New reloading logic.
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@ -1,67 +1,103 @@
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-- Weapon ID
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function SWEP:D_GetID( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2() or (hand == false) and self:GetWep1()
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end
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function SWEP:D_SetID( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2( value ) or (hand == false) and self:SetWep1( value )
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end
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-- Wep. Clip ID
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function SWEP:D_GetMagID( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Clip() or (hand == false) and self:GetWep1_Clip()
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end
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function SWEP:D_SetMagID( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Clip( value ) or (hand == false) and self:SetWep1_Clip( value )
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end
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-- Weapon Firemode
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function SWEP:D_GetFiremode( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Firemode() or (hand == false) and self:GetWep1_Firemode()
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end
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function SWEP:D_SetFiremode( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Firemode( value ) or (hand == false) and self:SetWep1_Firemode( value )
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end
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-- Weapon Burst
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function SWEP:D_GetBurst( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Burst() or (hand == false) and self:GetWep1_Burst()
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end
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function SWEP:D_SetBurst( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Burst( value ) or (hand == false) and self:SetWep1_Burst( value )
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end
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-- Weapon Spread
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function SWEP:D_GetSpread( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Spread() or (hand == false) and self:GetWep1_Spread()
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end
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function SWEP:D_SetSpread( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Spread( value ) or (hand == false) and self:SetWep1_Spread( value )
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end
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-- Weapon Spread
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function SWEP:D_GetShotTime( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_ShotTime() or (hand == false) and self:GetWep1_ShotTime()
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end
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function SWEP:D_SetShotTime( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_ShotTime( value ) or (hand == false) and self:SetWep1_ShotTime( value )
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end
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-- Weapon Holstering Time
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function SWEP:D_GetHolstering( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Holstering() or (hand == false) and self:GetWep1_Holstering()
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end
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function SWEP:D_SetHolstering( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Holstering( value ) or (hand == false) and self:SetWep1_Holstering( value )
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end
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-- Weapon Reloading Time
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function SWEP:D_GetReloading( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_Reloading() or (hand == false) and self:GetWep1_Reloading()
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end
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function SWEP:D_SetReloading( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_Reloading( value ) or (hand == false) and self:SetWep1_Reloading( value )
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end
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-- Weapon Reload Type
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function SWEP:D_GetReloadType( hand )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:GetWep2_ReloadType() or (hand == false) and self:GetWep1_ReloadType()
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end
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function SWEP:D_SetReloadType( hand, value )
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assert( hand!=nil, "Missing hand argument" )
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return (hand == true) and self:SetWep2_ReloadType( value ) or (hand == false) and self:SetWep1_ReloadType( value )
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end
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-- Weapon Player Requesting ID
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function SWEP:D_GetReqID( hand )
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local p = self:GetOwner()
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@ -0,0 +1,104 @@
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-- Reload logic
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SWEP.GEN_MagOut = 0
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SWEP.GEN_MagIn = 0.8
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SWEP.GEN_MagIn_BonusStart = 0.2
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SWEP.GEN_MagIn_BonusEnd = 0.25
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function SWEP:Reload( hand )
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if hand == nil then return end -- Needs to be called from the custom ones
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local p = self:GetOwner()
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local inv = p:INV_Get()
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local wep_table = self:BTable( hand )
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local wep_class = self:BClass( hand )
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if wep_table then
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if wep_class.Custom_Reload then
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if wep_class.Custom_Reload( self, wep_table ) then return end
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end
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if self:D_GetDelay( hand ) > CurTime() then
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return false
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end
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local rt = self:D_GetReloading( hand )
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if rt > 0 then
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if self.GEN_MagIn_BonusStart <= rt and rt < self.GEN_MagIn_BonusEnd then
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self:D_SetReloading( hand, 0 )
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return true
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else
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B_Sound( self, "Common.ReloadFail" )
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self:D_SetReloading( hand, 1 )
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return false
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end
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end
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local curmag = self:D_GetMagID( hand )
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if curmag != "" then
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-- self:D_SetReloading( hand, wep_class.Reload_MagOut or self.GEN_MagOut )
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-- self:D_SetReloadType( hand, 2 )
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self:Reload_MagOut( hand, self:D_GetMagID( hand ), inv )
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else
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self:D_SetReloading( hand, wep_class.Reload_MagIn or self.GEN_MagIn )
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self:D_SetReloadType( hand, 1 )
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end
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self:TPReload( hand )
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end
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return true
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end
