From b02244918747fe1d92f9c3b94c43de74b35ac46f Mon Sep 17 00:00:00 2001 From: Fesiug Date: Thu, 16 Nov 2023 22:00:11 -0500 Subject: [PATCH] Oh, that's a rehaul of the ammo system and MORE S- --- .../entities/benny_equipment_ammo.lua | 8 +- .../benny/entities/weapons/benny/cl_wm.lua | 40 +++ .../entities/weapons/benny/sh_firing.lua | 53 ++- .../entities/weapons/benny/sh_holdtypes.lua | 146 ++++++++ .../benny/entities/weapons/benny/sh_inv.lua | 43 ++- .../benny/entities/weapons/benny/shared.lua | 331 ++++-------------- .../benny/gamemode/modules/player/cl_hud.lua | 154 +++++--- .../gamemode/modules/player/sh_basic.lua | 25 +- .../gamemode/modules/player/sh_player.lua | 26 +- .../gamemode/modules/weapons/sh_weapons.lua | 19 + 10 files changed, 509 insertions(+), 336 deletions(-) create mode 100644 gamemodes/benny/entities/weapons/benny/cl_wm.lua create mode 100644 gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua diff --git a/gamemodes/benny/entities/entities/benny_equipment_ammo.lua b/gamemodes/benny/entities/entities/benny_equipment_ammo.lua index 6e04e36..f23debd 100644 --- a/gamemodes/benny/entities/entities/benny_equipment_ammo.lua +++ b/gamemodes/benny/entities/entities/benny_equipment_ammo.lua @@ -19,10 +19,10 @@ function ENT:Use( activator ) local wep = activator:GetActiveWeapon() local bt, bc = wep:BTable(), wep:BClass() for i=1, 3 do - if bt["Ammo" .. i] and bt.Loaded != i then - bt["Ammo" .. i] = bc.Ammo - wep:BSend( { "Ammo" .. i, false, bc.Ammo } ) - end + -- if bt["Ammo" .. i] and bt.Loaded != i then + -- bt["Ammo" .. i] = bc.Ammo + -- wep:BSend( { "Ammo" .. i, false, bc.Ammo } ) + -- end end self:EmitSound( "benny/weapons/mp5k/boltdrop.ogg", 70, 100, 0.5 ) end diff --git a/gamemodes/benny/entities/weapons/benny/cl_wm.lua b/gamemodes/benny/entities/weapons/benny/cl_wm.lua new file mode 100644 index 0000000..e14a2c1 --- /dev/null +++ b/gamemodes/benny/entities/weapons/benny/cl_wm.lua @@ -0,0 +1,40 @@ +function SWEP:DrawWorldModel() + local p = self:GetOwner() + local wm = self.CWM + local class = self:BClass( false ) + if class then + if !IsValid(wm) then + wm = ClientsideModel( class.WModel ) + self.CWM = wm + end + wm:SetModel( class.WModel ) + wm:SetNoDraw( true ) + wm:AddEffects( EF_BONEMERGE ) + wm:SetParent( p ) + + -- if IsValid(p) then + -- -- Specify a good position + -- local offsetVec = Vector(12.8, -1.4, 2.6) + -- local offsetAng = Angle(180 - 10, 180, 0) + -- + -- local boneid = p:LookupBone("ValveBiped.Bip01_R_Hand") -- Right Hand + -- if !boneid then return end + + -- local matrix = p:GetBoneMatrix(boneid) + -- if !matrix then return end + + -- local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles()) + + -- wm:SetPos(newPos) + -- wm:SetAngles(newAng) + + -- wm:SetupBones() + -- else + -- wm:SetPos(self:GetPos()) + -- wm:SetAngles(self:GetAngles()) + -- wm:SetupBones() + -- end + + if self:GetUserAim() then wm:DrawModel() end + end +end \ No newline at end of file diff --git a/gamemodes/benny/entities/weapons/benny/sh_firing.lua b/gamemodes/benny/entities/weapons/benny/sh_firing.lua index 7b9d929..a2b96d9 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_firing.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_firing.lua @@ -1,6 +1,39 @@ -function SWEP:CallFire() - local class = self:BClass( false ) +function SWEP:BFire( hand ) + if self:BTable( hand ) then + local wep_table = self:BTable( hand ) + local wep_class = self:BClass( hand ) + + if wep_class.Fire then + if wep_class.Fire( self, wep_table ) then return end + end + if self:D_GetDelay( hand ) > CurTime() then + return + end + if self:D_GetBurst( hand ) >= self:B_Firemode( hand ).Mode then + return + end + if self:D_GetClip( hand ) == 0 then + B_Sound( self, wep_class.Sound_DryFire ) + self:D_SetDelay( hand, CurTime() + 0.2 ) + return + end + + self:B_Ammo( hand, self:D_GetClip( hand ) - 1 ) + + B_Sound( self, wep_class.Sound_Fire ) + self:TPFire() + self:CallFire( hand ) + + self:D_SetDelay( hand, CurTime() + wep_class.Delay ) + self:D_SetBurst( hand, self:D_GetBurst( hand ) + 1 ) + + end +end + +function SWEP:CallFire( hand ) + local p = self:GetOwner() + local class = self:BClass( hand ) local spread = class.Spread or 0 for i=1, class.Pellets or 1 do local dir = self:GetOwner():EyeAngles() @@ -12,18 +45,18 @@ function SWEP:CallFire() dir:RotateAroundAxis( dir:Up(), spread * radius * math.cos( circ ) ) dir:RotateAroundAxis( dir:Forward(), 0 ) local tr = util.TraceLine( { - start = self:GetOwner():EyePos(), - endpos = self:GetOwner():EyePos() + dir:Forward() * 