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

1143 lines
34 KiB
Lua

-- HUD
local hide = {
["CHudHealth"] = true,
["CHudBattery"] = true,
["CHudAmmo"] = true,
["CHudSecondaryAmmo"] = true,
["CHudPoisonDamageIndicator"] = true,
["CHudCrosshair"] = true,
["CHUDQuickInfo"] = true,
["CHudSuitPower"] = true,
["CHudZoom"] = true,
}
hook.Add( "HUDShouldDraw", "Benny_HUDShouldDraw", function( name )
if ( hide[ name ] ) then return false end
end )
function ss( scale )
return scale*ConVarCL_Int("hud_scale")--math.Round( scale * ( ScrH() / 480 ) * HSCALE:GetFloat() )
end
local function genfonts()
local sizes = {
8,
10,
12,
14,
16,
18,
24,
28,
32,
36,
48,
64,
72
}
for _, size in pairs(sizes) do
surface.CreateFont( "Benny_" .. size, {
font = "Carbon Plus Bold",
size = ss(size),
weight = 0,
} )
end
for _, size in pairs(sizes) do
surface.CreateFont( "BennyS_" .. size, {
font = "Carbon Plus Bold",
size = ss(size),
weight = 0,
scanlines = ss(1),
blursize = ss(3),
} )
end
local sizes = {
8,
9,
10,
12,
}
for _, size in pairs(sizes) do
for i=1, 4 do
local add = i==1 and "" or i==2 and "B" or i==3 and "I" or i==4 and "BI"
local mode = i==1 and "" or i==2 and " Bold" or i==3 and " Italic" or i==4 and " Bold Italic"
surface.CreateFont( "Benny_Caption_" .. size .. add, {
font = "Roboto" .. mode,
size = ss(size),
weight = 0,
} )
end
end
end
genfonts()
cvars.AddChangeCallback("benny_hud_scale", function(convar_name, value_old, value_new)
genfonts()
end, "benny_hud_scale_callback")
schemes = {
["benny"] = {
fg = Color( 255, 238, 169 ),
bg = Color( 54, 44, 39 ),
caption = Color( 255, 238, 169 ),
name = "BENNY",
},
["nikki"] = {
fg = Color( 255, 174, 210 ),
bg = Color(37, 12, 40 ),
caption = Color( 255, 174, 210 ),
name = "NIKKI",
},
["igor"] = {
fg = Color( 253, 208, 207 ),
bg = Color( 32, 14, 12 ),
caption = Color( 253, 78, 77 ),
name = "IGOR",
},
["yanghao"] = {
fg = Color( 157, 187, 253 ),
bg = Color( 19, 21, 28 ),
caption = Color( 87, 187, 253 ),
name = "YANG-HAO",
},
["mp_cia"] = {
fg = Color( 93, 118, 215 ),
bg = Color( 25, 23, 47 ),
caption = Color( 87, 187, 253 ),
name = "CIA",
},
["mp_plasof"] = {
fg = Color( 255, 103, 103 ),
bg = Color( 35, 25, 20 ),
caption = Color( 87, 187, 253 ),
name = "PLASOF",
},
["mp_militia"] = {
fg = Color( 255, 199, 133 ),
bg = Color( 33, 18, 18 ),
caption = Color( 87, 187, 253 ),
name = "MILITIA",
},
["mp_natguard"] = {
fg = Color( 208, 226, 132 ),
bg = Color( 23, 25, 23 ),
caption = Color( 87, 187, 253 ),
name = "ARNG",
},
["mp_viper"] = {
fg = Color( 255, 230, 245 ),
bg = Color( 40, 30, 30 ),
caption = Color( 87, 187, 253 ),
name = "VIPER",
},
["mp_halo"] = {
fg = Color( 200, 255, 246 ),
bg = Color( 30, 40, 38 ),
caption = Color( 87, 187, 253 ),
name = "HALO",
},
["enemy"] = {
caption = Color( 199, 0, 0 ),
name = "ENEMY",
},
["pistol"] = {
caption = Color( 61, 61, 61 ),
name = "PISTOL",
}
}
function schema( i1, i2, alpha )
return schemes[i1][i2].r, schemes[i1][i2].g, schemes[i1][i2].b, alpha*255
end
captions = {
--{
-- name = "YANG-HAO",
-- color = schemes["yanghao"]["caption"],
-- text = { "..." },
-- time = 1,
--},
--{
-- name = "BENNY",
-- color = schemes["benny"]["caption"],
-- text = { "Bleh." },
-- time = 2,
--},
--{
-- name = "NICKY",
-- color = schemes["nicky"]["caption"],
-- text = { "You have a big weapon, sir!" },
-- time = 3,
--},
--{
-- name = "IGOR",
-- color = schemes["igor"]["caption"],
-- text = { "I need more bullets!", "I need more bullets!", "I need more bullets!" },
