Benny/gamemodes/benny/gamemode/modules/player/sh_basic.lua

56 lines
1.2 KiB
Lua

function GM:PlayerSpawn( ply )
player_manager.SetPlayerClass( ply, "player_benny" )
ply:SetModel( "models/player/combine_super_soldier.mdl" )
ply:SetPlayerColor( Vector( 0.275, 0.2, 0.145 ) )
ply:Give( "benny" )
end
if SERVER then
util.AddNetworkString( "benny_sendinv" )
end
concommand.Add("benny_debug_give", function(ply, cmd, args)
assert(SERVER, "not server")
-- PROTO: Check for the correct 'benny' weapon.
local ply = Entity( args[1] )
local wep = ply:GetActiveWeapon()
local inv = ply:INV_Get()
local str = UUID_generate()
local class = WEAPONS[args[3]]
local item = {
Class = args[3],
Ammo = class.Ammo,
}
inv[str] = item
-- PROTO: WriteTable.
net.Start( "benny_sendinv" )
net.WriteString( str )
net.WriteTable( item )
net.Send( ply )
local slot = tonumber(args[2])
if slot == 1 then
wep:SetWep1( str )
wep:SetClip1( class.Ammo )
elseif slot == 2 then
wep:SetWep2( str )
wep:SetClip2( class.Ammo )
else
end
end)
if CLIENT then
net.Receive( "benny_sendinv", function( len, ply )
assert(CLIENT, "not client")
local ply = LocalPlayer()
assert(IsValid( ply ), "ply is invalid?")
ply:INV_Get()[net.ReadString()] = net.ReadTable()
end)
end