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3 Commits

Author SHA1 Message Date
Fesiug 3975ebf158
new Inventory system 2024-10-08 20:46:36 -04:00
Fesiug 825c32e217
TP animation fixes
and holstering code tweaks whatevs
2024-10-08 17:58:47 -04:00
Fesiug 3f6f5464b9
Rewrite Benny Item System
Stats can now be indexed by indexing the Entity
Also fixes player animations in MP TP
- Animations not being called on other players
- Aim pitch poseparameter
Category names are translated
Handler getting is way better I think.
2024-10-05 17:41:47 -04:00
14 changed files with 1068 additions and 1504 deletions

View File

@ -11,14 +11,14 @@ ENT.BennyItem = true
ENT.AutomaticFrameAdvance = true
function ENT:Initialize()
self:SetModel( self.Class.Model or "models/weapons/w_357.mdl" )
self:SetModel( self.Model or "models/weapons/w_357.mdl" )
if SERVER then
self:PhysicsInit( SOLID_VPHYSICS )
self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
self:GetPhysicsObject():Wake()
--self:GetPhysicsObject():Wake()
end
self.Class:Initialize( self )
self:EntInitialize( self )
end
if SERVER then
@ -103,7 +103,7 @@ local function recurse( modify, includer )
end
function ENT:SetupDataTables()
local NWVars = { ["Float"] = { "AnimStartTime", "AnimEndTime" } }
local NWVars = { ["Entity"] = { "Handler" } }
recurse( NWVars, self.ID )
for varname, varlist in pairs(NWVars) do
--local numba = 0

View File

@ -0,0 +1,159 @@
AddCSLuaFile()
ENT.Type = "point"
function ENT:SetupDataTables()
for i=1, 32 do
self:NetworkVar("Entity", i-1, "Item" .. i )
end
self:NetworkVar( "Int", "ReservedSlots" )
end
function ENT:Initialize()
self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
self:SetTransmitWithParent( true ) -- Transmit only when the owner does
end
function ENT:Think()
if !self:GetOwner():IsValid() then
self:Print("existing without an owner." )
end
end
function ENT:Print( ... )
print( "[Inventory[" .. self:EntIndex() .. "], " .. tostring(self:GetOwner()) .. "]", ...)
end
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end
function ENT:ReevalRecreate()
self:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
if self:GetOwner():IsValid() then
if self:GetOwner():IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) then
self:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
self:Print("To be saved during recreate.")
return
else
self:Print("Will NOT be saved during recreate.")
return
end
end
self:Print("Will NOT be saved during recreate. No owner either")
return
end
function ENT:AttachToEntity( ent )
if ent.SetInventory then
ent:SetInventory( self )
else
error( "[Inventory " .. tostring(self) .. "] " .. tostring(ent) .. " doesn't have a SetInventory function. Not attaching.")
return
end
self:SetOwner( ent )
self:SetParent( ent )
self:SetPos( vector_origin )
self:SetAngles( angle_zero )
self:ReevalRecreate()
self:Print("Attached to: " .. tostring(ent))
end
function ENT:GetItems()
local itemlist = {}
for i=1, 32 do
local curr = self["GetItem"..i](self)
if curr == NULL then continue end
table.insert( itemlist, curr )
end
return itemlist
end
function ENT:GetWeighted()
local itemlist = {}
for i, v in pairs(self:GetItems()) do
if i == 0 then continue end
table.insert( itemlist, v )
end
table.sort( itemlist, function( a, b )
return a:GetAcquisition() < b:GetAcquisition()
end)
return itemlist
end
function ENT:AddItem( ent )
if !ent:IsValid() then
self:Print("Invalid entity, printing trace" )
debug.Trace()
return false
end
for i=1+self:GetReservedSlots(), 32 do
local curr = self["GetItem"..i](self)
if curr == NULL then continue end
if curr == ent then self:Print("We already own this entity " .. tostring(ent) ) return false end
end
for i=1+self:GetReservedSlots(), 32 do
local curr = self["GetItem"..i](self)
if curr == NULL then
self["SetItem"..i](self, ent)
ent:SetParent( self:GetOwner() )
ent:SetOwner( self:GetOwner() )
self:ReevalRecreate() -- Why do I have to do this.
if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
return true
end
end
self:Print("Inventory full, can't fit " .. tostring(ent) )
return false
end
function ENT:RemoveItem( ent )
if !ent:IsValid() then
self:Print("Invalid entity, printing trace" )
debug.Trace()
return false
end
for i=1+self:GetReservedSlots(), 32 do
local curr = self["GetItem"..i](self)
if curr == ent then
self["SetItem"..i](self, NULL)
ent:SetParent( NULL )
ent:SetOwner( NULL )
self:ReevalRecreate() -- Why do I have to do this.
if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
return true
end
end
self:Print("Couldn't remove " .. tostring(ent) .. " from inventory." )
return false
end
function ENT:GetItem( ent )
if !ent:IsValid() then
self:Print("Invalid entity, printing trace" )
debug.Trace()
return false
end
for i=1+self:GetReservedSlots(), 32 do
local curr = self["GetItem"..i](self)
if curr == ent then
return curr, i
end
end
self:Print("Couldn't find " .. tostring(ent) .. " in inventory." )
return false
end