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function SWEP:Reload_MagOut( hand, curmag, optinv, optwep_table, optwep_class )
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local p = self:GetOwner()
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local inv = optinv or p:INV_Get()
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local wep_table = optwep_table or self:BTable( hand )
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local wep_class = optwep_class or self:BClass( hand )
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if !inv[curmag] then
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ErrorNoHalt( "Mag isn't a valid item" )
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self:D_SetMagID( hand, "" )
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wep_table.Loaded = ""
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elseif inv[curmag].Ammo == 0 then
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if SERVER or (CLIENT and IsFirstTimePredicted()) then
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p:INV_Discard( curmag )
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end
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end
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self:D_SetMagID( hand, "" )
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self:D_SetClip( hand, 0 )
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B_Sound( self, wep_class.Sound_MagOut )
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wep_table.Loaded = ""
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end
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function SWEP:Reload_MagIn( hand, curmag, optinv, optwep_table, optwep_class )
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local p = self:GetOwner()
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local inv = optinv or p:INV_Get()
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local wep_table = optwep_table or self:BTable( hand )
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local wep_class = optwep_class or self:BClass( hand )
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local maglist = p:INV_FindMag( wep_table.Class )
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local mag
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local usedlist = {}
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for _id, mrow in pairs( inv ) do
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if mrow.Loaded and mrow.Loaded != "" then
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usedlist[mrow.Loaded] = true
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-- print( mrow.Loaded .. " Added to Mrowlist" )
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end
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end
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for num, mid in ipairs( maglist ) do
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if usedlist[mid] then
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-- print( "oh No we can't use " .. mid )
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else
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mag = mid
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break
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end
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end
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if mag then
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self:D_SetMagID( hand, mag )
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self:D_SetClip( hand, inv[mag].Ammo )
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wep_table.Loaded = mag
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B_Sound( self, wep_class.Sound_MagIn )
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else
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B_Sound( self, "Common.NoAmmo" )
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end
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end
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@ -27,6 +27,8 @@ AddCSLuaFile( "sh_inv.lua" )
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include ( "sh_inv.lua" )
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AddCSLuaFile( "sh_holdtypes.lua" )
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include ( "sh_holdtypes.lua" )
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AddCSLuaFile( "sh_reload.lua" )
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include ( "sh_reload.lua" )
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AddCSLuaFile( "cl_wm.lua" )
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if CLIENT then
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@ -44,6 +46,8 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "Float", 7, "Wep2_ShotTime" )
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self:NetworkVar( "Float", 8, "Wep1_Holstering" )
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self:NetworkVar( "Float", 9, "Wep2_Holstering" )
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self:NetworkVar( "Float", 10, "Wep1_Reloading" )
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self:NetworkVar( "Float", 11, "Wep2_Reloading" )
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self:NetworkVar( "String", 0, "Wep1" )
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "String", 2, "Wep1_Clip" )
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@ -52,11 +56,19 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "Int", 1, "Wep2_Burst" )
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self:NetworkVar( "Int", 2, "Wep1_Firemode" )
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self:NetworkVar( "Int", 3, "Wep2_Firemode" )
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self:NetworkVar( "Int", 4, "Wep1_ReloadType" )
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self:NetworkVar( "Int", 5, "Wep2_ReloadType" )
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self:NetworkVar( "Bool", 0, "UserAim" )
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self:NetworkVar( "Bool", 1, "GrenadeDown" )
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self:SetWep1_Firemode( 1 )
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self:SetWep2_Firemode( 1 )
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self:SetWep1_Holstering( -1 )
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self:SetWep2_Holstering( -1 )
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self:SetWep1_Reloading( -1 )
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self:SetWep2_Reloading( -1 )
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end
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-- BENNY shit
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@ -96,73 +108,6 @@ function SWEP:B_FiremodeName( alt )
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end
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end
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function SWEP:Reload( hand )
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if hand == nil then return end -- Needs to be called from the custom ones
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local p = self:GetOwner()
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local inv = p:INV_Get()
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local wep_table = self:BTable( hand )
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local wep_class = self:BClass( hand )
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if wep_table then
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if wep_class.Custom_Reload then
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if wep_class.Custom_Reload( self, wep_table ) then return end
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end
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if self:D_GetDelay( hand ) > CurTime() then
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return false
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end
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local mid = self:D_GetMagID( hand )
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if SERVER or (CLIENT and IsFirstTimePredicted()) then
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if mid != "" then
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if !inv[mid] then
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ErrorNoHalt( "Mag isn't a valid item" )
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self:D_SetMagID( hand, "" )
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wep_table.Loaded = ""
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elseif inv[mid].Ammo == 0 then
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if SERVER or (CLIENT and IsFirstTimePredicted()) then
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p:INV_Discard( mid )
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end
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end
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self:D_SetMagID( hand, "" )
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self:D_SetClip( hand, 0 )