-- time = 4,
--},
--{
-- name = "ENEMY GUARD",
-- color = schemes["enemy"]["caption"],
-- text = { "Bigger weapons! Bigger weapons!", "Ratatatata!" },
-- time = 5,
--},
}
function AddCaption( name, color, text, time_to_type, lifetime )
if captions[#captions] and captions[#captions].name == name then
local weh = captions[#captions]
local wehlast = weh.lines[#weh.lines]
if wehlast.text == text then
wehlast.repeated = wehlast.repeated + 1
else
table.insert( weh.lines, { text = text, time_to_type=time_to_type, starttime=CurTime(), repeated = 1 } )
end
weh.lifetime = math.max( CurTime() + lifetime, weh.lifetime )
else
table.insert( captions, { name = name, color=color, lifetime=CurTime()+lifetime, lines = { { text=text, time_to_type=time_to_type, starttime=CurTime(), repeated = 1 } } })
end
end
local color_caption = Color( 0, 0, 0, 127 )
local mat_grad = Material( "benny/hud/grad.png", "mips smooth" )
local lonk = {
{
Glyph = "R",
Text1 = "RELOAD",
Text2 = "Reload weapon",
},
{
Glyph = "T",
Text1 = "RELOAD (AKIMBO)",
Text2 = "Reload alternate weapon",
},
{
Glyph = "F",
Text1 = "AIM",
Text2 = "Enter weapon mode",
},
{
Glyph = "SPACE",
Text1 = "STUNT",
Text2 = "Do a barrel roll",
},
{
Glyph = "CTRL",
Text1 = "STANCE",
Text2 = "Get down",
},
{
Glyph = "F1",
Text1 = "DEV. SPAWN",
Text2 = "Cheat items in",
},
}
-- Stew port
globhit = Vector()
globang = Angle()
tr1f = Vector()
tr2f = Vector()
local col_1 = Color(255, 255, 255, 200)
local col_2 = Color(0, 0, 0, 255)
local col_3 = Color(255, 127, 127, 255)
local col_4 = Color(255, 222, 222, 255)
local heartbeatcol = Color(255, 255, 255, 255)
local mat_dot = Material("benny/hud/xhair/dotx.png", "")
local mat_long = Material("benny/hud/xhair/long.png", "")
local mat_dot_s = Material("benny/hud/xhair/dot_s.png", "mips smooth")
local mat_long_s = Material("benny/hud/xhair/long_s.png", "mips smooth")
local spacer_long = 2 -- screenscaled
local gap = 8
local trash_vec, trash_ang = Vector(), Angle()
bucket_selected = bucket_selected or 1
item_selected = item_selected or 1
hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local sw, sh = ScrW(), ScrH()
local Wb = ss(20)
local Hb = ss(20)
-- Wb = (sh*(4/3))
-- Wb = (sw-Wb)/2
local p = LocalPlayer()
local wep = p:BennyCheck()
local active = GetConVar("benny_hud_tempactive"):GetString()
local scheme = schemes[active]
do -- Health
local b_w, b_h = ss(142), ss(32)
local b_bh = ss(14)
local b_bh2 = ss(8)
local b_s = ss(4)
local b_s2 = b_s*2
local b_x, b_y = Wb, sh - Hb - b_h
-- BG
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b_x, b_y, b_w, b_h )
local hp = p:Health()/100 --CurTime()*0.5 % 1
local ti = (CurTime()*0.75 / (hp)) % 1
-- Text underneath
surface.SetFont( "Benny_18" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b_x + ss(6), b_y + ss(3) )
surface.DrawText( scheme["name"] )
-- Bar
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + b_s, b_y + b_s, ss(142-8), b_bh, ss( 0.5 ) )
surface.DrawRect( b_x + b_s + ss(1), b_y + b_s + ss(1), ss(142*hp-8-2), b_bh - ss(2) )
heartbeatcol.a = math.ease.OutQuint(1-ti)*255
surface.SetDrawColor( heartbeatcol )
surface.SetMaterial( mat_grad )
surface.DrawTexturedRect( b_x + b_s + ss(1), b_y + b_s + ss(1), ss(142*hp*ti-8-2), b_bh - ss(2) )
-- Bar text
surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( b_x + ss(6), b_y + ss(3) )
render.SetScissorRect( b_x + b_s, b_y + b_s, b_x + b_s + ss(142*hp-8), b_y + b_s + b_bh, true ) -- Enable the rect
surface.DrawText( scheme["name"] )
