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items-reha
Author | SHA1 | Date |
---|---|---|
Fesiug | 3975ebf158 | |
Fesiug | 825c32e217 | |
Fesiug | 3f6f5464b9 |
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@ -11,14 +11,14 @@ ENT.BennyItem = true
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ENT.AutomaticFrameAdvance = true
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function ENT:Initialize()
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self:SetModel( self.Class.Model or "models/weapons/w_357.mdl" )
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self:SetModel( self.Model or "models/weapons/w_357.mdl" )
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if SERVER then
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self:PhysicsInit( SOLID_VPHYSICS )
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self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
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self:GetPhysicsObject():Wake()
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--self:GetPhysicsObject():Wake()
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end
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self.Class:Initialize( self )
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self:EntInitialize( self )
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end
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if SERVER then
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@ -103,7 +103,7 @@ local function recurse( modify, includer )
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end
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function ENT:SetupDataTables()
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local NWVars = { ["Float"] = { "AnimStartTime", "AnimEndTime" } }
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local NWVars = { ["Entity"] = { "Handler" } }
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recurse( NWVars, self.ID )
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for varname, varlist in pairs(NWVars) do
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--local numba = 0
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@ -0,0 +1,159 @@
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AddCSLuaFile()
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ENT.Type = "point"
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function ENT:SetupDataTables()
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for i=1, 32 do
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self:NetworkVar("Entity", i-1, "Item" .. i )
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end
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self:NetworkVar( "Int", "ReservedSlots" )
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end
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function ENT:Initialize()
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self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
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self:SetTransmitWithParent( true ) -- Transmit only when the owner does
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end
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function ENT:Think()
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if !self:GetOwner():IsValid() then
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self:Print("existing without an owner." )
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end
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end
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function ENT:Print( ... )
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print( "[Inventory[" .. self:EntIndex() .. "], " .. tostring(self:GetOwner()) .. "]", ...)
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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function ENT:ReevalRecreate()
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self:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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if self:GetOwner():IsValid() then
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if self:GetOwner():IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) then
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self:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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self:Print("To be saved during recreate.")
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return
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else
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self:Print("Will NOT be saved during recreate.")
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return
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end
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end
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self:Print("Will NOT be saved during recreate. No owner either")
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return
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end
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function ENT:AttachToEntity( ent )
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if ent.SetInventory then
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ent:SetInventory( self )
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else
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error( "[Inventory " .. tostring(self) .. "] " .. tostring(ent) .. " doesn't have a SetInventory function. Not attaching.")
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return
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end
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self:SetOwner( ent )
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self:SetParent( ent )
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self:SetPos( vector_origin )
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self:SetAngles( angle_zero )
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self:ReevalRecreate()
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self:Print("Attached to: " .. tostring(ent))
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end
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function ENT:GetItems()
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local itemlist = {}
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for i=1, 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then continue end
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table.insert( itemlist, curr )
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end
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return itemlist
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end
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function ENT:GetWeighted()
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local itemlist = {}
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for i, v in pairs(self:GetItems()) do
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if i == 0 then continue end
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table.insert( itemlist, v )
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end
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table.sort( itemlist, function( a, b )
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return a:GetAcquisition() < b:GetAcquisition()
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end)
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return itemlist
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end
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function ENT:AddItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then continue end
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if curr == ent then self:Print("We already own this entity " .. tostring(ent) ) return false end
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == NULL then
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self["SetItem"..i](self, ent)
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ent:SetParent( self:GetOwner() )
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ent:SetOwner( self:GetOwner() )
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self:ReevalRecreate() -- Why do I have to do this.
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if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
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return true
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end
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end
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self:Print("Inventory full, can't fit " .. tostring(ent) )
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return false
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end
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function ENT:RemoveItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == ent then
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self["SetItem"..i](self, NULL)
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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self:ReevalRecreate() -- Why do I have to do this.