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B_Sound( self, wep_class.Sound_MagOut )
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wep_table.Loaded = ""
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else
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local maglist = p:INV_FindMag( wep_table.Class )
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local mag
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local usedlist = {}
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for _id, mrow in pairs( inv ) do
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if mrow.Loaded and mrow.Loaded != "" then
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usedlist[mrow.Loaded] = true
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-- print( mrow.Loaded .. " Added to Mrowlist" )
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end
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end
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for num, mid in ipairs( maglist ) do
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if usedlist[mid] then
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-- print( "oh No we can't use " .. mid )
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else
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mag = mid
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break
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end
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end
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if mag then
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self:D_SetMagID( hand, mag )
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self:D_SetClip( hand, inv[mag].Ammo )
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wep_table.Loaded = mag
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B_Sound( self, wep_class.Sound_MagIn )
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else
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B_Sound( self, "Common.NoAmmo" )
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end
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end
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end
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self:TPReload( hand )
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end
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return true
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end
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hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_TempForAim", function( ply, button )
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local wep = ply:BennyCheck()
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if wep then
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@ -200,15 +145,17 @@ function SWEP:BStartHolster( hand )
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if self:D_GetHolstering( hand ) == -1 then
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B_Sound( self, "Common.Holster" )
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-- print( "Holstering the " .. (hand and "LEFT" or "RIGHT") )
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self:D_SetHolstering( hand, 1 )
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self:D_SetHolstering( hand, 0 )
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self:D_SetReloading( hand, -1 )
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self:D_SetReloadType( hand, 0 )
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end
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end
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function SWEP:BThinkHolster( hand )
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if self:D_GetHolstering( hand ) > 0 then
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self:D_SetHolstering( hand, math.Approach( self:D_GetHolstering( hand ), 0, FrameTime() / 0.35 ) )
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if self:D_GetHolstering( hand ) >= 0 then
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self:D_SetHolstering( hand, math.Approach( self:D_GetHolstering( hand ), 1, FrameTime() / 0.35 ) )
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end
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if self:D_GetHolstering( hand ) == 0 then
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if self:D_GetHolstering( hand ) == 1 then
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self:D_SetHolstering( hand, -1 )
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self:BHolster( hand )
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local p = self:GetOwner()
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@ -224,6 +171,11 @@ function SWEP:Think()
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local p = self:GetOwner()
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local inv = p:INV_Get()
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local wep1 = self:BTable( false )
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local wep1c = self:BClass( false )
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local wep2 = self:BTable( true )
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local wep2c = self:BClass( true )
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if self:D_GetReqID( false ) != "" and self:D_GetReqID( true ) != "" and self:D_GetReqID( false ) == self:D_GetReqID( true ) then
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self:D_SetReqID( false, "" )
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self:D_SetReqID( true, "" )
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@ -257,13 +209,26 @@ function SWEP:Think()
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end
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self:BThinkHolster( hand )
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-- print( self:D_GetReqID( hand ), self:D_GetID( hand ) )
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end
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local wep1 = self:BTable( false )
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local wep1c = self:BClass( false )
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local wep2 = self:BTable( true )
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local wep2c = self:BClass( true )
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do -- Reload logic
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if self:D_GetReloading( hand ) != -1 then
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self:D_SetReloading( hand, math.Approach( self:D_GetReloading( hand ), 0, FrameTime() ) )
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if self:D_GetReloading( hand ) == 0 then
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local rlt = self:D_GetReloadType( hand )
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if rlt == 1 then
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if SERVER or (CLIENT and IsFirstTimePredicted() ) then
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self:Reload_MagIn( hand, self:D_GetMagID( hand ), inv )
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end
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elseif rlt == 2 then
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--self:Reload_MagOut( hand, self:D_GetMagID( hand ), inv )
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end
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self:D_SetReloading( hand, -1 )
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self:D_SetReloadType( hand, 0 )
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-- Do reload stuff.
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end
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end
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end
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end
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self:SetAim( math.Approach( self:GetAim(), self:GetUserAim() and 1 or 0, FrameTime()/0.2 ) )
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@ -75,5 +75,6 @@ AddSound( "Common.Deploy", "benny/weapons/common/06-07.ogg", 70, 100, 0.2, CHAN_
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AddSound( "Common.Holster", "benny/weapons/common/06-09.ogg", 70, 100, 0.2, CHAN_STATIC )
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RegisterCaption("Common.Deploy", "DEBUG", color_white, "[deploy]", 0.1, 0.5, false, true )
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RegisterCaption("Common.Holster", "DEBUG", color_white, "[holster]", 0.1, 0.5, false, true )
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RegisterCaption("Common.ReloadFail", "DEBUG", color_white, "[fail]", 0.1, 0.5, false, true )
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CAPTIONS = CAPTIONS["en-us"]
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@ -71,15 +71,15 @@ local mewer = {
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end,
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-- "How much damage the weapon can output over a long period of time.\nDoes not consider armor penetration.\nAffected by Damage, RPM, Capacity and Reload Time."
