Grenades, nothing here is guaranteed.
|
|||
|
||||
local function GrenadeThink( self, data )
|
||||
local p = self:GetOwner()
|
||||
local class = WEAPONS[data.Class]
|
||||
local class = WeaponGet(data.Class)
|
||||
if self:GetGrenadeDown() then
|
||||
if true or ( CurTime() >= (self:GetGrenadeDownStart() + class.GrenadeFuse) ) then
|
||||
GrenadeThrow( self, data )
|
||||
|
|
Loading…
Reference in New Issue