View File

@ -29,22 +29,14 @@ function SWEP:SetupDataTables()
self:NetworkVar( "Entity", "DesireL" )
end
function SWEP:ItemR( run )
function SWEP:ItemR( key )
local active = self:GetActiveR()
if run and active:IsValid() then
return active.Class[run]( active.Class, active, self )
else
return active:IsValid() and active or false
end
return active:IsValid() and active or false
end
function SWEP:ItemL( run )
function SWEP:ItemL( key )
local active = self:GetActiveL()
if run and active:IsValid() then
active.Class[run]( active.Class, active, self )
else
return active:IsValid() and active or false
end
return active:IsValid() and active or false
end
function SWEP:Initialize()
@ -70,11 +62,14 @@ end
function SWEP:SetActive( ent )
local p = self:GetOwner()
if ent:GetOwner() != p then return false end
--if self:GetActiveR():IsValid() then self:Deactive() end
self:SetActiveR( ent )
if self:ItemR() then
self:ItemR( "Deploy" )
self:ItemR():SetNoDraw( false )
if ent:IsValid() then
ent:Deploy()
ent:SetNoDraw( false )
-- LAZY FIX
for i, v in ipairs(ent:GetChildren()) do
v:SetNoDraw(false)
end
end
return true
end
@ -83,22 +78,20 @@ function SWEP:Deactive()
end
function SWEP:PrimaryAttack()
local p = self:GetOwner()
if self:ItemR() then
self:ItemR("Attack")
if self:GetActiveR():IsValid() then
self:GetActiveR():Attack()
end
end
function SWEP:Reload()
if self:ItemR() then
self:ItemR("Reload")
if self:GetActiveR():IsValid() then
self:GetActiveR():Reload()
end
end
function SWEP:SecondaryAttack()
local p = self:GetOwner()
if self:ItemR() then
self:ItemR("AttackAlt")
if self:GetActiveR():IsValid() then
self:GetActiveR():AttackAlt()
end
end
@ -129,26 +122,34 @@ function SWEP:EquipItem( ent )
end
print("[equip]", ent)
self:SetDesireR( ent )
--self:SetDesireR( ent )
ent:SetHandler( self )
ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
ent:AddEffects( EF_BONEMERGE )
ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL + EF_NOINTERP )
ent:PhysicsInit( SOLID_NONE )
ent:SetMoveType( MOVETYPE_NONE )
ent:SetAcquisition( CurTime() )
-- Inventory
local inv = p:GetInventory()
local result = inv:AddItem( ent )
if !result then
print("[EquipItem " .. tostring(self) .. "] AddItem failed! " .. tostring(ent))
return
end
ent:SetNoDraw( true )
ent:SetParent( p )
ent:SetOwner( p )
-- LAZY FIX
for i, v in ipairs(ent:GetChildren()) do
v:SetNoDraw(true)
end
ent:SetLocalPos( vector_origin )
ent:SetLocalAngles( angle_zero )
ent:SetAcquisition( CurTime() )
ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
--self:SetActive( ent )
local inv = p:GetInventory()
inv[ent] = true
inv:Sync()
-- Start prediction
net.Start("AEINV_PredictItem")
net.WriteEntity( ent )
net.WriteBool( true )
@ -163,29 +164,36 @@ function SWEP:DropItem()
if CLIENT then print("[drop] DropItem called on cl not allowed") return end
self:SetDesireR( NULL )
ent:SetParent( NULL )
ent:SetOwner( NULL )
ent:SetHandler( NULL )
ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
ent:RemoveEffects( EF_BONEMERGE )
ent:RemoveEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
ent:PhysicsInit( SOLID_VPHYSICS )
ent:SetMoveType( MOVETYPE_VPHYSICS )
ent:SetCollisionGroup( COLLISION_GROUP_PROJECTILE )
ent:SetNoDraw( false )
-- Inventory
local inv = p:GetInventory()
local result = inv:RemoveItem( ent )
if !result then
print("[DropItem " .. tostring(self) .. "] RemoveItem failed! " .. tostring(ent))
return
end
ent:SetNoDraw( false )
-- LAZY FIX
for i, v in ipairs(ent:GetChildren()) do
v:SetNoDraw(false)
end
ent:SetPos( p:EyePos() + p:GetAimVector() * 0 )
ent:SetAngles( p:EyeAngles() + Angle( 0, 180, 0 ) )
local inv = p:GetInventory()
inv[ent] = nil
inv:Sync()
local ep = ent:GetPhysicsObject()
ep:SetVelocity( p:GetAimVector() * 800 )
ep:SetAngleVelocity( Vector( 0, -360*3, 0 ) )
ep:Wake()
-- Prediction is not actually turned off here, for better throwing
--net.Start("AEINV_PredictItem")
-- net.WriteEntity( ent )
-- net.WriteBool( false )
@ -199,24 +207,24 @@ function SWEP:Think()
if p:IsValid() then
local DesireR = self:GetDesireR()
local ActiveR = self:GetActiveR()
local DesireR_Valid = DesireR:IsValid()
local ActiveR_Valid = ActiveR:IsValid()
DesireR = DesireR:IsValid() and DesireR or false
ActiveR = ActiveR:IsValid() and ActiveR or false
if DesireR != ActiveR then
if ActiveR_Valid then
if ActiveR then
if ActiveR:GetHolsterIn() == 0 then
ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
ActiveR:StartHolster()
else
-- Waiting for holster to finish
end
else
if DesireR_Valid then
if DesireR then
self:SetActive( DesireR )
end
end
else
if ActiveR_Valid and ActiveR:GetHolsterIn() != 0 then
ActiveR.Class.UndoHolster( ActiveR.Class, ActiveR, self )
if ActiveR and ActiveR:GetHolsterIn() != 0 then
ActiveR:CancelHolster()
end
end
@ -228,7 +236,7 @@ function SWEP:Think()
end
else
if self:GetActiveR() != NULL then
ActiveR.Class.Drop( ActiveR.Class, ActiveR, self )
ActiveR:Drop()
if SERVER then
self:DropItem()
end
@ -243,15 +251,15 @@ function SWEP:Think()
if p:KeyPressed(IN_ALT2) then
end
if p:KeyPressed(IN_GRENADE1) then
if self:ItemR() and self:ItemR().Class.Alt then
self:ItemR("Alt")
if self:GetActiveR():IsValid() and self:GetActiveR().Alt then
self:GetActiveR():Alt()
end
end
if p:KeyPressed(IN_GRENADE2) then
end
if self:ItemR() then
self:ItemR("Think")
if self:GetActiveR():IsValid() then
self:GetActiveR():Think()
end
else
print( self, "Thinking without an owner." )

View File

@ -86,10 +86,10 @@ function GM:CalcView( ply, pos, ang, fov )
ply:SetupBones()
local bm = ply:GetBoneMatrix(ply:LookupBone("DEF-spine.003"))
view.origin = bm:GetTranslation()
view.origin:Add( vector_up*10 )
view.origin:Add( vector_up*8 )
if ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_end_handgun") then
local progress = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
if ply:GetLayerSequence( BGESTURE_JUMP ) == ply:LookupSequence("dive_end_handgun") then
local progress = ply:GetLayerCycle( BGESTURE_JUMP )
progress = math.TimeFraction( 0.15, 0.7, progress )
progress = math.Clamp( progress, 0, 1 )
@ -126,17 +126,20 @@ function GM:CalcView( ply, pos, ang, fov )
ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
local bid = ply:LookupBone("DEF-spine.005")
ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
--local bid = ply:LookupBone("Weapon")
--ply:ManipulateBonePosition( bid, vector_origin )
lastfp = fp
-- print("show")
elseif !lastfp and fp then
local bid = ply:LookupBone("DEF-spine.006")
ply:ManipulateBoneScale( bid, vector_origin )
local bid = ply:LookupBone("DEF-spine.005")
ply:ManipulateBoneScale( bid, vector_origin )
--local bid = ply:LookupBone("Weapon")
--ply:ManipulateBonePosition( bid, Vector(-3, 1, 0) )
lastfp = fp
-- print("hide")
end
return view
end
@ -157,7 +160,6 @@ hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_CameraFP", function(
if !bid then return end
ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
lastfp = fp
-- print("fullupdate: show")
elseif fp then
local bid = ply:LookupBone("DEF-spine.006")
if !bid then return end
@ -166,7 +168,6 @@ hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_CameraFP", function(
if !bid then return end
ply:ManipulateBoneScale( bid, vector_origin )
lastfp = fp
-- print("fullupdate: hide")
end
end)
end