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if ent.GetInventory then ent:GetInventory():ReevalRecreate() end
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return true
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end
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end
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self:Print("Couldn't remove " .. tostring(ent) .. " from inventory." )
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return false
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end
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function ENT:GetItem( ent )
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if !ent:IsValid() then
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self:Print("Invalid entity, printing trace" )
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debug.Trace()
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return false
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end
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for i=1+self:GetReservedSlots(), 32 do
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local curr = self["GetItem"..i](self)
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if curr == ent then
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return curr, i
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end
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end
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self:Print("Couldn't find " .. tostring(ent) .. " in inventory." )
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return false
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end
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@ -29,23 +29,15 @@ function SWEP:SetupDataTables()
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self:NetworkVar( "Entity", "DesireL" )
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end
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function SWEP:ItemR( run )
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function SWEP:ItemR( key )
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local active = self:GetActiveR()
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if run and active:IsValid() then
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return active.Class[run]( active.Class, active, self )
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else
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return active:IsValid() and active or false
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end
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end
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function SWEP:ItemL( run )
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function SWEP:ItemL( key )
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local active = self:GetActiveL()
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if run and active:IsValid() then
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active.Class[run]( active.Class, active, self )
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else
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return active:IsValid() and active or false
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end
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end
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function SWEP:Initialize()
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end
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@ -70,11 +62,14 @@ end
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function SWEP:SetActive( ent )
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local p = self:GetOwner()
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if ent:GetOwner() != p then return false end
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--if self:GetActiveR():IsValid() then self:Deactive() end
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self:SetActiveR( ent )
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if self:ItemR() then
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self:ItemR( "Deploy" )
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self:ItemR():SetNoDraw( false )
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if ent:IsValid() then
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ent:Deploy()
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ent:SetNoDraw( false )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(false)
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end
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end
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return true
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end
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@ -83,22 +78,20 @@ function SWEP:Deactive()
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end
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function SWEP:PrimaryAttack()
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local p = self:GetOwner()
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if self:ItemR() then
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self:ItemR("Attack")
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if self:GetActiveR():IsValid() then
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self:GetActiveR():Attack()
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end
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end
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function SWEP:Reload()
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if self:ItemR() then
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self:ItemR("Reload")
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if self:GetActiveR():IsValid() then
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self:GetActiveR():Reload()
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end
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end
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function SWEP:SecondaryAttack()
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local p = self:GetOwner()
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if self:ItemR() then
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self:ItemR("AttackAlt")
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if self:GetActiveR():IsValid() then
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self:GetActiveR():AttackAlt()
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end
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end
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@ -129,26 +122,34 @@ function SWEP:EquipItem( ent )
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end
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print("[equip]", ent)
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self:SetDesireR( ent )
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--self:SetDesireR( ent )
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ent:SetHandler( self )
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ent:AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:AddEffects( EF_BONEMERGE )
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ent:AddEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL + EF_NOINTERP )
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ent:PhysicsInit( SOLID_NONE )
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ent:SetMoveType( MOVETYPE_NONE )
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ent:SetAcquisition( CurTime() )
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-- Inventory
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local inv = p:GetInventory()
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local result = inv:AddItem( ent )
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if !result then
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print("[EquipItem " .. tostring(self) .. "] AddItem failed! " .. tostring(ent))