render.SetScissorRect( 0, 0, 0, 0, false ) -- Disable after you are done
if true then -- Stamina
local perc = p:GetStamina()
for i=1, 4 do
local localperc = math.Clamp( math.Remap( perc, (0.25*(i-1)), (0.25*(i)), 0, 1 ), 0, 1 )
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + b_s + ((i-1)*ss(32+2)), b_y + b_bh + ss(4+2), ss(32), b_bh2, ss(0.5) )
surface.DrawRect( b_x + b_s + ((i-1)*ss(32+2)) + ss(1), b_y + b_bh + ss(4+2) + ss(1), ss(32*localperc) - ss(2), b_bh2 - ss(2) )
end
end
end
do -- Vaulting
if vaultsave then
local tex = "[SPACE] VAULT OVER"
if vaultsave == 2 then tex = "[SPACE] MANTLE OVER" end
surface.SetFont( "Benny_16" )
local tox, toy = surface.GetTextSize( tex )
local box, boy = ss( 8 ) + tox, ss( 18 )
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( sw/2 - box/2, sh/2 + ss( 96 ) - boy/2 - ss( 2 ), box, boy )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( sw/2 - tox/2, sh/2 + ss( 96 ) - toy/2 )
surface.DrawText( tex )
end
end
if true then -- Hints
local b_w, b_h = ss(130), ss(0)
local b_x, b_y = sw - Wb - b_w, Hb + ss(200)--sh/2 - b_h/2
local honk = ss(1)
local honk2 = honk*2
local tbw, tbh, tbg = ss(6), ss(2), ss(12)
local bump = 0
local tbump = 0
for _, data in ipairs( lonk ) do
if _==1 then
tbump = tbump + ss(4)
end
tbump = tbump + ss(16)
if _==#lonk then
tbump = tbump + ss(4)
end
end
b_h = b_h + tbump
b_y = sh/2 - b_h/2
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b_x, b_y, b_w, b_h )
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + honk, b_y + honk, b_w - honk2, b_h - honk2, ss(0.5) )
for _, data in ipairs( lonk ) do
if _==1 then
bump = bump + ss(4)
end
-- surface.SetDrawColor( 0, 100, 255, 32 )
-- surface.DrawRect( b_x, b_y + bump, b_w, ss(16) )
draw.SimpleText( data.Text1, "Benny_12", b_x + b_w - tbw,
b_y + bump,
scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( data.Text2, "Benny_8", b_x + b_w - tbw,
b_y+ss(8) + bump,
scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
if #data.Glyph == 1 then
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + tbw,
b_y + ss(2) + bump, tbg, tbg, ss(1) )
draw.SimpleText( data.Glyph, "Benny_12", b_x + tbw + tbg/2,
b_y + ss(2.6) + bump,
scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
else
surface.SetFont( "Benny_10" )
local tx = surface.GetTextSize( data.Glyph )
tx = math.max( tx + ss(8), tbg )
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + tbw,
b_y + ss(2) + bump, tx, tbg, ss(1) )
draw.SimpleText( data.Glyph, "Benny_10", b_x + tbw + tx/2,
b_y + ss(3.6) + bump,
scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
end
bump = bump + ss(16)
if _==#lonk then
bump = bump + ss(4)
end
end
end
if wep then -- Weapon
local inv = p:INV_Get()
local wep1 = wep:BTable( false )
local wep1c = wep:BClass( false )
local wep2 = wep:BTable( true )
local wep2c = wep:BClass( true )
for i=1, 2 do
local hand = i==2
if wep:BTable( hand ) then -- New Weapon HUD
local wep_table = wep:BTable( hand )
local wep_class = wep:BClass( hand )
local p_w, p_h = ss(156), ss(64)
local p_x, p_y = sw - p_w - Wb, Hb
if hand then p_x = Wb end
local pb = ss(4)
local pb2 = pb*2
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( p_x, p_y, p_w, p_h )
do -- Name tag
local t_h = ss(15)
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( p_x+pb, p_y+pb, p_w-pb2, t_h )
draw.SimpleText( wep_class.Name, "Benny_16", p_x+ss(6), p_y+ss(5), scheme["bg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
