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