8192, - filter = self:GetOwner() + start = p:EyePos(), + endpos = p:EyePos() + dir:Forward() * 8192, + filter = p } ) self:FireBullets( { - Attacker = self:GetOwner(), - Damage = self:BClass( false ).Damage, - Force = self:BClass( false ).Damage/10, - Src = self:GetOwner():EyePos(), + Attacker = p, + Damage = class.Damage, + Force = class.Damage/10, + Src = p:EyePos(), Dir = dir:Forward(), - IgnoreEntity = self:GetOwner(), + IgnoreEntity = p, Callback = self.BulletCallback, } ) diff --git a/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua new file mode 100644 index 0000000..f4c8d56 --- /dev/null +++ b/gamemodes/benny/entities/weapons/benny/sh_holdtypes.lua @@ -0,0 +1,146 @@ + + +-- Holdtype thingys +do + local ActIndex = { + [ "pistol" ] = ACT_HL2MP_IDLE_PISTOL, + [ "smg" ] = ACT_HL2MP_IDLE_SMG1, + [ "grenade" ] = ACT_HL2MP_IDLE_GRENADE, + [ "ar2" ] = ACT_HL2MP_IDLE_AR2, + [ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN, + [ "rpg" ] = ACT_HL2MP_IDLE_RPG, + [ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN, + [ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW, + [ "melee" ] = ACT_HL2MP_IDLE_MELEE, + [ "slam" ] = ACT_HL2MP_IDLE_SLAM, + [ "normal" ] = ACT_HL2MP_IDLE, + [ "fist" ] = ACT_HL2MP_IDLE_FIST, + [ "melee2" ] = ACT_HL2MP_IDLE_MELEE2, + [ "passive" ] = ACT_HL2MP_IDLE_PASSIVE, + [ "knife" ] = ACT_HL2MP_IDLE_KNIFE, + [ "duel" ] = ACT_HL2MP_IDLE_DUEL, + [ "camera" ] = ACT_HL2MP_IDLE_CAMERA, + [ "magic" ] = ACT_HL2MP_IDLE_MAGIC, + [ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER, + + [ "suitcase" ] = ACT_HL2MP_IDLE, + [ "melee_angry" ] = ACT_HL2MP_IDLE_MELEE_ANGRY, + [ "angry" ] = ACT_HL2MP_IDLE_ANGRY, + [ "scared" ] = ACT_HL2MP_IDLE_SCARED, + [ "zombie" ] = ACT_HL2MP_IDLE_ZOMBIE, + [ "cower" ] = ACT_HL2MP_IDLE_COWER, + } + + --[[--------------------------------------------------------- + Name: SetWeaponHoldType + Desc: Sets up the translation table, to translate from normal + standing idle pose, to holding weapon pose. + -----------------------------------------------------------]] + function SWEP:SetWeaponHoldType( t ) + + t = string.lower( t ) + local index = ActIndex[ t ] + + if ( index == nil ) then + Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" ) + t = "normal" + index = ActIndex[ t ] + end + + self.ActivityTranslate = {} + self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index + self.ActivityTranslate[ ACT_MP_WALK ] = index + 1 + self.ActivityTranslate[ ACT_MP_RUN ] = index + 2 + self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3 + self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4 + self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5 + self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5 + self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6 + self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6 + self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7 + self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8 + self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9 + + -- "normal" jump animation doesn't exist + if ( t == "normal" ) then + self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM + end + + if ( t == "suitcase" ) then + self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE + self.ActivityTranslate[ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE + self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM + end + + if ( t == "rpg" ) then + self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH_AR2 + self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = ACT_HL2MP_WALK_CROUCH_AR2 + end + + --self:SetupWeaponHoldTypeForAI( t ) + + end + + -- Default hold pos is the pistol + SWEP:SetWeaponHoldType( "pistol" ) + + --[[--------------------------------------------------------- + Name: weapon:TranslateActivity() + Desc: Translate a player's Activity into a weapon's activity + So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL + Depending on how you want the player to be holding the weapon + -----------------------------------------------------------]] + function SWEP:TranslateActivity( act ) + + if ( self.Owner:IsNPC() ) then + if ( self.ActivityTranslateAI[ act ] ) then + return self.ActivityTranslateAI[ act ] + end + return -1 + end + + if ( self.ActivityTranslate[ act ] != nil ) then + return self.ActivityTranslate[ act ] + end + + return -1 + + end +end + +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() + if CLIENT and !IsFirstTimePredicted() then return end + local target = self:BClass( false ).