Weapon switcher that SUCKS cause CONCOMMANDS
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9ac2a51964
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@ -174,7 +174,7 @@ local spacer_long = 2 -- screenscaled
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local gap = 24
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bucket_selected = 1
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item_selected = 2
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item_selected = 1
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local sw, sh = ScrW(), ScrH()
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@ -542,6 +542,14 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.DrawRect( bump + b + gap, (item_start+ybump) + b + 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 + b + ss(3), (item_start+ybump) + b + 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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@ -630,26 +638,85 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end )
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do
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local function Equip()
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local ply = LocalPlayer()
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local buckets = ply:INV_Buckets()
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if buckets[bucket_selected][item_selected] then
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RunConsoleCommand( "benny_inv_equip", buckets[bucket_selected][item_selected] )
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end
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end
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local qt = {
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["invnext"] = function( ply )
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bucket_selected = bucket_selected + 1
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if bucket_selected > 4 then bucket_selected = 1 end
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local buckets = ply:INV_Buckets()
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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bucket_selected = bucket_selected + 1
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item_selected = 1
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end
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if bucket_selected > #buckets then bucket_selected = 1 item_selected = 1 end
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Equip()
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end,
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["invprev"] = function( ply )
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bucket_selected = bucket_selected - 1
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if bucket_selected < 1 then bucket_selected = 4 end
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local buckets = ply:INV_Buckets()
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item_selected = item_selected - 1
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if item_selected < 1 then
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bucket_selected = bucket_selected - 1
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if bucket_selected < 1 then bucket_selected = #buckets end
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item_selected = #buckets[bucket_selected]
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end
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Equip()
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end,
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["slot1"] = function( ply )
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bucket_selected = 1
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local buckets = ply:INV_Buckets()
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if bucket_selected == 1 then
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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item_selected = 1
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end
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else
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bucket_selected = 1
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item_selected = 1
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end
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Equip()
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end,
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["slot2"] = function( ply )
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bucket_selected = 2
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local buckets = ply:INV_Buckets()
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if bucket_selected == 2 then
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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item_selected = 1
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end
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else
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bucket_selected = 2
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item_selected = 1
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end
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Equip()
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end,
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["slot3"] = function( ply )
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bucket_selected = 3
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local buckets = ply:INV_Buckets()
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if bucket_selected == 3 then
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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item_selected = 1
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end
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else
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bucket_selected = 3
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item_selected = 1
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end
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Equip()
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end,
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["slot4"] = function( ply )
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bucket_selected = 4
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local buckets = ply:INV_Buckets()
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if bucket_selected == 4 then
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item_selected = item_selected + 1
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if item_selected > #buckets[bucket_selected] then
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item_selected = 1
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end
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else
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bucket_selected = 4
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item_selected = 1
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end
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Equip()
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end,
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}
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hook.Add( "PlayerBindPress", "inv", function( ply, bind, pressed, code )
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