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},
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{
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Name = "Range",
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Size = 12,
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Font = "Benny_10",
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Stat = function( class )
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return 0
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end,
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-- "How well the weapon gains or loses damage over long distances.\nAffected by Minimum Range, Maximum Range, and damage falloff."
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},
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--
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-- Name = "Range",
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-- Size = 12,
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-- Font = "Benny_10",
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-- Stat = function( class )
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-- return 0
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-- end,
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-- -- "How well the weapon gains or loses damage over long distances.\nAffected by Minimum Range, Maximum Range, and damage falloff."
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-- },
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{
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Name = "Precision",
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Size = 12,
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@ -98,24 +98,24 @@ local mewer = {
|
|||
end,
|
||||
-- "How managable the weapon's recoil and spread is under sustained fire.\nAffected by RPM and various Recoil stats."
|
||||
},
|
||||
{
|
||||
Name = "Handling",
|
||||
Size = 12,
|
||||
Font = "Benny_10",
|
||||
Stat = function( class )
|
||||
return 0
|
||||
end,
|
||||
-- "How quickly this weapon readies from sprinting, aiming and deploying.\nAffected by Aim Down Sights Time, Sprint To Fire Time, and Deploy Time."
|
||||
},
|
||||
{
|
||||
Name = "Maneuvering",
|
||||
Size = 12,
|
||||
Font = "Benny_10",
|
||||
Stat = function( class )
|
||||
return 0
|
||||
end,
|
||||
-- "How accurate the weapon is while not aiming.\nAffected by Hipfire Spread, Mid-air Spread, Sway, and Free Aim Angle."
|
||||
},
|
||||
-- {
|
||||
-- Name = "Handling",
|
||||
-- Size = 12,
|
||||
-- Font = "Benny_10",
|
||||
-- Stat = function( class )
|
||||
-- return 0
|
||||
-- end,
|
||||
-- -- "How quickly this weapon readies from sprinting, aiming and deploying.\nAffected by Aim Down Sights Time, Sprint To Fire Time, and Deploy Time."
|
||||
-- },
|
||||
-- {
|
||||
-- Name = "Maneuvering",
|
||||
-- Size = 12,
|
||||
-- Font = "Benny_10",
|
||||
-- Stat = function( class )
|
||||
-- return 0
|
||||
-- end,
|
||||
-- -- "How accurate the weapon is while not aiming.\nAffected by Hipfire Spread, Mid-air Spread, Sway, and Free Aim Angle."
|
||||
-- },
|
||||
{
|
||||
Name = "Mobility",
|
||||
Size = 12,
|
||||
|
|
|
@ -612,8 +612,8 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
|
|||
surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 )
|
||||
|
||||
surface.SetMaterial( mat2 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy - gap - s(spacer), s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer), s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy - gap - s(spacer), s(24), s(24), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer), s(24), s(24), 0 )
|
||||
elseif typ == "shotgun" or typ == "smg" or typ == "machinegun" then
|
||||
local smg = typ == "smg"
|
||||
local lmg = typ == "machinegun"
|
||||
|
@ -630,12 +630,12 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
|
|||
end
|
||||
elseif typ == "pistol" then -- pistol
|
||||
surface.SetMaterial( mat2 )
|
||||