local identicallist = p:INV_Find( wep:BTable( hand ).Class )
identicallist = table.Flip( identicallist )
local numba = identicallist[ wep:D_GetID( hand ) ]
draw.SimpleText( "#" .. tostring(numba) .. ", " .. wep:D_GetID( hand ), "Benny_10", p_x+p_w-pb2, p_y+ss(7), scheme["bg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
if wep_class.Firemodes then -- Firemode
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( p_x+pb, p_y + pb + t_h + ss(2), ss(30), ss(10) )
draw.SimpleText( wep:B_FiremodeName( hand ), "Benny_12", p_x + pb + ss(14.5), p_y + pb + t_h + ss(8), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
-- draw.SimpleText( "[AMMO TYPE]", "Benny_10", p_x + pb + ss(30+4), p_y + pb + t_h + ss(8), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER )
end
if wep_class.Ammo then -- Ammo
local b_w, b_h = ss(3), ss(10)
local lw, lh = ss(2), ss(2)
surface.SetDrawColor( scheme["fg"] )
local ammo = math.max( wep:D_GetClip( hand ), wep_class.Ammo )
if ammo>30 then b_w, b_h = ss(3), ss(4) end
local offset = b_h
local count = 1
for i=1, ammo do
local thefunk = surface.DrawRect
if i > wep:D_GetClip( hand ) then
thefunk = surface.DrawOutlinedRect
end
if i!=1 and i%30 == 1 then
count = 1
offset = offset + b_h + lh
end
thefunk( p_x + p_w - b_w - pb - ((count-1)*(b_w+lw)), p_y + p_h - offset - pb, b_w, b_h, ss(0.5) )
count = count + 1
end
draw.SimpleText( wep:D_GetClip( hand ), "Benny_12", p_x + p_w - pb - ss(1), p_y + p_h - offset - ss(12+3), scheme["fg"], TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
if wep:D_GetMagID( hand ) != wep_table.Loaded then
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( p_x, p_y - ss( 12+3 ), ss( 66 ), ss( 12 ) )
draw.SimpleText( "!! Mag desync.", "Benny_12", p_x + ss( 2 ), p_y - ss( 12+2 ), scheme["fg"], TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
end
end
if wep_class.Ammo then -- Magazines
local m_w, m_h = ss( 12 ), ss( 20 )
local m_x, m_y = p_x + p_w - m_w, p_y + p_h + ss(1)--p_x - m_w, p_y + p_h - m_h
local bb = ss( 1 )
local b2 = ss( 2 )
local b3 = ss( 3 )
local b4 = ss( 4 )
local maglist = p:INV_FindMag( "mag_" .. wep_table.Class, { [wep:D_GetMagID( hand )] = true, [wep:D_GetMagID( !hand )] = true, } )
local newmaglist = {}
if wep:D_GetMagID( hand ) != "" then
table.insert( newmaglist, wep:D_GetMagID( hand ) )
end
if false and (wep_table.Class == wep:BTable( !hand ).Class) and wep:D_GetMagID( !hand ) != "" then
table.insert( newmaglist, wep:D_GetMagID( !hand ) )
end
for i, v in ipairs( maglist ) do
table.insert( newmaglist, v )
end
for id, tag in ipairs( newmaglist ) do
--assert( inv[tag], "That magazine doesn't exist. " .. tag )
local chunk = ((ss(1)+m_w)*(id-1))
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( m_x - chunk, m_y, m_w, m_h )
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( m_x + bb - chunk, m_y + bb, m_w - b2, m_h - b2, ss( 0.5 ) )
local s1 = (m_h - b2 - b2)
local s2 = (m_h - b2 - b2) * (inv[tag] and ( inv[tag].Ammo / WeaponGet(inv[tag].Class).Ammo ) or 8)
local s3 = math.floor( s2 - s1 )
local m1, m2, m3, m4 = m_x + bb + bb - chunk, m_y + bb + bb - s3, m_w - b2 - b2, s2
local active = tag == wep:D_GetMagID( hand )
local active2 = tag == wep:D_GetMagID( !hand )
if active or active2 then
draw.SimpleText( active2 and "|" or "x", "Benny_10", m_x + (m_w/2) - chunk, m_y + (m_h/2), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
surface.DrawRect( m1, m2, m3, m4 )
if active or active2 then
render.SetScissorRect( m1, m2, m1 + m3, m2 + m4, true )