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() + if CLIENT and !IsFirstTimePredicted() then return end + local target = self:BClass( false ).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() + if CLIENT and !IsFirstTimePredicted() then return end + local target = self:BClass( false ).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() + if CLIENT and !IsFirstTimePredicted() then return end + local target = self:BClass( false ) and self:BClass( false ).GestureHolster + if !target then + target = self.GestureHolster + end + self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) +end \ No newline at end of file diff --git a/gamemodes/benny/entities/weapons/benny/sh_inv.lua b/gamemodes/benny/entities/weapons/benny/sh_inv.lua index bba14f1..01fc36f 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_inv.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_inv.lua @@ -10,37 +10,55 @@ end -- Wep. Clip ID function SWEP:D_GetMagID( hand ) - return hand and self:GetWep1Clip() or self:GetWep1Clip() + return hand and self:GetWep2_Clip() or self:GetWep1_Clip() end function SWEP:D_SetMagID( hand, value ) - return hand and self:SetWep1Clip( value ) or self:SetWep1Clip( value ) + print( "SetMagID: " .. tostring(hand) .. " given " .. value ) + return hand and self:SetWep2_Clip( value ) or self:SetWep1_Clip( value ) end -- Weapon Firemode function SWEP:D_GetFiremode( hand ) + assert( hand != nil ) return hand and self:GetWep2_Firemode() or self:GetWep1_Firemode() end function SWEP:D_SetFiremode( hand, value ) + assert( hand != nil ) return hand and self:SetWep2_Firemode( value ) or self:SetWep1_Firemode( value ) end +-- Weapon Burst +function SWEP:D_GetBurst( hand ) + assert( hand != nil ) + return hand and self:GetWep2_Burst() or self:GetWep1_Burst() +end + +function SWEP:D_SetBurst( hand, value ) + assert( hand != nil ) + return hand and self:SetWep2_Burst( value ) or self:SetWep1_Burst( value ) +end + -- Internal SWEP Delay function SWEP:D_GetDelay( hand ) - return hand and self:Clip2() or self:Clip1() + assert( hand != nil ) + return hand and self:GetDelay2() or self:GetDelay1() end function SWEP:D_SetDelay( hand, value ) + assert( hand != nil ) return hand and self:SetDelay2( value ) or self:SetDelay1( value ) end -- Internal SWEP Clip function SWEP:D_GetClip( hand ) + assert( hand != nil ) return hand and self:Clip2() or self:Clip1() end function SWEP:D_SetClip( hand, value ) + assert( hand != nil ) return hand and self:SetClip2( value ) or self:SetClip1( value ) end @@ -61,16 +79,23 @@ function SWEP:BDeploy( hand, id ) assert( item, "That item doesn't exist. " .. tostring(item) ) + print(debug.Trace()) self:D_SetID( hand, id ) - self:D_SetMagID( hand, item.Loaded ) + if item.Loaded then + local mid = inv[ item.Loaded ] + if mid then + self:D_SetMagID( hand, item.Loaded ) + self:D_SetClip( hand, mid.Ammo ) + end + end -- PROTO: Make grenade/melee/firearm logic way way better. if class.Features == "firearm" then - if item.Loaded != 0 then - assert( item[ "Ammo" .. item.Loaded ], "That magazine doesn't exist." ) - end + -- if item.Loaded != "" then + -- assert( inv[ item.Loaded ], "That magazine doesn't exist." ) + -- end - self:D_SetClip( hand, item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] ) + -- self:D_SetClip( hand, item.Loaded == "" and 0 or inv[ "Ammo" .. item.Loaded ] ) else self:D_SetClip( hand, 0 ) end @@ -89,6 +114,6 @@ function SWEP:BHolster( hand ) end self:D_SetID( hand, "" ) - self:D_SetMagID( hand, 0 ) + self:D_SetMagID( hand, "" ) self:D_SetClip( hand, 0 ) end \ No newline at end of file diff --git a/gamemodes/benny/entities/weapons/benny/shared.lua b/gamemodes/benny/entities/weapons/benny/shared.lua index 636204e..58c243b 100644 --- a/gamemodes/benny/entities/weapons/benny/shared.lua +++ b/gamemodes/benny/entities/weapons/benny/shared.lua @@ -25,6 +25,13 @@ AddCSLuaFile( "sh_firing.lua" ) include ( "sh_firing.lua" ) AddCSLuaFile( "sh_inv.lua" ) include ( "sh_inv.lua" ) +AddCSLuaFile( "sh_holdtypes.lua" ) +include ( "sh_holdtypes.lua" ) + +AddCSLuaFile( "cl_wm.lua" ) +if CLIENT then + include ( "cl_wm.lua" ) +end function SWEP:SetupDataTables() self:NetworkVar( "Float", 0, "Aim" ) @@ -33,46 +40,22 @@ function SWEP:SetupDataTables() self:NetworkVar( "Float", 3, "GrenadeDownStart" ) self:NetworkVar( "String", 0, "Wep1" ) self:NetworkVar( "String", 1, "Wep2" ) - self:NetworkVar( "Int", 0, "Wep1Clip" ) - self:NetworkVar( "Int", 1, "Wep2Clip" ) - self:NetworkVar( "Int", 2, "Wep1Burst" ) - self:NetworkVar( "Int", 