View File

@ -260,7 +260,7 @@ local function OpenDebugMenu()
if !categories[category] then
local cate = opt:Add("DCollapsibleCategory")
cate:Dock(TOP)
cate:SetLabel(category)
cate:SetLabel( l8( "#ItemCategory." .. category .. ".Name" ) )
local plist = vgui.Create("DPanelList")
cate:SetContents(plist)
categories[category] = plist
@ -272,7 +272,7 @@ local function OpenDebugMenu()
if !categories[idata.Category] then
local cate = opt:Add("DCollapsibleCategory")
cate:Dock(TOP)
cate:SetLabel(idata.Category)
cate:SetLabel( l8( "#ItemCategory." .. idata.Category .. ".Name" ) )
local plist = vgui.Create("DPanelList")
cate:SetContents(plist)
categories[idata.Category] = plist
@ -368,6 +368,6 @@ function printallbones( ent )
end
end
concommand.Add("b-debug_listbones", function( ply, cmd )
printallbones( ply )
concommand.Add("b-debug_listbones", function( ply, cmd, args )
printallbones( args[1] and Entity(args[1]) or ply )
end)

View File

@ -369,77 +369,81 @@ function GM:HUDPaint()
S_Pop()
if handler then
-- Inventory
local Pw, Ph, Pg = 110, 30, 10
local thespace = 0
for i, v in ipairs( p:GetInventory():GetWeighted() ) do
thespace = thespace + Pw + Pg
end
thespace = thespace - Pg
thespace = thespace/2
S_Push( ScrW()/2 - thespace, ScrH() - 20 - Ph )
if !p:GetInventory():IsValid() then
hTextS( "No inventory entity!!", "HUD_36", ScrW()/2, ScrH() - 20 - 36, COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK )
else
-- Inventory
local Pw, Ph, Pg = 110, 30, 10
local thespace = 0
for i, v in ipairs( p:GetInventory():GetWeighted() ) do
hCol( v == handler:GetDesireR() and COLOR_BRIGHT or COLOR_DARK )
hRect( (i-1)*(Pw+Pg), 0, Pw, Ph )
if v == handler:GetActiveR() then
hCol( COLOR_MAIN )
hORect( (i-1)*(Pw+Pg)+1, 1, Pw-2, Ph-2, 1 )
end
local x, y = (i-1)*(Pw+Pg), 0
hText( l8( v.Class.PrintName ), "HUD_24", x + Pw/2, y + 5, COLOR_MAIN, TEXT_ALIGN_CENTER )
hText( i, "HUD_16", x + 4, y + 2, COLOR_MAIN )
thespace = thespace + Pw + Pg
end
S_Pop()
thespace = thespace - Pg
thespace = thespace/2
local wep = handler:GetDesireR()
if wep and wep.GetClip then
local Bw, Bh = 8+(8+2)*30-2+8, 160
S_Push( w - 20 - Bw, h - 20 - Bh )
hCol( COLOR_DARK )
hRect( 0, 0, Bw, Bh )
S_Push( 0, 0 )
hCol( COLOR_MAIN )
local leng = Bw-8-8
hRect( 8, 8, leng-70, 26 )
hRect( 8 + leng - 70 + 4, 8, leng-(leng-70)-4, 26 )
hText( l8( wep.Class.PrintName ), "HUD_36", 12, 6, COLOR_DARK )
local bc = wep.Class.BurstCount
hText( fmlookup[bc] or bc .. "RND", "HUD_24", 10 + (leng - 70) + 70/2, 11, COLOR_DARK, TEXT_ALIGN_CENTER )
S_Pop()
local Tw, Th = 6, 18
if wep.Class.ClipSize>45 then
Tw = 3
Th = 13
elseif wep.Class.ClipSize<14 then
Tw = 8
Th = 22
S_Push( ScrW()/2 - thespace, ScrH() - 20 - Ph )
for i, v in ipairs( p:GetInventory():GetWeighted() ) do
hCol( v == handler:GetDesireR() and COLOR_BRIGHT or COLOR_DARK )
hRect( (i-1)*(Pw+Pg), 0, Pw, Ph )
if v == handler:GetActiveR() then
hCol( COLOR_MAIN )
hORect( (i-1)*(Pw+Pg)+1, 1, Pw-2, Ph-2, 1 )
end
local x, y = (i-1)*(Pw+Pg), 0
hText( l8( v.Class.PrintName ), "HUD_24", x + Pw/2, y + 5, COLOR_MAIN, TEXT_ALIGN_CENTER )
hText( i, "HUD_16", x + 4, y + 2, COLOR_MAIN )
end
S_Push( Bw - Tw - 8, Bh - Th - 8 )
for i=0, wep.Class.ClipSize-1 do
if i>29 then
hCol( COLOR_DARK )
hRect( (0 - Tw - 2)*i-4, -4, Tw+2, Th+8 )
end
end
for i=0, wep.Class.ClipSize-1 do
if wep:GetClip() >= (i+1) then
hCol( COLOR_MAIN )
hRect( (0 - Tw - 2)*i, 0, Tw, Th )
hCol( COLOR_DARK )
hRect( (0 - Tw - 2)*i, Th-4, Tw, 2 )
else
hCol( COLOR_BRIGHT )
hORect( (0 - Tw - 2)*i, 0, Tw, Th )
--hORect( (0 - 8 - 2)*i+1, 1, 8-2, 18-2 )
end
end
S_Pop()
S_Pop()
local wep = handler:GetDesireR()
if wep and wep.GetClip then
local Bw, Bh = 8+(8+2)*30-2+8, 160
S_Push( w - 20 - Bw, h - 20 - Bh )
hCol( COLOR_DARK )
hRect( 0, 0, Bw, Bh )
S_Push( 0, 0 )
hCol( COLOR_MAIN )
local leng = Bw-8-8
hRect( 8, 8, leng-70, 26 )
hRect( 8 + leng - 70 + 4, 8, leng-(leng-70)-4, 26 )
hText( l8( wep.Class.PrintName ), "HUD_36", 12, 6, COLOR_DARK )
local bc = wep.Class.BurstCount
hText( fmlookup[bc] or bc .. "RND", "HUD_24", 10 + (leng - 70) + 70/2, 11, COLOR_DARK, TEXT_ALIGN_CENTER )
S_Pop()
local Tw, Th = 6, 18
if wep.Class.ClipSize>45 then
Tw = 3
Th = 13
elseif wep.Class.ClipSize<14 then
Tw = 8
Th = 22
end
S_Push( Bw - Tw - 8, Bh - Th - 8 )
for i=0, wep.Class.ClipSize-1 do
if i>29 then
hCol( COLOR_DARK )
hRect( (0 - Tw - 2)*i-4, -4, Tw+2, Th+8 )
end
end
for i=0, wep.Class.ClipSize-1 do
if wep:GetClip() >= (i+1) then
hCol( COLOR_MAIN )
hRect( (0 - Tw - 2)*i, 0, Tw, Th )
hCol( COLOR_DARK )
hRect( (0 - Tw - 2)*i, Th-4, Tw, 2 )
else
hCol( COLOR_BRIGHT )
hORect( (0 - Tw - 2)*i, 0, Tw, Th )
--hORect( (0 - 8 - 2)*i+1, 1, 8-2, 18-2 )
end
end
S_Pop()
S_Pop()
end
end
end
@ -873,6 +877,82 @@ local function QuickDrawStat( wide, data, first )
return gap
end
local c_swag = HSVToColor( 120, 0.5, 1 )
local c_swag2 = HSVToColor( 60, 0.5, 1 )
local c_swag3 = HSVToColor( 180, 0.5, 1 )
local function recurse( ent, y )
local p = LocalPlayer()
local h = p:HandlerCheck()
local inv = ent:GetInventory()
local irs = inv:GetReservedSlots()
S_Push( 20, 0 )
hTextS( "Inventory [" .. inv:EntIndex() .. "]", "HUD_16", 0, y, nil, nil, nil, color_black )
y = y + 12
for i=1, 32 do
local curr = inv["GetItem"..i](self)
if irs < i and curr == NULL then continue end
local ofinterest = curr != NULL and
((curr == h:GetActiveR() or curr == h:GetActiveL()) and c_swag or
(curr == h:GetDesireR() or curr == h:GetDesireL()) and c_swag2) or
irs >= i and c_swag3 or nil
local entname = curr == NULL and (irs >= i and "Reserved" or "Null") or tostring(curr)
hTextS( i, "HUD_16", 0, y, ofinterest, nil, nil, color_black )
hTextS( entname, "HUD_16", 20, y, ofinterest, nil, nil, color_black )
y = y + 12
if curr.GetInventory then
y = recurse( curr, y )
end
end
S_Pop()
return y
end
hook.Add("HUDPaint", "Benny_HUDPaint_Debug", function()
local p = LocalPlayer()
stack = util.Stack()
local y = 0
S_Push( 20, 120 )
hTextS( p, "HUD_16", 0, y, nil, nil, nil, color_black )
y = y + 12
local h = p:HandlerCheck()
if h then
hTextS( "Handler:", "HUD_16", 20, y, nil, nil, nil, color_black )
y = y + 12
hTextS( "R Active: " .. tostring(h:GetActiveR()), "HUD_16", 40, y, nil, nil, nil, color_black )
y = y + 12
hTextS( "R Desire: " .. tostring(h:GetDesireR()), "HUD_16", 40, y, nil, nil, nil, color_black )
y = y + 12
hTextS( "L Active: " .. tostring(h:GetActiveL()), "HUD_16", 40, y, nil, nil, nil, color_black )
y = y + 12
hTextS( "L Desire: " .. tostring(h:GetDesireL()), "HUD_16", 40, y, nil, nil, nil, color_black )
y = y + 12
end
local x = 20+20
y = recurse( p, y )
if false then
hTextS( "Inventory (Weighted):", "HUD_16", 20, y, nil, nil, nil, color_black )
y = y + 12
for i, v in ipairs(p:GetInventory():GetWeighted()) do
hTextS( i .. ": " .. tostring(v), "HUD_16", 20+20, y, nil, nil, nil, color_black )
y = y + 12
end
end
S_Pop()
if stack:Size() != 0 then print("Stack unfinished.") end
return
end)
local ScoreWide = 600
function GM:ScoreboardShow()
drawscoreboard = true

