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