3, "Wep2Burst" ) - self:NetworkVar( "Int", 4, "Wep1_Firemode" ) - self:NetworkVar( "Int", 5, "Wep2_Firemode" ) + self:NetworkVar( "String", 2, "Wep1_Clip" ) + self:NetworkVar( "String", 3, "Wep2_Clip" ) + self:NetworkVar( "Int", 0, "Wep1_Burst" ) + self:NetworkVar( "Int", 1, "Wep2_Burst" ) + self:NetworkVar( "Int", 2, "Wep1_Firemode" ) + self:NetworkVar( "Int", 3, "Wep2_Firemode" ) self:NetworkVar( "Bool", 0, "UserAim" ) self:NetworkVar( "Bool", 1, "GrenadeDown" ) + self:NetworkVar( "Bool", 2, "TempHandedness" ) self:SetWep1_Firemode( 1 ) self:SetWep2_Firemode( 1 ) end function SWEP:PrimaryAttack() - if !self:BTable() then - return - end - if self:BClass().Fire then - if self:BClass( false ).Fire( self, self:BTable( false ) ) then return end - end - if self:GetDelay1() > CurTime() then - return - end - if self:GetWep1Burst() >= self:B_Firemode( false ).Mode then - return - end - if self:Clip1() == 0 then - B_Sound( self, self:BClass( false ).Sound_DryFire ) - self:SetDelay1( CurTime() + 0.2 ) - return - end - - self:B_Ammo( false, self:Clip1() - 1 ) - - B_Sound( self, self:BClass( false ).Sound_Fire ) - self:TPFire() - self:CallFire() - - self:SetDelay1( CurTime() + self:BClass( false ).Delay ) - self:SetWep1Burst( self:GetWep1Burst() + 1 ) + self:BFire( self:GetTempHandedness() ) return true end @@ -90,15 +73,12 @@ function SWEP:BClass( alt ) end end -function SWEP:B_Ammo( alt, value ) - local clip = (alt and self:GetWep2Clip() or self:GetWep1Clip()) - assert( clip > 0, "You cannot mess with an EMPTY magazine!") - if alt then - self:SetClip2( value ) - else - self:SetClip1( value ) - end - self:BTable( alt )["Ammo" .. clip] = value +function SWEP:B_Ammo( hand, value ) + local p = self:GetOwner() + local inv = p:INV_Get() + self:D_SetClip( hand, value ) + assert( self:D_GetMagID( hand ) != "", "There is no magazine loaded!" ) + inv[ self:D_GetMagID( hand ) ].Ammo = value end function SWEP:B_Firemode( alt ) @@ -121,35 +101,54 @@ function SWEP:SecondaryAttack() end function SWEP:Reload() - if self:GetOwner():KeyPressed( IN_RELOAD ) then for i=1, 2 do - local hand = i==2 - if self:BTable( hand ) then - if self:BClass( hand ).Reload then - if self:BClass( hand ).Reload( self, self:BTable( hand ) ) then return end - end - if self:D_GetDelay( hand ) > CurTime() then - return false - end - - if self:D_GetMagID( hand ) != 0 then - B_Sound( self, self:BClass( hand ).Sound_MagOut ) - self:D_SetClip( hand, 0 ) - self:D_SetMagID( hand, 0 ) - self:BTable( hand ).Loaded = 0 - else - local maglist = { self:BTable( hand ).Ammo1, self:BTable( hand ).Ammo2, self:BTable( hand ).Ammo3 } - for i, v in SortedPairsByValue( maglist, true ) do - if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end - self:BTable( hand ).Loaded = i - self:D_SetClip( hand, v ) - self:D_SetMagID( hand, i ) - break + local p = self:GetOwner() + local inv = p:INV_Get() + if p:KeyPressed( IN_RELOAD ) then + for i=1, 2 do + local hand = i==2 + local wep_table = self:BTable( hand ) + local wep_class = self:BClass( hand ) + if wep_table then + print( "First Test: ", i, wep_table, WEAPONS[wep_table.Class].Name ) + if wep_class.Reload then + if wep_class.Reload( self, wep_table ) then return end end - B_Sound( self, self:BClass( hand ).Sound_MagIn ) + if self:D_GetDelay( hand ) > CurTime() then + return false + end + + local mid = self:D_GetMagID( hand ) + assert( mid == "" or inv[mid], "That magazine doesn't exist." ) + if mid != "" then + B_Sound( self, wep_class.Sound_MagOut ) + + if inv[mid].Ammo == 0 then + if SERVER or (CLIENT and IsFirstTimePredicted()) then + p:INV_Discard( mid ) + end + end + + self:D_SetClip( hand, 0 ) + self:D_SetMagID( hand, "" ) + wep_table.Loaded = "" + else + local maglist = p:INV_FindMag( "mag_" .. wep_table.Class ) + PrintTable( maglist ) + local mag = maglist[1] + -- print(hand, i, mag, wep_class.Name) + if mag then + wep_table.Loaded = mag + self:D_SetMagID( hand, mag ) + self:D_SetClip( hand, inv[mag].Ammo ) + -- B_Sound( self, wep_class.Sound_MagIn ) + else + -- B_Sound( self, "Common.NoAmmo" ) + end + end + self:TPReload() end - self:TPReload() end - end end + end return true end @@ -168,13 +167,18 @@ function SWEP:Think() self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) ) if !p:KeyDown( IN_ATTACK ) then - self:SetWep1Burst( 0 ) + self:SetWep1_Burst( 0 ) + self:SetWep2_Burst( 0 ) end local ht = "normal" if self:GetUserAim() then if self:BClass( false ) then - ht = self:BClass( false ).HoldType or "revolver" + if self:BClass( true ) then + ht = "duel" + else + ht = self:BClass( false ).HoldType or "revolver" + end end end @@ -202,193 +206,4 @@ end function SWEP:Holster() return true -end - -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() - if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).