View File

@ -1,183 +1,63 @@
---------------------
-- Your Name is Benny
---------------------
local Emeta = FindMetaTable("Entity")
local PT = FindMetaTable("Player")
local qt2 = {
["slot1"] = 1,
["slot2"] = 2,
["slot3"] = 3,
["slot4"] = 4,
["slot5"] = 5,
["slot6"] = 6,
["slot7"] = 7,
["slot8"] = 8,
["slot9"] = 9,
["slot0"] = 0,
}
local qt = {
["invprev"] = -1,
["invnext"] = 1,
}
function PT:GetItems()
return
end
hook.Add( "PlayerBindPress", "Benny_PlayerBindPress_Original", function( ply, bind, pressed, code )
if qt2[bind] then
local Num = qt2[bind]
if pressed then
local inv = ply:GetInventory():GetWeighted()
local wep = ply:HandlerCheck()
local invf = table.Flip( inv )
InventoryMeta = {}
local NumOfActive = 0
NumOfActive = invf[wep:GetDesireR()]
function InventoryMeta:Destroy()
local p = self[0].Owner
p.Inventory = nil
p:GetInventory()
end
function InventoryMeta:BugCheck()
for i, v in pairs(self) do
if i != 0 and !i:IsValid() then
self[i] = nil
end
end
end
function InventoryMeta:GetWeighted()
local itemlist = {}
for i, v in pairs(self) do
if i == 0 then continue end
table.insert( itemlist, i )
end
table.sort( itemlist, function( a, b )
return a:GetAcquisition() < b:GetAcquisition()
end)
return itemlist
end
function InventoryMeta:Sync()
if SERVER then
net.Start("AEINV_InvSync")
local count = table.Count( self )-1 -- The header is included
net.WriteUInt( count, 8 )
for key, _ in pairs( self ) do
if key == 0 then continue end
net.WriteEntity( key )
if Num == NumOfActive then
Num = 0
end
net.Send( self[0].Owner )
input.SelectWeapon( ply:GetWeapon("goat_"..Num) )
end
return true
end
end
if qt[bind] then
if pressed then
local Num = 0
InventoryMeta.__index = InventoryMeta
local inv = ply:GetInventory():GetWeighted()
local wep = ply:HandlerCheck()
local invf = table.Flip( inv )
local invc = #inv
Num = wep:GetDesireR() and invf[wep:GetDesireR()] or 0
Num = Num + qt[bind]
function PT:GetInventory()
if !self.Inventory then
print("[inventory] new inventory created: ", self)
self.Inventory = {}
self.Inventory[0] = { Owner = self }
setmetatable( self.Inventory, InventoryMeta )
if SERVER then
for i, v in pairs( self:GetChildren() ) do
if v.AEItem then
print( "[inventory] regen: adding", v)
self.Inventory[v] = true
end
if Num > invc then
Num = 0
elseif Num < 0 then
Num = invc
end
self.Inventory:Sync()
input.SelectWeapon( ply:GetWeapon("goat_"..Num) )
end
return true
end
self.Inventory:BugCheck()
return self.Inventory
end
gameevent.Listen( "OnRequestFullUpdate" )
hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_Inventory", function( data )
local name = data.name // Same as Player:Nick()
local steamid = data.networkid // Same as Player:SteamID()
local id = data.userid // Same as Player:UserID()
local index = data.index // Same as Entity:EntIndex() minus one
if SERVER then
print("[inventory]", Player(id), "FullUpdate resync")
Player(id):GetInventory():Sync()
end
end )
if SERVER then
util.AddNetworkString("AEINV_InvSync")
else
net.Receive("AEINV_InvSync", function()
print("[inventory] sync start:")
local p = LocalPlayer()
p.Inventory = nil
if p.GetInventory then
local inv = p:GetInventory()
local count = net.ReadUInt(8)
for i=1, count do
local key = net.ReadEntity()
print( "\tadded", key)
inv[key] = true
end
else
print("\ti don't have an inventory, maybe you asked too early!!")
end
print("\tsync done")
end)
end
do
local qt2 = {
["slot1"] = 1,
["slot2"] = 2,
["slot3"] = 3,
["slot4"] = 4,
["slot5"] = 5,
["slot6"] = 6,
["slot7"] = 7,
["slot8"] = 8,
["slot9"] = 9,
["slot0"] = 0,
}
local qt = {
["invprev"] = -1,
["invnext"] = 1,
}
hook.Add( "PlayerBindPress", "Benny_PlayerBindPress_Original", function( ply, bind, pressed, code )
if qt2[bind] then
local Num = qt2[bind]
if pressed then
local inv = ply:GetInventory():GetWeighted()
local wep = ply:HandlerCheck()
local invf = table.Flip( inv )
local NumOfActive = 0
NumOfActive = invf[wep:GetDesireR()]
if Num == NumOfActive then
Num = 0
end
input.SelectWeapon( ply:GetWeapon("goat_"..Num) )
end
return true
end
if qt[bind] then
if pressed then
local Num = 0
local inv = ply:GetInventory():GetWeighted()
local wep = ply:HandlerCheck()
local invf = table.Flip( inv )
local invc = #inv
Num = wep:GetDesireR() and invf[wep:GetDesireR()] or 0
Num = Num + qt[bind]
if Num > invc then
Num = 0
elseif Num < 0 then
Num = invc
end
input.SelectWeapon( ply:GetWeapon("goat_"..Num) )
end
return true
end
end)
end
-- breaks GESTURE_SLOT_ATTACK_AND_RELOAD and I can't fucking have that
hook.Add("DoAnimationEvent", "Benny_DoAnimationEvent_FixAnimations", function( ply, event, data )
return ACT_INVALID
end)
hook.Add( "PlayerSwitchWeapon", "Benny_PlayerSwitchWeapon_Goat", function( ply, old, ent )
@ -200,7 +80,6 @@ end)
for i=0, 9 do
local tent = {}
--tent.Base = "goat"
tent.Goat = i
weapons.Register( tent, "goat_" .. i )

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,101 @@
do -- Base
local ITEM, Base = CreateItem( "base" )
ITEM.PrintName = "Item Base"
ITEM.Description = "Testing testing"
ITEM.Category = "base"
ITEM.Model = bModel("weapons/test_g18")
ITEM.DefaultBodygroups = {}
ITEM.HoldType = "handgun"
ITEM.Vars = {
["Float"] = {
"Acquisition",
"HolsterIn",
},
}
ITEM.DeploySound = bSound("dev/magpouch.ogg")
ITEM.StartHolsterSound = bSound("dev/magpouch_replace_small.ogg")
ITEM.FinishHolsterSound = bSound("dev/holster.ogg")
ITEM.CancelHolsterSound = bSound("dev/grab.ogg")
function ITEM:EntInitialize()
for k, v in ipairs(self.DefaultBodygroups) do
if v then
self:SetBodygroup( k-1, v )
end
end
end
function ITEM:Sound( soundName, soundLevel, pitchPercent, volume, channel, soundFlags, dsp, filter )
local emiton = self
if self:GetHandler():IsValid() then
emiton = self:GetHandler()
end
emiton:EmitSound( soundName, soundLevel, pitchPercent, volume, channel, soundFlags, dsp )
end
function ITEM:Attack() end
function ITEM:AttackAlt() end
function ITEM:Think()
if self:GetHolsterIn() != 0 and self:GetHolsterIn() <= CurTime() then
self:FinishHolster()
self:SetHolsterIn( 0 )
end
end
function ITEM:PlayerAnimation( seqname )
local p = self:GetOwner()
p:DoCustomAnimEvent( BGESTURE_ITEM1_RIGHT, p:LookupSequence( seqname ) )
end
-- Use after children added.
function ITEM:ReevalRecreate()
self:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
if self:GetOwner():IsValid() then
if self:GetOwner():IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) then
self:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
print( "[Item " .. tostring(self) .. "] To be saved during recreate.")
return
else
print( "[Item " .. tostring(self) .. "] Will NOT be saved during recreate.")
return
end
end
print( "[Item " .. tostring(self) .. "] Will NOT be saved during recreate. No owner either")
return
end
function ITEM:EntThink() end
function ITEM:EntPhysicsCollide() end
function ITEM:Reload() end
function ITEM:Drop() end
function ITEM:Deploy()
self:Sound( self.DeploySound, 70, 100, 0.4 )
end
function ITEM:StartHolster()
self:Sound( self.StartHolsterSound, 70, 100, 0.4 )
self:SetHolsterIn( CurTime() + 0.25 )
end
function ITEM:FinishHolster()
self:Sound( self.FinishHolsterSound, 70, 100, 0.4, CHAN_STATIC )
self:GetHandler():SetActiveR( NULL )
self:SetNoDraw( true )
-- LAZY FIX
for i, v in ipairs(self:GetChildren()) do
v:SetNoDraw(true)
end
end
function ITEM:CancelHolster()
self:SetHolsterIn( 0 )
self:Sound( self.CancelHolsterSound, 70, 100, 0.4 )
end
end