draw.SimpleText( active2 and "|" or "x", "Benny_10", m_x + (m_w/2) - chunk, m_y + (m_h/2), scheme["bg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
render.SetScissorRect( 0, 0, 0, 0, false )
end
end
end
end
end
end
if wep:GetUserAim() then -- Crosshair
local s, w, h = ss, ScrW(), ScrH()
local pl_x, pl_y = w/2, h/2
do
local tr1 = util.TraceLine({
start = p:EyePos(),
endpos = p:EyePos() + (p:EyeAngles():Forward()*16000),
filter = p
})
local tr2 = util.TraceLine({
start = globhit,
endpos = globhit + (globang:Forward()*16000),
filter = p
})
tr1f:Set(tr1.HitPos)
tr2f:Set(tr2.HitPos)
end
pl_x = tr2f:ToScreen().x
pl_y = tr2f:ToScreen().y
ps_x = tr2f:ToScreen().x
ps_y = tr2f:ToScreen().y
local touse1 = col_1
local touse2 = col_2
if ve then
pl_x = tr1f:ToScreen().x
pl_y = tr1f:ToScreen().y
ps_x = tr1f:ToScreen().x
ps_y = tr1f:ToScreen().y
elseif util.TraceLine({start = tr2f, endpos = tr1f, filter = p}).Fraction != 1 and !tr2f:IsEqualTol(tr1f, 1) then
touse1 = col_4
touse2 = col_3
pl_x = tr1f:ToScreen().x
pl_y = tr1f:ToScreen().y
end
pl_x = math.Round( pl_x )
pl_y = math.Round( pl_y )
ps_x = math.Round( ps_x )
ps_y = math.Round( ps_y )
for i=1, 2 do
local cooler = i == 1 and touse2 or touse1
local poosx, poosy = i == 1 and ps_x or pl_x, i == 1 and ps_y or pl_y
local mat1 = i == 1 and mat_long_s or mat_long
local mat2 = i == 1 and mat_dot_s or mat_dot
surface.SetDrawColor( cooler )
if wep.XHairMode == "rifle" then
surface.SetMaterial( mat1 )
surface.DrawTexturedRectRotated( poosx - s(spacer_long) - gap, poosy, s(16), s(16), 0 )
surface.DrawTexturedRectRotated( poosx + s(spacer_long) + gap, poosy, s(16), s(16), 0 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy - gap, s(16), s(16), 0 )
surface.DrawTexturedRectRotated( poosx, poosy + gap, s(16), s(16), 0 )
elseif wep.XHairMode == "smg" then
surface.SetMaterial( mat1 )
surface.DrawTexturedRectRotated( poosx, poosy + gap + s(spacer_long), s(16), s(16), 90 )
surface.DrawTexturedRectRotated( poosx - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), -45 )
surface.DrawTexturedRectRotated( poosx + (math.sin(math.rad(45))*gap) + (math.sin(math.rad(45))*s(spacer_long)), poosy - (math.sin(math.rad(45))*gap) - (math.sin(math.rad(45))*s(spacer_long)), s(16), s(16), 45 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy, s(16), s(16), 0 )
else -- pistol
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx - gap, poosy, s(32), s(32), 0 )
surface.DrawTexturedRectRotated( poosx + gap, poosy, s(32), s(32), 0 )
surface.SetMaterial( mat2 )
surface.DrawTexturedRectRotated( poosx, poosy - gap, s(32), s(32), 0 )
surface.DrawTexturedRectRotated( poosx, poosy + gap, s(32), s(32), 0 )
end
end
end
end
if false then -- Quickinv
local inv = p:INV_Get()
local gap = ss(1)
local size_textx = ss(96)
local size_texty = ss(12)
local size_texty_sel = ss(36)
local size_num = ss(12)
local size_thi = ss(0.5)
local nextwe = ss(96+2)
local nextwe_no = ss(12+2)
local item_start = ss(14)
local item_gap = ss(12+2)
local item_gap_sel = ss(36+2)
local inventorylist = p:INV_Buckets()
local bump = 0
-- PROTO: Maybe check this every 10hz instead
do
for n, bucket in ipairs( inventorylist ) do
for i, v in ipairs( bucket ) do
if v == wep:D_GetID( false ) then
bucket_selected = n
item_selected = i
end
end
end
end
for i, bucket in ipairs( inventorylist ) do
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + Wb, Hb, size_num, size_num )
if i==bucket_selected then