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() - if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).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() - if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ).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() - if CLIENT and !IsFirstTimePredicted() then return end - local target = self:BClass( false ) and self:BClass( false ).GestureHolster - if !target then - target = self.GestureHolster - end - self:GetOwner():AddVCDSequenceToGestureSlot( GESTURE_SLOT_GRENADE, self:GetOwner():SelectWeightedSequence(target[1]), target[2], true ) -end - -if CLIENT then - - function SWEP:DrawWorldModel() - local p = self:GetOwner() - local wm = self.CWM - local class = self:BClass( false ) - if class then - if !IsValid(wm) then - wm = ClientsideModel( class.WModel ) - self.CWM = wm - end - wm:SetModel( class.WModel ) - wm:SetNoDraw( true ) - wm:AddEffects( EF_BONEMERGE ) - wm:SetParent( p ) - - -- if IsValid(p) then - -- -- Specify a good position - -- local offsetVec = Vector(12.8, -1.4, 2.6) - -- local offsetAng = Angle(180 - 10, 180, 0) - -- - -- local boneid = p:LookupBone("ValveBiped.Bip01_R_Hand") -- Right Hand - -- if !boneid then return end - - -- local matrix = p:GetBoneMatrix(boneid) - -- if !matrix then return end - - -- local newPos, newAng = LocalToWorld(offsetVec, offsetAng, matrix:GetTranslation(), matrix:GetAngles()) - - -- wm:SetPos(newPos) - -- wm:SetAngles(newAng) - - -- wm:SetupBones() - -- else - -- wm:SetPos(self:GetPos()) - -- wm:SetAngles(self:GetAngles()) - -- wm:SetupBones() - -- end - - if self:GetUserAim() then wm:DrawModel() end - end - end -end - --- Holdtype thingys -do - local ActIndex = { - [ "pistol" ] = ACT_HL2MP_IDLE_PISTOL, - [ "smg" ] = ACT_HL2MP_IDLE_SMG1, - [ "grenade" ] = ACT_HL2MP_IDLE_GRENADE, - [ "ar2" ] = ACT_HL2MP_IDLE_AR2, - [ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN, - [ "rpg" ] = ACT_HL2MP_IDLE_RPG, - [ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN, - [ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW, - [ "melee" ] = ACT_HL2MP_IDLE_MELEE, - [ "slam" ] = ACT_HL2MP_IDLE_SLAM, - [ "normal" ] = ACT_HL2MP_IDLE, - [ "fist" ] = ACT_HL2MP_IDLE_FIST, - [ "melee2" ] = ACT_HL2MP_IDLE_MELEE2, - [ "passive" ] = ACT_HL2MP_IDLE_PASSIVE, - [ "knife" ] = ACT_HL2MP_IDLE_KNIFE, - [ "duel" ] = ACT_HL2MP_IDLE_DUEL, - [ "camera" ] = ACT_HL2MP_IDLE_CAMERA, - [ "magic" ] = ACT_HL2MP_IDLE_MAGIC, - [ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER, - - [ "suitcase" ] = ACT_HL2MP_IDLE, - [ "melee_angry" ] = ACT_HL2MP_IDLE_MELEE_ANGRY, - [ "angry" ] = ACT_HL2MP_IDLE_ANGRY, - [ "scared" ] = ACT_HL2MP_IDLE_SCARED, - [ "zombie" ] = ACT_HL2MP_IDLE_ZOMBIE, - [ "cower" ] = ACT_HL2MP_IDLE_COWER, - } - - --[[--------------------------------------------------------- - Name: SetWeaponHoldType - Desc: Sets up the translation table, to translate from normal - standing idle pose, to holding weapon pose. - -----------------------------------------------------------]] - function SWEP:SetWeaponHoldType( t ) - - t = string.lower( t ) - local index = ActIndex[ t ] - - if ( index == nil ) then - Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" ) - t = "normal" - index = ActIndex[ t ] - end - - self.ActivityTranslate = {} - self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index - self.ActivityTranslate[ ACT_MP_WALK ] = index + 1 - self.ActivityTranslate[ ACT_MP_RUN ] = index + 2 - self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3 - self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4 - self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5 - self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5 - self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6 - self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6 - self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7 - self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8 - self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9 - - -- "normal" jump animation doesn't exist - if ( t == "normal" ) then - self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM - end - - if ( t == "suitcase" ) then - self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = ACT_HL2MP_IDLE_SUITCASE - self.ActivityTranslate[ ACT_MP_WALK ] = ACT_HL2MP_WALK_SUITCASE - self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM - end - - if ( t == "rpg" ) then - self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_IDLE_CROUCH_AR2 - self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = ACT_HL2MP_WALK_CROUCH_AR2 - end - - --self:SetupWeaponHoldTypeForAI( t ) - - end - - -- Default hold pos is the pistol - SWEP:SetWeaponHoldType( "pistol" ) - - --[[--------------------------------------------------------- - Name: weapon:TranslateActivity() - Desc: Translate a player's Activity into a weapon's activity - So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL - Depending on how you want the player to be holding the weapon - -----------------------------------------------------------]] - function SWEP:TranslateActivity( act ) - - if ( self.Owner:IsNPC() ) then - if ( self.ActivityTranslateAI[ act ] ) then - return self.ActivityTranslateAI[ act ] - end - return -1 - end - - if ( self.ActivityTranslate[ act ] != nil ) then - return self.ActivityTranslate[ act ] - end - - return -1 - - end end \ No newline at end of file diff --git a/gamemodes/benny/gamemode/modules/player/cl_hud.lua b/gamemodes/benny/gamemode/modules/player/cl_hud.lua index 14a125e..5dcf5a3 100644 --- a/gamemodes/benny/gamemode/modules/player/cl_hud.lua +++ b/gamemodes/benny/gamemode/modules/player/cl_hud.lua @@ -294,52 +294,104 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() local wep2 = wep:BTable( true ) local wep2c = wep:BClass( true ) + for i=1, 2 do + local hand = i==2 + if wep:BTable( hand ) then -- New Weapon HUD + local wep_table = wep:BTable( hand ) + local wep_class = wep:BClass( hand ) - if wep1 then -- New Weapon HUD - local p_w, p_h = ss(156), ss(64) - local p_x, p_y = sw - b - p_w, sh - b - p_h - local pb = ss(4) - local pb2 = pb*2 + local p_w, p_h = ss(156), ss(64) + local p_x, p_y = sw - b - p_w, sh - b - p_h + if hand then p_y = p_y - p_h - ss(20+4+4) end + local pb = ss(4) + local pb2 = pb*2 - surface.SetDrawColor( scheme["bg"] ) - surface.DrawRect( p_x, p_y, p_w, p_h ) + surface.SetDrawColor( scheme["bg"] ) + surface.DrawRect( p_x, p_y, p_w, p_h ) - do -- Name tag - local t_h = ss(15) - surface.SetDrawColor( scheme["fg"] ) - surface.DrawRect( p_x+pb, p_y+pb, p_w-pb2, t_h ) - - draw.SimpleText( wep1c.Name, "Benny_16", p_x+ss(6), p_y+ss(5), scheme["bg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) - - draw.SimpleText( wep:D_GetID( false ), "Benny_10", p_x+p_w-pb2, p_y+ss(7), scheme["bg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) - - if wep:BClass( false ).Firemodes then -- Firemode + do -- Name tag + local t_h = ss(15) surface.SetDrawColor( scheme["fg"] ) - surface.DrawRect( p_x+pb, p_y + pb + t_h + ss(2), ss(30), ss(10) ) + surface.DrawRect( p_x+pb, p_y+pb, p_w-pb2, t_h ) - draw.SimpleText( wep:B_FiremodeName( false ), "Benny_12", p_x + pb + ss(14.5), p_y + pb + t_h + ss(8), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) - -- draw.SimpleText( "[AMMO TYPE]", "Benny_10", p_x + pb + ss(30+4), p_y + pb + t_h + ss(8), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) - end - if wep:BClass( false ).Ammo then -- Ammo - local b_w, b_h = ss(3), ss(10) - local lw, lh = ss(2), ss(2) - surface.SetDrawColor( scheme["fg"] ) + draw.SimpleText( wep_class.Name, "Benny_16", p_x+ss(6), p_y+ss(5), scheme["bg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + + draw.SimpleText( wep:D_GetID( hand ), "Benny_10", p_x+p_w-pb2, p_y+ss(7), scheme["bg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) - local ammo = math.max( wep:Clip1(), wep:BClass( false ).Ammo ) - if ammo>30 then b_w, b_h = ss(3), ss(4) end - local offset = b_h - local count = 1 - for i=1, ammo do - local thefunk = surface.DrawRect - if i > wep:Clip1() then - thefunk = surface.DrawOutlinedRect + if wep_class.Firemodes then -- Firemode + surface.SetDrawColor( scheme["fg"] ) + surface.DrawRect( p_x+pb, p_y + pb + t_h + ss(2), ss(30), ss(10) ) + + draw.SimpleText( wep:B_FiremodeName( hand ), "Benny_12", p_x + pb + ss(14.5), p_y + pb + t_h + ss(8), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) + -- draw.SimpleText( "[AMMO TYPE]", "Benny_10", p_x + pb + ss(30+4), p_y + pb + t_h + ss(8), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER ) + end + if wep_class.Ammo then -- Ammo + local b_w, b_h = ss(3), ss(10) + local lw, lh = ss(2), ss(2) + surface.SetDrawColor( scheme["fg"] ) + + local ammo = math.max( wep:D_GetClip( hand ), wep_class.Ammo ) + if ammo>30 then b_w, b_h = ss(3), ss(4) end + + local offset = b_h + local count = 1 + for i=1, ammo do + local thefunk = surface.DrawRect + if i > wep:D_GetClip( hand ) then + thefunk = surface.DrawOutlinedRect + end + if i!