View File

@ -0,0 +1,343 @@
do -- Base Firearm
local AnimationLookup = {
["fire"] = {
["handgun"] = "handgun_fire",
["rifle"] = "rifle_fire",
},
["reload"] = {
["handgun"] = "handgun_reload",
["rifle"] = "rifle_reload",
},
["reload_rack"] = {
["handgun"] = "handgun_reload_rack",
["rifle"] = "rifle_reload_rack",
},
["reload_insert"] = {
["handgun"] = "handgun_reload_insert",
["rifle"] = "rifle_reload_insert",
},
["deploy"] = {
["handgun"] = "handgun_deploy",
["rifle"] = "rifle_deploy",
},
["holster"] = {
["handgun"] = "handgun_holster",
["rifle"] = "handgun_holster",
},
}
local ITEM, Base = CreateItem( "base_firearm", "base" )
ITEM.PrintName = "Firearm Base"
ITEM.Description = "Testing testing"
ITEM.Category = "base"
ITEM.Vars = {
["Bool"] = {
"Loaded",
},
["Int"] = {
"Clip",
"BurstCount",
"Firemode",
},
["Float"] = {
"Delay",
"DelayBurst",
"RefillTime",
"Accuracy_Reset",
"Accuracy_Amount",
"DelayReload",
},
["Entity"] = {
"Inventory"
},
}
ITEM.Delay = 0.2
ITEM.Pellets = 1
ITEM.Accuracy = 1
ITEM.ClipSize = 15
ITEM.BurstCount = math.huge
ITEM.BurstRunaway = false
ITEM.BurstAuto = false
ITEM.BurstDelay = 0
ITEM.FireSound = bSound("weapons/m16a2/01.ogg") -- can be an iterative table
ITEM.MagOutSound = bSound("weapons/m16a2/magout.ogg")
ITEM.MagInSound = bSound("weapons/m16a2/magin.ogg")
ITEM.BoltDropSound = bSound("weapons/m16a2/cock.ogg")
ITEM.BoltPullSound = bSound("weapons/fnc/cock.ogg")
function ITEM:EntInitialize()
Base.EntInitialize( self )
if SERVER then
local inv = self:SetupInventory()
inv:SetReservedSlots( 1 )
end
end
function ITEM:Attack()
if self:GetClip() <= 0 then return end
if self:GetDelay() > CurTime() then return end
if self:GetDelayBurst() > CurTime() then return end
if self:GetBurstCount() >= self.BurstCount then return end
if self:GetHolsterIn() != 0 then return end
self:SetDelay( CurTime() + self.Delay )
self:SetClip( self:GetClip() - 1 )
self:SetBurstCount( self:GetBurstCount() + 1 )
self:Sound( istable(self.FireSound) and TSelShared(self.FireSound, "FireSound") or self.FireSound )
local p = self:GetOwner()
local h = self:GetHandler()
if p:IsValid() then
self:PlayerAnimation( AnimationLookup["fire"][self.HoldType] )
end
self:PlayAnimation( self:LookupSequence("fire") )
p:LagCompensation(true)
h:FireBullets( {
Attacker = p,
Damage = 1,
Force = 5,
Tracer = 0,
Num = self.Pellets,
Dir = p:GetAimVector(),
Src = p:GetShootPos(),
Spread = Vector( acc, acc, 0 ),
} )
p:LagCompensation(false)
end
function ITEM:AttackAlt() end
function ITEM:Think()
local InProcess = self:GetBurstCount() > 0
local Topped = self:GetBurstCount() == self.BurstCount
local Runaway = self.BurstRunaway
local BAuto = self.BurstAuto
local Firedown = false
local p = self:GetOwner()
if IsValid(p) then
Firedown = p:KeyDown( IN_ATTACK )
end
if Runaway and InProcess and !Topped then
self:Attack()
else
if !Firedown then
if !Topped and InProcess then
self:SetDelayBurst( CurTime() + self.BurstDelay )
end
self:SetBurstCount( 0 )
end
if Topped and BAuto then
self:SetBurstCount( 0 )
self:SetDelayBurst( CurTime() + self.BurstDelay )
end
end
if self:GetRefillTime() != 0 and self:GetRefillTime() <= CurTime() then
self:SetClip( self.ClipSize )
self:SetRefillTime( 0 )
if SERVER then
local inv = self:GetInventory()
local ent = ents.Create("b-item_mag_m16a2")
if IsValid(ent) then
ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
ent:SetOwner( self )
ent:SetParent( self )
ent:SetLocalPos( vector_origin )
ent:SetLocalAngles( angle_zero )
ent:Spawn()
self:ReevalRecreate()
ent:ReevalRecreate()
ent:SetMoveType( MOVETYPE_NONE )
inv:SetItem1( ent )
end
end
end
Base.Think( self )
end
function ITEM:Deploy()
self:SetDelay( CurTime() + 0.5 )
self:PlayerAnimation( AnimationLookup["deploy"][self.HoldType] )
Base.Deploy( self )
end
function ITEM:Reload()
if self:GetDelay() > CurTime() then return end
if self:GetHolsterIn() != 0 then return end
local p = self:GetOwner()
local time = 0.4
if self:GetInventory():GetItem1():IsValid() then -- Mag loaded
-- Unload the mag
self:SetClip( 0 )
self:Sound( self.MagOutSound, 70, 100, 0.4 )