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return
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end
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ent:SetNoDraw( true )
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ent:SetParent( p )
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ent:SetOwner( p )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(true)
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end
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ent:SetLocalPos( vector_origin )
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ent:SetLocalAngles( angle_zero )
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ent:SetAcquisition( CurTime() )
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ent:EmitSound( "ae/items/pickup.ogg", 70, 100, 1, CHAN_STATIC )
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--self:SetActive( ent )
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local inv = p:GetInventory()
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inv[ent] = true
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inv:Sync()
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-- Start prediction
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net.Start("AEINV_PredictItem")
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net.WriteEntity( ent )
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net.WriteBool( true )
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@ -163,29 +164,36 @@ function SWEP:DropItem()
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if CLIENT then print("[drop] DropItem called on cl not allowed") return end
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self:SetDesireR( NULL )
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ent:SetParent( NULL )
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ent:SetOwner( NULL )
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ent:SetHandler( NULL )
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ent:RemoveEFlags( EFL_KEEP_ON_RECREATE_ENTITIES )
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ent:RemoveEffects( EF_BONEMERGE )
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ent:RemoveEffects( EF_BONEMERGE + EF_BONEMERGE_FASTCULL )
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ent:PhysicsInit( SOLID_VPHYSICS )
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ent:SetMoveType( MOVETYPE_VPHYSICS )
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ent:SetCollisionGroup( COLLISION_GROUP_PROJECTILE )
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ent:SetNoDraw( false )
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-- Inventory
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local inv = p:GetInventory()
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local result = inv:RemoveItem( ent )
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if !result then
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print("[DropItem " .. tostring(self) .. "] RemoveItem failed! " .. tostring(ent))
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return
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end
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ent:SetNoDraw( false )
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-- LAZY FIX
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for i, v in ipairs(ent:GetChildren()) do
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v:SetNoDraw(false)
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end
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ent:SetPos( p:EyePos() + p:GetAimVector() * 0 )
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ent:SetAngles( p:EyeAngles() + Angle( 0, 180, 0 ) )
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local inv = p:GetInventory()
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inv[ent] = nil
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inv:Sync()
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local ep = ent:GetPhysicsObject()
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ep:SetVelocity( p:GetAimVector() * 800 )
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ep:SetAngleVelocity( Vector( 0, -360*3, 0 ) )
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ep:Wake()
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-- Prediction is not actually turned off here, for better throwing
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--net.Start("AEINV_PredictItem")
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-- net.WriteEntity( ent )
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-- net.WriteBool( false )
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@ -199,24 +207,24 @@ function SWEP:Think()
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if p:IsValid() then
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local DesireR = self:GetDesireR()
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local ActiveR = self:GetActiveR()
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local DesireR_Valid = DesireR:IsValid()
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local ActiveR_Valid = ActiveR:IsValid()
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DesireR = DesireR:IsValid() and DesireR or false
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ActiveR = ActiveR:IsValid() and ActiveR or false
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if DesireR != ActiveR then
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if ActiveR_Valid then
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if ActiveR then
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if ActiveR:GetHolsterIn() == 0 then
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ActiveR.Class.Holster( ActiveR.Class, ActiveR, self )
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ActiveR:StartHolster()
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else
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-- Waiting for holster to finish
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end
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else
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if DesireR_Valid then
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if DesireR then
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self:SetActive( DesireR )
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end
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end
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else
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if ActiveR_Valid and ActiveR:GetHolsterIn() != 0 then
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ActiveR.Class.UndoHolster( ActiveR.Class, ActiveR, self )
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if ActiveR and ActiveR:GetHolsterIn() != 0 then
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ActiveR:CancelHolster()
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end
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end
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@ -228,7 +236,7 @@ function SWEP:Think()
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end
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else
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if self:GetActiveR() != NULL then
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ActiveR.Class.Drop( ActiveR.Class, ActiveR, self )
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ActiveR:Drop()
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if SERVER then
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self:DropItem()
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end
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@ -243,15 +251,15 @@ function SWEP:Think()
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if p:KeyPressed(IN_ALT2) then
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end
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if p:KeyPressed(IN_GRENADE1) then