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( bump + Wb + gap, Hb + gap, size_num - (gap*2), size_num - (gap*2) )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["bg"] )
surface.SetTextPos( bump + Wb + ss(3), Hb + ss(1) )
surface.DrawText( i )
else
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( bump + Wb + ss(3), Hb + ss(1) )
surface.DrawText( i )
end
local ybump = 0
if i!=bucket_selected then
for d, item in ipairs( bucket ) do
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + Wb, (item_start+ybump) + Hb, size_texty, size_texty )
ybump = ybump + (item_gap)
end
bump = bump + (nextwe_no)
else
for d, item in ipairs( bucket ) do
local idata = WeaponGet(inv[item].Class)
local sel = item==wep:D_GetID( false )--d==item_selected
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + Wb, (item_start+ybump) + Hb, size_textx, (sel and size_texty_sel or size_texty) )
if sel then
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( bump + Wb + gap, (item_start+ybump) + Hb + gap, size_textx - (gap*2), (sel and size_texty_sel or size_texty) - (gap*2) )
surface.SetTextColor( scheme["bg"] )
-- PROTO: This is just useful information for me.
surface.SetFont( "Benny_8" )
local num = 0
for i, v in pairs( inv[item] ) do
surface.SetTextPos( bump + Wb + ss(3), (item_start+ybump) + Hb + ss(1+6+(4*num)) )
surface.DrawText( i .. " : " .. v )
num = num +1
end
else
surface.SetTextColor( scheme["fg"] )
end
surface.SetFont( "Benny_12" )
surface.SetTextPos( bump + Wb + ss(3), (item_start+ybump) + Hb + ss(1) )
surface.DrawText( idata.Name )
surface.SetFont( "Benny_8" )
surface.SetTextPos( bump + Wb + size_textx - surface.GetTextSize(item) - ss(3), (item_start+ybump) + Hb + ss(1) )
surface.DrawText( item )
ybump = ybump + (d==item_selected and item_gap_sel or item_gap)
end
bump = bump + (nextwe)
end
end
end
if wep then -- Newinv
local weighted = p:INV_Weight()
local inv = p:INV_Get()
local iflip = table.Flip( p:INV_Get())
local b_w = 38
local b_h = 14
local b_x, b_y = sw - Wb, sh - Hb - ss(b_h)
local bump = 0
local fbump = 0
local num, tcount = 0, table.Count( weighted )
for _, item in pairs( weighted ) do
num = num + 1
local class = WeaponGet(item.Class)
local boxsize = ss(b_w)
fbump = fbump + boxsize
if num != tcount then
fbump = fbump + ss(2)
end
end
b_x = b_x - fbump
local invid = 0
for _, item in pairs( weighted ) do
local id = iflip[item]
local class = WeaponGet(item.Class)
local boxsize = ss(b_w)
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b_x + bump, b_y, boxsize, ss(b_h) )
--draw.SimpleText( class.Type, "Benny_8", b_x + bump + boxsize/2, b_y + ss(3), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
draw.SimpleText( class.Name, "Benny_8", b_x + bump + boxsize/2, b_y + ss(4), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
--draw.SimpleText( "", "Benny_8", b_x + bump + boxsize/2, b_y + ss(17), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
if class.Features == "firearm" or class.Features == "grenade" then
surface.SetDrawColor( scheme["fg"] )
surface.DrawOutlinedRect( b_x + bump + ss(1), b_y + ss(1), boxsize-ss(2), ss(b_h-2), ss(0.5) )
invid = invid + 1
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b_x + bump, b_y - ss(2+12), ss(12), ss(12) )
draw.SimpleText( invid, "Benny_10", b_x + bump + ss(6), b_y - ss(2+10), scheme["fg"], TEXT_ALIGN_CENTER, TEXT_ALIGN_TOP )
end
print( item.Loaded )
-- PROTO: Make FindMagSmart that does all this in sh_player, along with the other one in the Weapon HUD.