self:PlayerAnimation( AnimationLookup["reload"][self.HoldType] )
self:PlayAnimation( self:LookupSequence( "magout" ) )
time = 0.4
if CLIENT then
local inv = self:GetInventory()
local curr = inv:GetItem1()
if curr:IsValid() then
local bm = self:GetBoneMatrix( self:LookupBone("Weapon") )
debugoverlay.Cross( bm:GetTranslation(), 16, 0.5 )
local class = ITEMS["mag_m16a2"]
local ent = ents.CreateClientProp( class.Model ) --- TO BE A SHARED ENTITY IN THE FUTURE :3
ent:SetPos( bm:GetTranslation() )
ent:SetAngles( bm:GetAngles() + Angle( 0, -90, -90 ) )
ent:Spawn()
end
end
if SERVER then
local inv = self:GetInventory()
local curr = inv:GetItem1()
if curr:IsValid() then
inv:SetItem1( NULL )
curr:SetOwner( NULL )
curr:SetParent( NULL )
curr:Remove()
self:ReevalRecreate()
-- curr:SetMoveType( MOVETYPE_VPHYSICS )
-- curr:GetPhysicsObject():Wake()
end
end
else
-- Load it
self:SetRefillTime( CurTime() + 0.4 )
self:Sound( self.MagInSound, 70, 100, 0.4 )
self:PlayerAnimation( AnimationLookup["reload_insert"][self.HoldType] )
self:PlayAnimation( self:LookupSequence( "magin" ) )
end
time = 0.8
self:SetDelay( CurTime() + time )
end
function ITEM:StartHolster()
self:SetDelay( CurTime() + 0.25 )
self:PlayerAnimation( AnimationLookup["holster"][self.HoldType] )
Base.StartHolster( self )
end
function ITEM:FinishHolster()
Base.FinishHolster( self )
end
function ITEM:CancelHolster()
self:PlayerAnimation( AnimationLookup["deploy"][self.HoldType] )
Base.CancelHolster( self )
end
do -- Base Mag
local ITEM, Base = CreateItem( "base_mag", "base" )
ITEM.PrintName = "Magazine Base"
ITEM.Description = "Testing testing"
ITEM.Category = "base"
end
do -- Handguns
do -- G18
local ITEM, Base = CreateItem( "g18", "base_firearm" )
ITEM.PrintName = "#Item.g18.Name"
ITEM.Description = "#Item.g18.Description"
ITEM.Category = "pistol"
ITEM.Model = bModel("weapons/test_g18")
ITEM.HoldType = "handgun"
ITEM.BurstCount = math.huge
ITEM.Delay = (60/1000)
ITEM.ClipSize = 33
ITEM.FireSound = {
bSound("weapons/glock/01.ogg"),
bSound("weapons/glock/02.ogg"),
bSound("weapons/glock/03.ogg"),
}
ITEM.MagOutSound = bSound("weapons/glock/magout.ogg")
ITEM.MagInSound = bSound("weapons/glock/magin.ogg")
ITEM.BoltDropSound = bSound("weapons/glock/cock.ogg")
ITEM.BoltPullSound = bSound("weapons/glock/cock.ogg")
end
do -- MK23
local ITEM, Base = CreateItem( "mk23", "base_firearm" )
ITEM.PrintName = "#Item.mk23.Name"
ITEM.Description = "#Item.mk23.Description"
ITEM.Category = "pistol"
ITEM.Model = bModel("weapons/test_mk23")
ITEM.DefaultBodygroups = { false, false, 1 }
ITEM.HoldType = "handgun"
ITEM.BurstCount = 1
ITEM.Delay = (60/320)
ITEM.ClipSize = 12
ITEM.FireSound = {
bSound("weapons/usp/sup_01.ogg"),
bSound("weapons/usp/sup_02.ogg"),
bSound("weapons/usp/sup_03.ogg"),
}
ITEM.MagOutSound = bSound("weapons/usp/magout.ogg")
ITEM.MagInSound = bSound("weapons/usp/magin.ogg")
ITEM.BoltDropSound = bSound("weapons/usp/slidedrop.ogg")
ITEM.BoltPullSound = bSound("weapons/glock/cock.ogg")
end
end
do -- Rifles
do -- M16A2
local ITEM, Base = CreateItem( "m16a2", "base_firearm" )
ITEM.PrintName = "#Item.m16a2.Name"
ITEM.Description = "#Item.m16a2.Description"
ITEM.Category = "assaultrifle"
ITEM.Model = bModel("weapons/test_m16a2")
ITEM.DefaultBodygroups = { false, false, 1 }
ITEM.HoldType = "rifle"
ITEM.BurstCount = 3
ITEM.BurstRunaway = true
ITEM.BurstAuto = true
ITEM.BurstDelay = 0.2
ITEM.Delay = (60/1050)
ITEM.ClipSize = 30
ITEM.FireSound = {
bSound("weapons/m16a2/01.ogg"),
bSound("weapons/m16a2/02.ogg"),
bSound("weapons/m16a2/03.ogg"),
}
ITEM.MagOutSound = bSound("weapons/m16a2/magout.ogg")
ITEM.MagInSound = bSound("weapons/m16a2/magin.ogg")
ITEM.BoltDropSound = bSound("weapons/m16a2/cock.ogg")
ITEM.BoltPullSound = bSound("weapons/fnc/cock.ogg")
do
local ITEM, Base = CreateItem( "mag_m16a2", "base_mag" )
ITEM.PrintName = "#Item.mag_m16a2.Name"
ITEM.Description = "#Item.mag_m16a2.Description"
ITEM.Category = "magazine"
ITEM.Model = bModel("weapons/test_m16a2_mag")
ITEM.DefaultBodygroups = {}
ITEM.HoldType = "magazine"
ITEM.ClipSize = 30
end
end
end
end