surface.DrawTexturedRectRotated( poosx - gap - s(spacer), poosy, s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx + gap + s(spacer), poosy, s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx - gap - s(spacer), poosy, s(24), s(24), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx + gap + s(spacer), poosy, s(24), s(24), 0 )
|
||||
|
||||
surface.SetMaterial( mat2 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy - gap - s(spacer), s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer), s(32), s(32), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy - gap - s(spacer), s(24), s(24), 0 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer), s(24), s(24), 0 )
|
||||
elseif typ == "grenade" then -- grenade
|
||||
surface.SetMaterial( mat2 )
|
||||
surface.DrawTexturedRectRotated( poosx, poosy, s(32), s(32), 0 )
|
||||
|
@ -895,11 +895,44 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
|
|||
end
|
||||
end
|
||||
|
||||
if false and wep then
|
||||
surface.SetDrawColor( color_white )
|
||||
surface.DrawRect( sw/2 - ss(400)/2, sh/2 - ss(8)/2, ss(400*wep:GetWep1_Holstering()), ss(8) )
|
||||
if true and wep then
|
||||
for i=1, 2 do
|
||||
local hand = i==2
|
||||
local boost = ss(44)
|
||||
if hand then boost = -boost end
|
||||
|
||||
surface.DrawOutlinedRect( sw/2 - ss(400+2)/2, sh/2 - ss(8+2)/2, ss(400+2), ss(8+2), ss(0.5) )
|
||||
local wr = wep:D_GetReloading( hand )
|
||||
if wr > 0 then
|
||||
local translate = 1
|
||||
if wep:D_GetReloadType( hand ) == 2 then
|
||||
wr = math.TimeFraction( 0, wep.GEN_MagOut, wr )
|
||||
else
|
||||
wr = math.TimeFraction( 0, wep.GEN_MagIn, wr )
|
||||
end
|
||||
translate = wr/wep:D_GetReloading( hand )
|
||||
|
||||
wr = 1-wr
|
||||
-- PROTO: Get interp values
|
||||
local interpr = GetConVarNumber( "cl_interp_ratio" )/GetConVarNumber( "cl_cmdrate" )
|
||||
local interp = GetConVarNumber( "cl_interp" )
|
||||
print( interpr, interp )
|
||||
wr = wr - math.max( interpr, interp )
|
||||
|
||||
local r_w, r_h = ss(8), ss(72)
|
||||
local r_x, r_y = sw/2 - r_w/2 + boost, sh/2 - r_h/2
|
||||
|
||||
surface.SetDrawColor( schema("bg") )
|
||||
surface.DrawRect( r_x, r_y, r_w, r_h )
|
||||
surface.SetDrawColor( schema("fg") )
|
||||
surface.DrawOutlinedRect( r_x + ss(1), r_y + ss(1), r_w - ss(2), r_h - ss(2), ss(0.5) )
|
||||
|
||||
surface.DrawRect( r_x + ss(2), r_y + ss(2) + (r_h-ss(4))-math.Round( (r_h-ss(4)) * wr ), r_w - ss(4), math.Round((r_h - ss(4)) * wr) )
|
||||
|
||||
surface.SetDrawColor( 255, 100, 100 )
|
||||
surface.DrawRect( r_x + ss(2), r_y + ss(2) + (r_h+ss(4))*(translate*wep.GEN_MagIn_BonusStart), r_w - ss(4), ss(1) )
|
||||
surface.DrawRect( r_x + ss(2), r_y + ss(2) + (r_h+ss(4))*(translate*wep.GEN_MagIn_BonusEnd), r_w - ss(4), ss(1) )
|
||||
end
|
||||
end
|
||||
end
|
||||
end )
|
||||
|
||||
|
|
|
@ -76,6 +76,7 @@ if CLIENT then
|
|||
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Dev", function( ply, button )
|
||||
local wep = ply:BennyCheck()
|
||||
|
||||
if IsFirstTimePredicted() then
|
||||
if button == KEY_F1 then
|
||||
OpenSettingsMenu()
|
||||
elseif button == KEY_F2 then
|
||||
|
@ -92,5 +93,6 @@ hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Dev", function( ply, butto
|
|||
elseif button == KEY_F11 then
|
||||
elseif button == KEY_F12 then
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
|
@ -22,6 +22,7 @@ local function beatup( ply, num )
|
|||
local hand = ply:KeyDown(IN_ZOOM)
|
||||
|
||||
local invid = 0
|
||||
if CLIENT and !IsFirstTimePredicted() then return end
|
||||
for _, item in pairs( weighted ) do
|
||||
local class = WeaponGet(item.Class)
|
||||
local id = iflip[item]
|
||||
|
|
|
@ -149,6 +149,7 @@ do -- Sound definitions
|
|||
AddSound( "Common.Dryfire.Pistol", "benny/weapons/common/06-13.ogg", 70, 100, 0.5, CHAN_STATIC )
|
||||
AddSound( "Common.Dryfire.Rifle", "benny/weapons/common/06-12.ogg", 70, 100, 0.5, CHAN_STATIC )
|
||||
AddSound( "Common.NoAmmo", "benny/weapons/noammo.ogg", 70, 100, 0.5, CHAN_STATIC )
|
||||
AddSound( "Common.ReloadFail", "benny/hud/reloadfail.ogg", 70, 100, 0.5, CHAN_STATIC )
|
||||
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue