Fixed weapons in hands
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7de193a68e
commit
bf36cb7d24
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@ -129,7 +129,8 @@ function SWEP:EquipItem( ent )
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print("Pick up", ent)
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ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
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ent:AddEffects( EF_BONEMERGE )
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ent:SetMoveType( MOVETYPE_NONE )
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ent:SetParent( p )
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ent:SetOwner( p )
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ent:SetPos( vector_origin )
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@ -155,16 +156,18 @@ function SWEP:DropItem()
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local ent = self:GetActiveR()
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if ent:IsValid() then
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if CLIENT then print("DropItem called on CLIENT but certain things aren't finished yet.") return end
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self:Deactive()
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:RemoveEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
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ent:RemoveEffects( EF_BONEMERGE )
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ent:SetMoveType( MOVETYPE_VPHYSICS )
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ent:SetPos( p:EyePos() + p:GetAimVector() * 0 )
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ent:SetAngles( p:EyeAngles() + Angle( 0, 180, 0 ) )
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self:Deactive()
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local inv = p:GetInventory()
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inv[ent] = nil
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@ -187,7 +190,9 @@ function SWEP:Think()
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if p:IsValid() then
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if self:ItemR() then
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self:ItemR("Think")
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end
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self:SetHoldType( self:ItemR() and "revolver" or "normal" )
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else
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print( self, "Thinking without an owner." )
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end
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@ -0,0 +1,58 @@
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---------------------
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-- Your Name is Benny
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---------------------
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if SERVER then
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util.AddNetworkString( "Benny_DebugMenuSpawn" )
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net.Receive( "Benny_DebugMenuSpawn", function( len, ply )
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if !ply:IsAdmin() then return end
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local ent = ents.Create( "b-item_" .. net.ReadString() )
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ent:SetPos( ply:GetEyeTrace().HitPos )
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ent:Spawn()
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end)
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return
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end
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local function dospawn( self )
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net.Start( "Benny_DebugMenuSpawn" )
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net.WriteString( self.iName )
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net.SendToServer()
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end
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local function OpenDebugMenu()
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if IsValid(DebugMenu) then DebugMenu:Remove() end
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DebugMenu = vgui.Create("DFrame")
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DebugMenu:SetSize( 400, 300 )
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DebugMenu:Center()
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DebugMenu:MakePopup()
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local opt = DebugMenu:Add("DCollapsibleCategory")
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opt:Dock( TOP )
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local plist = DebugMenu:Add("DScrollPanel")
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opt:SetContents( plist )
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for iname, idata in SortedPairs( ITEMS ) do
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local button = plist:Add("DButton")
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button:Dock( TOP )
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button:DockMargin( 4, 4, 4, 0 )
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button:SetText( l8( idata.PrintName ) )
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button.iName = iname
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button.iData = idata
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button.DoClick = dospawn
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end
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end
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hook.Add("PlayerButtonDown", "PlayerButtonDown_DebugMenu", function( ply, button )
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if button == KEY_F1 then
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OpenDebugMenu()
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end
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end)
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hook.Add("PlayerButtonUp", "PlayerButtonUp_DebugMenu", function( ply, button )
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if button == KEY_F1 then
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--if IsValid(DebugMenu) then DebugMenu:Remove() end
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end
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end)
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@ -87,6 +87,7 @@ local COLOR_MAIN = Color( 160, 160, 240 )
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function GM:HUDPaint()
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local p = LocalPlayer()
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local w, h = ScrW(), ScrH()
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local handler = p:BennyCheck()
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stack = util.Stack()
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S_Push( 20, 20 )
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@ -107,10 +108,10 @@ function GM:HUDPaint()
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S_Push( 20, h - 60 - 20 )
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for i, v in ipairs( p:GetInventory():GetWeighted() ) do
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hCol( COLOR_DARK )
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hCol( v == handler:GetActiveR() and COLOR_BRIGHT or COLOR_DARK )
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hRect( 0, 0, 120, 60 )
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local x, y = hXY( 0, 0 )
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draw.SimpleText( l8( v.Class.PrintName ), "HUD_24", x + 120/2, y + 60/2, COLOR_MAIN, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
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draw.SimpleText( l8( v.Class.PrintName ) .. "(" .. v:GetClip() .. "/" .. v.Class.ClipSize .. ")", "HUD_24", x + 120/2, y + 60/2, COLOR_MAIN, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
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end
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S_Pop()
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@ -105,6 +105,18 @@ AddItem( "base_firearm", {
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print( class, "Initialized a firearm" )
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end,
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["Attack"] = function( class, ent, handler )
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if ent:GetClip() <= 0 then return end
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if ent:GetDelay() > CurTime() then return end
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ent:SetClip( ent:GetClip() - 1 )
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ent:SetDelay( CurTime() + class.Delay )
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end,
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["Reload"] = function( class, ent, handler )
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ent:SetClip( class.ClipSize )
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end,
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})
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AddItem( "mk23", {
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@ -113,7 +125,7 @@ AddItem( "mk23", {
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Category = "pistol",
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Base = "base_firearm",
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Model = "models/weapons/w_smg1.mdl",
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Model = "models/weapons/w_pist_elite_single.mdl",
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ClipSize = 12,
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Delay = (60/300),
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@ -8,6 +8,8 @@ BENNY = {}
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local AC, IN = AddCSLuaFile, include
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local CL = SERVER and AddCSLuaFile or include
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AC("language.lua")
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IN("language.lua")
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AC("camera.lua")
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@ -21,7 +23,7 @@ IN("player_class.lua")
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AC("inventory.lua")
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IN("inventory.lua")
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AC("hud.lua")
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if CLIENT then
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IN("hud.lua")
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end
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AC("debugmenu.lua")
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IN("debugmenu.lua")
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CL("hud.lua")
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