View File

@ -134,6 +134,25 @@ L["Gamemode.dem.Description"] = "One half tries to destroy the other halves o
L["Gamemode.hp.Name"] = "Hardpoint"
L["Gamemode.hp.Description"] = "Several teams fight to hold a singular capture point for the longest amount of time."
-- Categories
L["ItemCategory.pistol.Name"] = "Handgun"
L["ItemCategory.pistol.Description"] = "Lightweight sidearm. Drawn and reloaded quickly."
L["ItemCategory.smg.Name"] = "Sub-machine Gun"
L["ItemCategory.smg.Description"] = "Lightweight automatic weapon. Fires pistol cartridges."
L["ItemCategory.assaultrifle.Name"] = "Assault Rifle"
L["ItemCategory.assaultrifle.Description"] = "High stopping power, but poor maneuverability."
L["ItemCategory.machinegun.Name"] = "Machine Gun"
L["ItemCategory.machinegun.Description"] = "Automatic weapon designed for sustained fire."
L["ItemCategory.shotgun.Name"] = "Shotgun"
L["ItemCategory.shotgun.Description"] = "Great in close-quarters combat."
L["ItemCategory.utility.Name"] = "Utility"
L["ItemCategory.utility.Description"] = "Throwables and deployables."
-- Teams
L["Team.cia.Name"] = "CIA"
L["Team.cia.Description"] = "CIA black ops, coverup crew"

View File

@ -44,6 +44,8 @@ function GM:PlayerSpawn( ply )
ply:SetHealth_Blood( 1000 )
ply:SetHealth_Stamina( 1000 )
ply:SetupInventory()
ply:MakeCharacter()
end
@ -189,7 +191,36 @@ function PT:HandlerCheck()
return ( wep:IsValid() and wep:GetClass() == "itemhandler" and wep.GetActiveR ) and wep or false
end
-- Temporary
BGESTURE_ITEM1_RIGHT = GESTURE_SLOT_ATTACK_AND_RELOAD -- 0
BGESTURE_ITEM1_LEFT = GESTURE_SLOT_GRENADE -- 1
BGESTURE_ITEM2_RIGHT = GESTURE_SLOT_JUMP -- 2
BGESTURE_ITEM2_LEFT = GESTURE_SLOT_SWIM -- 3
BGESTURE_ACTION_RIGHT = GESTURE_SLOT_FLINCH -- 4
BGESTURE_ACTION_LEFT = GESTURE_SLOT_VCD -- 5
BGESTURE_JUMP = GESTURE_SLOT_CUSTOM -- 6
-- PLAYERANIMEVENT_ATTACK_PRIMARY = 0 -- Primary attack
-- PLAYERANIMEVENT_ATTACK_SECONDARY = 1 -- Secondary attack
-- PLAYERANIMEVENT_ATTACK_GRENADE = 2 -- Grenade throw
-- PLAYERANIMEVENT_RELOAD = 3 -- Reload
-- PLAYERANIMEVENT_RELOAD_LOOP = 4 -- Looping reload (single-reload shotguns)
-- PLAYERANIMEVENT_RELOAD_END = 5 -- Looping reload end
-- PLAYERANIMEVENT_JUMP = 6 -- Jump
-- breaks GESTURE_SLOT_ATTACK_AND_RELOAD, so do my own thing
-- 0 through 6 are real
hook.Add("DoAnimationEvent", "Benny_DoAnimationEvent_FixAnimations", function( p, event, data )
-- 23, PLAYERANIMEVENT_CANCEL_RELOAD, is annoying and breaks animations
if event >= 0 and event <= 6 then
if data == 0 then
-- print("[DoAnimationEvent] Called " .. event .. " with data 0." )
return ACT_INVALID
end
-- print("running?", event, data )
p:AddVCDSequenceToGestureSlot( event, math.floor(data), 0, true )
end
return ACT_INVALID
end)
function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
ply:SetPlaybackRate( 1 )
@ -208,8 +239,8 @@ function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
normal.x = normal.x * needer
normal.y = normal.y * needer
local diveend = ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_end_handgun")
local divestart = ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_start_handgun")
local diveend = ply:GetLayerSequence( BGESTURE_JUMP ) == ply:LookupSequence("dive_end_handgun")
local divestart = ply:GetLayerSequence( BGESTURE_JUMP ) == ply:LookupSequence("dive_start_handgun")
if ply:GetInDive() or diveend then speed = 1 end
@ -230,7 +261,10 @@ function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
magic = magic * 0.75
ply:SetPoseParameter( "aim_p", -ply:EyeAngles().p/90 )
local ea = ply:EyeAngles()
ea:Normalize()
ply:SetPoseParameter( "aim_p", -ea.p/90 )
ply:SetPoseParameter( "aim_y", 0 )--magic/90 )
@ -239,17 +273,17 @@ function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
ply:SetRenderAngles( Angle( 0, ply:EyeAngles().y, 0 ) )
if diveend then
local magicnumber = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
local magicnumber = ply:GetLayerCycle( BGESTURE_JUMP )
magicnumber = math.Remap( magicnumber, 0.5, 0.75, 1, 0 )
magicnumber = math.Clamp( magicnumber, 0, 1 )
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, magicnumber )
ply:AnimSetGestureWeight( BGESTURE_JUMP, magicnumber )
elseif divestart then
local magicnumber = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
local magicnumber = ply:GetLayerCycle( BGESTURE_JUMP )
magicnumber = math.Remap( magicnumber, 0.1, 0.6, 1, 0 )
magicnumber = math.Clamp( magicnumber, 0, 1 )
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, magicnumber )
ply:AnimSetGestureWeight( BGESTURE_JUMP, magicnumber )
else
ply:AnimSetGestureWeight( GESTURE_SLOT_JUMP, 1 )
ply:AnimSetGestureWeight( BGESTURE_JUMP, 1 )
end
--local dir = ply:GetVelocity():GetNormalized()
@ -287,10 +321,8 @@ function GM:CalcMainActivity( ply, velocity )
local w = ply:HandlerCheck()
local wpntype = "none"
if w then
if w:ItemR() and w:ItemR().Class.HoldType then
wpntype = w:ItemR().Class.HoldType
end
if w and w:ItemR() then
wpntype = w:ItemR().HoldType
end
plyTable.CalcSeqOverride = ply:LookupSequence( Animations["idle"][wpntype] )
@ -384,35 +416,19 @@ hook.Add("Move", "Benny_Move", function( ply, mv )
ply:SetInDive( true )
ply:SetDivedAt( CurTime() )
if SERVER or CLIENT and IsFirstTimePredicted() then
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_start_handgun" ), 0, true )
end
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
local rfil = nil
if SERVER then
rfil = RecipientFilter()
rfil:AddPAS(ply:GetPos())
rfil:RemovePlayer( ply )
end
ply:EmitSound("weapons/slam/throw.wav", 70, 100, .25, nil, nil, nil, rfil)
ply:HandlerCheck():EmitSound( "weapons/slam/throw.wav", 70, 100, .25 )
ply:DoCustomAnimEvent( BGESTURE_JUMP, ply:LookupSequence( "dive_start_handgun" ) )
end
end
if ply:OnGround() and ply:GetInDive() then
if (SERVER) or (CLIENT and IsFirstTimePredicted()) then
local rfil = nil
if SERVER then
rfil = RecipientFilter()
rfil:AddPAS(ply:GetPos())
rfil:RemovePlayer( ply )
end
ply:EmitSound("npc/combine_soldier/gear1.wav", 70, 100, .25, nil, nil, nil, rfil)
end
ply:SetInDive(false)
ply:SetDivedAt( CurTime() )
if SERVER or CLIENT and IsFirstTimePredicted() then
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:LookupSequence( "dive_end_handgun" ), 0, true )
end
mv:SetVelocity( mv:GetVelocity() + Vector( 0, 0, 120 ) )
ply:SetGroundEntity( NULL )
if SERVER or CLIENT and IsFirstTimePredicted() then
ply:HandlerCheck():EmitSound( "npc/combine_soldier/gear1.wav", 70, 100, .25 )
ply:DoCustomAnimEvent( BGESTURE_JUMP, ply:LookupSequence( "dive_end_handgun" ) )
end
end
--if !ply:OnGround() and ply:GetInDive() then
-- local da = ply:GetDivedAt()

View File

@ -47,6 +47,7 @@ function PLAYER:SetupDataTables()
self.Player:NetworkVar( "Float", "DivedAt" )
self.Player:NetworkVar( "Float", "TouchedObjectiveTime" )
self.Player:NetworkVar( "Entity", "Inventory" )
self.Player:NetworkVar( "Entity", "TouchedObjective" )
self.Player:NetworkVar( "Vector", "VaultPos1")

View File

@ -42,6 +42,18 @@ function TSelShared( tbl, seed )
return tbl[math.Round( util.SharedRandom( seed, 1, #tbl ) )]
end
function bModel( input )
local str = "models/benny/" .. input .. ".mdl"
util.PrecacheModel( str )
return str
end
function bSound( input )
local str = "benny/" .. input
util.PrecacheSound( str )
return str
end
-- Language might want to be loaded first
-- Otherwise things will fail to call 'l8'
AC("language.lua")