diff --git a/gamemodes/benny/gamemode/modules/player/cl_hud.lua b/gamemodes/benny/gamemode/modules/player/cl_hud.lua index cc2e640..b6b92e4 100644 --- a/gamemodes/benny/gamemode/modules/player/cl_hud.lua +++ b/gamemodes/benny/gamemode/modules/player/cl_hud.lua @@ -647,107 +647,13 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() end - if false then -- Quickinv - local inv = p:INV_Get() - local gap = ss(1) - local size_textx = ss(96) - local size_texty = ss(12) - local size_texty_sel = ss(36) - local size_num = ss(12) - local size_thi = ss(0.5) - - local nextwe = ss(96+2) - local nextwe_no = ss(12+2) - local item_start = ss(14) - local item_gap = ss(12+2) - local item_gap_sel = ss(36+2) - - local inventorylist = p:INV_Buckets() - local bump = 0 - - -- PROTO: Maybe check this every 10hz instead - do - for n, bucket in ipairs( inventorylist ) do - for i, v in ipairs( bucket ) do - if v == wep:D_GetID( false ) then - bucket_selected = n - item_selected = i - end - end - end - end - - for i, bucket in ipairs( inventorylist ) do - surface.SetDrawColor( scheme["bg"] ) - surface.DrawRect( bump + Wb, Hb, size_num, size_num ) - - if i==bucket_selected then - surface.SetDrawColor( scheme["fg"] ) - surface.DrawRect( bump + Wb + gap, Hb + gap, size_num - (gap*2), size_num - (gap*2) ) - - surface.SetFont( "Benny_12" ) - surface.SetTextColor( scheme["bg"] ) - surface.SetTextPos( bump + Wb + ss(3), Hb + ss(1) ) - surface.DrawText( i ) - else - surface.SetFont( "Benny_12" ) - surface.SetTextColor( scheme["fg"] ) - surface.SetTextPos( bump + Wb + ss(3), Hb + ss(1) ) - surface.DrawText( i ) - end - - local ybump = 0 - if i!=bucket_selected then - for d, item in ipairs( bucket ) do - surface.SetDrawColor( scheme["bg"] ) - surface.DrawRect( bump + Wb, (item_start+ybump) + Hb, size_texty, size_texty ) - ybump = ybump + (item_gap) - end - bump = bump + (nextwe_no) - else - for d, item in ipairs( bucket ) do - local idata = WeaponGet(inv[item].Class) - local sel = item==wep:D_GetID( false )--d==item_selected - surface.SetDrawColor( scheme["bg"] ) - surface.DrawRect( bump + Wb, (item_start+ybump) + Hb, size_textx, (sel and size_texty_sel or size_texty) ) - if sel then - surface.SetDrawColor( scheme["fg"] ) - surface.DrawRect( bump + Wb + gap, (item_start+ybump) + Hb + gap, size_textx - (gap*2), (sel and size_texty_sel or size_texty) - (gap*2) ) - - surface.SetTextColor( scheme["bg"] ) - -- PROTO: This is just useful information for me. - surface.SetFont( "Benny_8" ) - local num = 0 - for i, v in pairs( inv[item] ) do - surface.SetTextPos( bump + Wb + ss(3), (item_start+ybump) + Hb + ss(1+6+(4*num)) ) - surface.DrawText( i .. " : " .. v ) - num = num +1 - end - else - surface.SetTextColor( scheme["fg"] ) - end - surface.SetFont( "Benny_12" ) - surface.SetTextPos( bump + Wb + ss(3), (item_start+ybump) + Hb + ss(1) ) - surface.DrawText( idata.Name ) - - surface.SetFont( "Benny_8" ) - surface.SetTextPos( bump + Wb + size_textx - surface.GetTextSize(item) - ss(3), (item_start+ybump) + Hb + ss(1) ) - surface.DrawText( item ) - ybump = ybump + (d==item_selected and item_gap_sel or item_gap) - end - bump = bump + (nextwe) - end - end - end - - if wep and ConVarCL_Bool("hud_enable_hotbar") then -- Newinv local weighted = p:INV_Weight() local inv = p:INV_Get() local iflip = table.Flip( p:INV_Get()) - local b_w = 42 - local b_h = 19 + local b_w = 48 + local b_h = 22 local b_x, b_y = sw - Wb, sh - Hb - ss(b_h) @@ -770,12 +676,17 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function() for _, item in pairs( weighted ) do local id = iflip[item] local active = wep:D_GetReqID( false ) == id or wep:D_GetReqID( true ) == id + local active_r = wep:D_GetReqID( false ) == id + local active_l = wep:D_GetReqID( true ) == id local class = WeaponGet(item.Class) local boxsize = ss(b_w) surface.SetDrawColor( scheme[active and "fg" or "bg"] ) surface.DrawRect( b_x + bump, b_y, boxsize, ss(b_h) ) --draw.SimpleText( class.Type, "Benny_8", b_x + bump + boxsize/2, b_y + ss(3), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP ) - draw.SimpleText( class.Name, "Benny_8", b_x + bump + boxsize/2, b_y + ss(6), scheme[active and "bg" or "fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP ) + draw.SimpleText( class.Name, "Benny_8", b_x + bump + boxsize/2, b_y + ss(4), scheme[active and "bg" or "fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP ) + if active then + draw.SimpleText( active_r and "RIGHT" or active_l and "LEFT", "Benny_10", b_x + bump + boxsize/2, b_y + ss(10), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP ) + end --draw.SimpleText( "", "Benny_8", b_x + bump + boxsize/2, b_y + ss(17), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP ) if class.Features == "firearm" or class.Features == "grenade" then invid = invid + 1