local maginv = p:INV_FindMag( "mag_" .. item.Class, (item.Loaded and item.Loaded != "" and { [item.Loaded] = true }) )
local f_maginv = {}
if item.Loaded != "" then table.insert( f_maginv, item.Loaded ) end
for i, v in ipairs( maginv ) do
table.insert( f_maginv, v )
end
-- PROTO end
local magbump = 0
for _, mag in ipairs( f_maginv ) do
local mitem = inv[mag]
local loaded = (item.Loaded == mag)
local perc = mitem.Ammo/WeaponGet(mitem.Class).Ammo
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b_x + bump + magbump + ss(13), b_y - ss(14), ss(4), ss(12) )
surface.SetDrawColor( scheme["fg"] )
surface.DrawRect( b_x + bump + magbump + ss(13) + ss(1), b_y - ss(14-1) + math.Round((ss(10)-ss(10*perc))), ss(2), math.Round(ss(10*perc)) )
magbump = magbump + ss(4+1)
end
bump = bump + boxsize + ss(2)
end
end
do -- Captions
local space = Hb
for aaa, caption in pairs(captions) do
if caption.lifetime <= CurTime() then captions[aaa] = nil end
if #caption.lines == 0 then captions[aaa] = nil end
end
for aaa, caption in SortedPairsByMemberValue(captions, "starttime", false) do
surface.SetFont("Benny_Caption_9I")
local tw = 0
for i, v in pairs( caption.lines ) do
local repeater = ( v.repeated > 1 and (" (x" .. v.repeated .. ")") or "" )
tw = math.max( tw, surface.GetTextSize( v.text .. repeater ) )
end
surface.SetFont("Benny_10")
tw = math.max( tw, surface.GetTextSize( caption.name ) )
space = space + ss(22)+ss(8*(#caption.lines-1))
-- BG
surface.SetDrawColor( color_caption )
surface.DrawRect( (sw/2) - (ss(8)+tw)/2, sh - space - ss(0), ss(8)+tw, ss(22)+ss(8*(#caption.lines-1)) )
-- PROTO: Would be nice to be able to change italics or bold inline.
for i, v in SortedPairsByMemberValue( caption.lines, "starttime" ) do
local repeater = ( v.repeated > 1 and (" (x" .. v.repeated .. ")") or "" )
surface.SetFont("Benny_Caption_9I")
surface.SetTextColor( color_white )
surface.SetTextPos( (sw/2) - (tw/2), sh - space + ss(10) + (ss(8)*(i-1)) )
local waah = ""
for i=1, #v.text do
waah = waah .. ( ((i-1)/#v.text) <= math.TimeFraction( v.starttime, v.starttime + v.time_to_type, CurTime() ) and v.text[i] or " ")
end
surface.DrawText( waah .. repeater )
end
surface.SetTextColor( caption.color )
surface.SetFont("Benny_10")
surface.SetTextPos( (sw/2) - (tw/2), sh - space + ss(2) )
surface.DrawText( caption.name )
end
end
if false then -- Debug Inventory
local gap = 0
for ID, Data in pairs( p:INV_Get() ) do
local active = (wep:GetWep2() == ID) and "Wep2" or (wep:GetWep1() == ID) and "Wep1" or ""
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( b + ss(4), b + ss(4) + gap, ss(240), ss(30) )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3) + gap )
surface.DrawText( ID .. " " .. active )
local str = ""
for i, v in pairs( Data ) do
str = str .. i .. ": " .. v .. " "
end
surface.SetFont( "Benny_10" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3 + 8) + gap )
surface.DrawText( str )
surface.SetFont( "Benny_12" )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( b + ss(4 + 4), b + ss(4 + 3 + 8 + 8) + gap )
-- surface.DrawText( active )
gap = gap + ss(30+4)
end
end
if false then -- MP / Arena UI
surface.SetDrawColor( scheme["bg"] )
local r_x, r_y, r_w, r_h = sw/2 - ss(180/2), b, ss(180), ss(30)
local ib, ic = ss(20), ss(2)
surface.DrawRect( r_x, r_y, r_w, r_h )
do -- Time
local tt = string.FormattedTime( (60*1)-(CurTime() % 60) )
local d1, d2
if tt.m > 0 then
d1 = tt.m -- .. ":"
d2 = tt.s
if tt.h > 0 then
-- d1 = tt.h .. ":" .. d1
end
else
d1 = tt.s -- .. "."