=1 and i%30 == 1 then + count = 1 + offset = offset + b_h + lh + end + thefunk( p_x + p_w - b_w - pb - ((count-1)*(b_w+lw)), p_y + p_h - offset - pb, b_w, b_h, ss(0.5) ) + count = count + 1 end - thefunk( p_x + p_w - b_w - pb - ((count-1)*(b_w+lw)), p_y + p_h - offset - pb, b_w, b_h, ss(0.5) ) - count = count + 1 + draw.SimpleText( wep:D_GetClip( hand ), "Benny_12", p_x + p_w - pb - ss(1), p_y + p_h - offset - ss(12+3), scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + end + if wep_class.Ammo then -- Magazines + local m_w, m_h = ss( 14 ), ss( 24 ) + local m_x, m_y = p_x + p_w - m_w, p_y - m_h - ss(1)--p_x - m_w, p_y + p_h - m_h + local bb = ss( 1 ) + local b2 = ss( 2 ) + local b3 = ss( 3 ) + local b4 = ss( 4 ) + local maglist = p:INV_FindMag( "mag_" .. wep_table.Class, wep:D_GetMagID( hand ) ) - if i%30 == 0 then - count = 1 - offset = offset + b_h + lh + local newmaglist = {} + if wep:D_GetMagID( hand ) != "" then + table.insert( newmaglist, wep:D_GetMagID( hand ) ) + end + for i, v in ipairs( maglist ) do + table.insert( newmaglist, v ) + end + for id, tag in ipairs( newmaglist ) do + assert( inv[tag], "That magazine doesn't exist." ) + local chunk = ((ss(1)+m_w)*(id-1)) + surface.SetDrawColor( scheme["bg"] ) + surface.DrawRect( m_x - chunk, m_y, m_w, m_h ) + + surface.SetDrawColor( scheme["fg"] ) + surface.DrawOutlinedRect( m_x + bb - chunk, m_y + bb, m_w - b2, m_h - b2, ss( 0.5 ) ) + + local perc = math.abs( math.cos( CurTime() ) ) + + local s1 = (m_h - b2 - b2) + local s2 = (m_h - b2 - b2) * ( inv[tag].Ammo / WEAPONS[inv[tag].Class].Ammo ) + local s3 = math.floor( s2 - s1 ) + + local m1, m2, m3, m4 = m_x + bb + bb - chunk, m_y + bb + bb - s3, m_w - b2 - b2, s2 + local active = tag == wep:D_GetMagID( hand ) + if active then + draw.SimpleText( "x", "Benny_10", m_x + (m_w/2) - chunk, m_y + (m_h/2), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) + end + surface.DrawRect( m1, m2, m3, m4 ) + + if active then + render.SetScissorRect( m1, m2, m1 + m3, m2 + m4, true ) + draw.SimpleText( "x", "Benny_10", m_x + (m_w/2) - chunk, m_y + (m_h/2), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER ) + render.SetScissorRect( 0, 0, 0, 0, false ) + end end end end @@ -426,8 +478,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() end end - do -- Quickinv - + if wep then -- Quickinv local inv = p:INV_Get() local gap = ss(1) local size_textx = ss(96) @@ -676,14 +727,27 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() end end - if false and p:BennyCheck() then + if true and p:BennyCheck() then local bx, by = sw/2, sh*(0.75) local mx = 50 - draw.SimpleText( "Clip1: " .. wep:Clip1(), "Trebuchet24", bx-mx, by+24*0, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) - draw.SimpleText( "ID1: " .. wep:GetWep1(), "Trebuchet24", bx-mx, by+24*1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) - draw.SimpleText( "Clip2: " .. wep:Clip2(), "Trebuchet24", bx+mx, by+24*0, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) - draw.SimpleText( "ID2: " .. wep:GetWep2(), "Trebuchet24", bx+mx, by+24*1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + local wep1_table, wep1_class = wep:BTable( false ), wep:BClass( false ) + if wep1_table then + draw.SimpleText( wep1_class.Name, "Trebuchet24", bx-mx, by+24*-1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + draw.SimpleText( "Clip1: " .. wep:Clip1(), "Trebuchet24", bx-mx, by+24*0, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + draw.SimpleText( "ID1: " .. wep:GetWep1(), "Trebuchet24", bx-mx, by+24*1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + draw.SimpleText( "MagID1: " .. wep:D_GetMagID( false ), "Trebuchet24", bx-mx, by+24*2, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + draw.SimpleText( "T_MagID1: " .. wep1_table.Loaded, "Trebuchet24", bx-mx, by+24*3, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP ) + end + + local wep2_table, wep2_class = wep:BTable( true ), wep:BClass( true ) + if wep2_table then + draw.SimpleText( wep2_class.Name, "Trebuchet24", bx+mx, by+24*-1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + draw.SimpleText( "Clip2: " .. wep:Clip2(), "Trebuchet24", bx+mx, by+24*0, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + draw.SimpleText( "ID2: " .. wep:GetWep2(), "Trebuchet24", bx+mx, by+24*1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + draw.SimpleText( "MagID2: " .. wep:D_GetMagID( true ), "Trebuchet24", bx+mx, by+24*2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + draw.SimpleText( "T_MagID2: " .. wep1_table.Loaded, "Trebuchet24", bx+mx, by+24*3, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP ) + end end end ) diff --git a/gamemodes/benny/gamemode/modules/player/sh_basic.lua b/gamemodes/benny/gamemode/modules/player/sh_basic.lua index bc24eaa..f071f55 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_basic.