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if self:ItemR() and self:ItemR().Class.Alt then
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self:ItemR("Alt")
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if self:GetActiveR():IsValid() and self:GetActiveR().Alt then
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self:GetActiveR():Alt()
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end
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end
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if p:KeyPressed(IN_GRENADE2) then
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end
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if self:ItemR() then
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self:ItemR("Think")
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if self:GetActiveR():IsValid() then
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self:GetActiveR():Think()
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end
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else
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print( self, "Thinking without an owner." )
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@ -86,10 +86,10 @@ function GM:CalcView( ply, pos, ang, fov )
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ply:SetupBones()
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local bm = ply:GetBoneMatrix(ply:LookupBone("DEF-spine.003"))
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view.origin = bm:GetTranslation()
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view.origin:Add( vector_up*10 )
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view.origin:Add( vector_up*8 )
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if ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_end_handgun") then
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local progress = ply:GetLayerCycle( GESTURE_SLOT_JUMP )
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if ply:GetLayerSequence( BGESTURE_JUMP ) == ply:LookupSequence("dive_end_handgun") then
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local progress = ply:GetLayerCycle( BGESTURE_JUMP )
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progress = math.TimeFraction( 0.15, 0.7, progress )
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progress = math.Clamp( progress, 0, 1 )
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@ -126,17 +126,20 @@ function GM:CalcView( ply, pos, ang, fov )
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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local bid = ply:LookupBone("DEF-spine.005")
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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--local bid = ply:LookupBone("Weapon")
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--ply:ManipulateBonePosition( bid, vector_origin )
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lastfp = fp
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-- print("show")
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elseif !lastfp and fp then
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local bid = ply:LookupBone("DEF-spine.006")
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ply:ManipulateBoneScale( bid, vector_origin )
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local bid = ply:LookupBone("DEF-spine.005")
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ply:ManipulateBoneScale( bid, vector_origin )
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--local bid = ply:LookupBone("Weapon")
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--ply:ManipulateBonePosition( bid, Vector(-3, 1, 0) )
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lastfp = fp
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-- print("hide")
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end
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return view
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end
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@ -157,7 +160,6 @@ hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_CameraFP", function(
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if !bid then return end
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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lastfp = fp
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-- print("fullupdate: show")
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elseif fp then
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local bid = ply:LookupBone("DEF-spine.006")
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if !bid then return end
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@ -166,7 +168,6 @@ hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_CameraFP", function(
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if !bid then return end
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ply:ManipulateBoneScale( bid, vector_origin )
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lastfp = fp
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-- print("fullupdate: hide")
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end
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end)
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end
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@ -260,7 +260,7 @@ local function OpenDebugMenu()
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if !categories[category] then
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local cate = opt:Add("DCollapsibleCategory")
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cate:Dock(TOP)
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cate:SetLabel(category)
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cate:SetLabel( l8( "#ItemCategory." .. category .. ".Name" ) )
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local plist = vgui.Create("DPanelList")
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cate:SetContents(plist)
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categories[category] = plist
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@ -272,7 +272,7 @@ local function OpenDebugMenu()
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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)
|
|
@ -369,6 +369,9 @@ function GM:HUDPaint()
|
|||
S_Pop()
|
||||
|
||||
if handler then
|
||||
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
|
||||
|
@ -442,6 +445,7 @@ function GM:HUDPaint()
|
|||
S_Pop()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if MP then S_Push( w/2, 20 )
|
||||
local BARWIDE, BARTALL, GAP = 240, 30, 100
|
||||
|
@ -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
|
||||
|
|
|
@ -1,120 +1,6 @@
|
|||
|
||||
---------------------
|
||||
-- Your Name is Benny
|
||||
---------------------
|
||||
local Emeta = FindMetaTable("Entity")
|
||||
|
||||
local PT = FindMetaTable("Player")
|
||||
|
||||
function PT:GetItems()
|
||||
return
|
||||
end
|
||||
|
||||
InventoryMeta = {}
|
||||
|
||||
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 )
|
||||
end
|
||||
net.Send( self[0].Owner )
|
||||
end
|
||||
end
|
||||
|
||||
InventoryMeta.__index = InventoryMeta
|
||||
|
||||
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
|
||||
end
|
||||
self.Inventory:Sync()
|
||||
end
|
||||
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,
|
||||
|
@ -173,12 +59,6 @@ do
|
|||
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 )
|
||||
if ent.BennyItemHandler then return true end -- what happened?
|
||||
|
@ -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
|
@ -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
|
|
@ -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
|
||||
|
|
@ -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"
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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")
|
||||
|
|
|
@ -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")
|
||||
|
|
Loading…
Reference in New Issue