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_basic.lua @@ -16,13 +16,15 @@ concommand.Add("benny_debug_give", function(ply, cmd, args) local item = { Class = args[1], - Loaded = 1, - Ammo1 = class.Ammo, - Ammo2 = class.Ammo, - Ammo3 = class.Ammo, Acquisition = CurTime(), } + if class.Features == "firearm" then + item.Loaded = "" + elseif class.Features == "magazine" then + item.Ammo = class.Ammo + end + inv[str] = item -- PROTO: WriteTable. @@ -44,8 +46,18 @@ 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 ) - if ply:BennyCheck() then ply:GetActiveWeapon():BDeploy( false, args[1] ) end -end) + if ply:BennyCheck() then ply:GetActiveWeapon():BDeploy( args[2] and true or false, args[1] ) 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 ) @@ -200,6 +212,7 @@ if CLIENT then end function button:DoRightClick() + RunConsoleCommand( "benny_debug_give", "mag_" .. New.ClassName ) end function button:Paint( w, h ) diff --git a/gamemodes/benny/gamemode/modules/player/sh_player.lua b/gamemodes/benny/gamemode/modules/player/sh_player.lua index d01a29f..52848e2 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_player.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_player.lua @@ -75,20 +75,33 @@ SORTS = { ["Acquisition"] = function( a, b ) return inv[b]["Acquisition"] > inv[a]["Acquisition"] end, } -function PT:INV_Find( class ) +function PT:INV_Find( class, exclude ) local inv = self:INV_Get() local results = {} for i, v in pairs( inv ) do - if v.Class == class then + if v.Class == class and i != (exclude or "") then table.insert( results, i ) end end - -- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION EVERY FRAME, AND MIGHT RUN EVERY FRAME!!! + -- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION AND MIGHT RUN EVERY FRAME!!! table.sort( results, function( a, b ) return inv[b]["Acquisition"] > inv[a]["Acquisition"] end ) -- table.sort( results, SORTS["Acquisition"] ) return results end +function PT:INV_FindMag( class, exclude ) + local inv = self:INV_Get() + local results = {} + for i, v in pairs( inv ) do + if v.Class == class and i != (exclude or "") then + table.insert( results, i ) + end + end + -- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION AND MIGHT RUN EVERY FRAME!!! + table.sort( results, function( a, b ) return (inv[b]["Ammo"] - (inv[b]["Acquisition"]/(2^16))) < (inv[a]["Ammo"] - (inv[a]["Acquisition"]/(2^16))) end ) + return results +end + do local translat = { ["melee"] = { 1, 1 }, @@ -101,6 +114,7 @@ do ["grenade"] = { 6, 1 }, ["utility"] = { 6, 2 }, ["equipment"] = { 7, 1 }, + ["magazine"] = { 8, 1 }, } -- PROTO: Cache this! @@ -113,6 +127,7 @@ do [5] = {}, [6] = {}, [7] = {}, + [8] = {}, } -- PROTO: HOLY SHIT THIS SUCKS, MAKES A FUNCTION EVERY FRAME, AND RUNS EVERY FRAME!!! local inv = self:INV_Get() @@ -175,11 +190,14 @@ hook.Add("StartCommand", "Benny_INV_StartCommand", function( ply, cmd ) if id > 0 and inv_bucketlist[id] and inv[inv_bucketlist[id]] then wep:BDeploy( false, inv_bucketlist[ id ] ) - if CLIENT and IsFirstTimePredicted() and wep:D_GetID( false ) == inv_bucketlist[ply.CLIENTDESIRE] then + if CLIENT and (wep:D_GetID( false ) == ply.CLIENTDESIRE) then ply.CLIENTDESIRE = 0 + print("Fixed") end end + wep:SetTempHandedness( cmd:KeyDown( IN_ZOOM ) ) + end end) diff --git a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua index 75b5d55..dcd4845 100644 --- a/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua +++ b/gamemodes/benny/gamemode/modules/weapons/sh_weapons.lua @@ -1330,4 +1330,23 @@ do -- Equipment, nothing here is guaranteed. Features = "grenade", } +end + +-- Ammo generator + +for class, data in pairs( WEAPONS ) do + if data.Features == "firearm" then + WEAPONS["mag_" .. class] = { + Name = "MAG: " .. WEAPONS[class].Name, + Description = "Magazine for the " .. WEAPONS[class].Name .. ".", + Type = "magazine", + + WModel = "models/weapons/w_pist_glock18.mdl", + HoldType = "slam", + + Ammo = WEAPONS[class].Ammo, + + Features = "magazine", + } + end end \ No newline at end of file