d2 = math.floor( tt.ms )
end
d1 = string.format( "%02i", d1 )
d2 = string.format( "%02i", d2 )
if tt.h > 0 then
d1 = tt.h .. ":" .. d1 .. ":"
elseif tt.m > 0 then
d1 = d1 .. ":"
else
d1 = d1 .. "."
end
surface.SetFont( "Benny_36")
local tx = surface.GetTextSize( d1 )
local c1, c2, c3, c4 = schema( active, "fg", ((tt.ms/100)%1))
surface.SetTextColor( c1, c2, c3, c4 )
surface.SetTextPos( ib + r_x + ss( 24 ) - tx, r_y )
surface.SetFont( "BennyS_36")
surface.DrawText( d1 )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( ib + r_x + ss( 24 ) - tx, r_y )
surface.SetFont( "Benny_36")
surface.DrawText( d1 )
surface.SetTextColor( c1, c2, c3, c4 )
surface.SetTextPos( ib + r_x + ss( 24 ), r_y + ss(5) )
surface.SetFont( "BennyS_28")
surface.DrawText( d2 )
surface.SetTextColor( scheme["fg"] )
surface.SetTextPos( ib + r_x + ss( 24 ), r_y + ss(5) )
surface.SetFont( "Benny_28")
surface.DrawText( d2 )
end
do -- Score
for i=0, 1 do
local s_w, s_h = ss(100), ss(12)
local s_x, s_y = r_x + r_w - ic - s_w, ic + r_y + (s_h*i) + (ss(2*i))
surface.SetDrawColor( scheme["fg"] )
if i==1 then -- Losing
surface.DrawOutlinedRect( s_x, s_y, s_w, s_h, math.max( ss(0.5), 1 ) )
surface.SetTextColor( scheme["fg"] )
else
surface.DrawRect( s_x, s_y, s_w, s_h )
surface.SetTextColor( scheme["bg"] )
end
surface.SetFont( "Benny_12")
surface.SetTextPos( s_x + ss(2), s_y + ss(1) )
surface.DrawText( i==1 and "HALO" or "CIA" )
local score = i==1 and "100" or "1200"
surface.SetTextPos( s_x + s_w - surface.GetTextSize( score ) - ss(2), s_y + ss(1) )
surface.DrawText( score )
end
end
end
if false and p:BennyCheck() then
local bx, by = sw/2, sh*(0.75)
local mx = 50
local wep1_table, wep1_class = wep:BTable( false ), wep:BClass( false )
if wep1_table then
draw.SimpleText( wep1_class.Name, "Trebuchet24", bx-mx, by+24*-1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( "Clip1: " .. wep:Clip1(), "Trebuchet24", bx-mx, by+24*0, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( "ID1: " .. wep:GetWep1(), "Trebuchet24", bx-mx, by+24*1, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
draw.SimpleText( "MagID1: " .. wep:D_GetMagID( false ), "Trebuchet24", bx-mx, by+24*2, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
if wep1_table.Loaded then
draw.SimpleText( "T_MagID1: " .. wep1_table.Loaded, "Trebuchet24", bx-mx, by+24*3, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_TOP )
end
end
local wep2_table, wep2_class = wep:BTable( true ), wep:BClass( true )
if wep2_table then
draw.SimpleText( wep2_class.Name, "Trebuchet24", bx+mx, by+24*-1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
draw.SimpleText( "Clip2: " .. wep:Clip2(), "Trebuchet24", bx+mx, by+24*0, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
draw.SimpleText( "ID2: " .. wep:GetWep2(), "Trebuchet24", bx+mx, by+24*1, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
draw.SimpleText( "MagID2: " .. wep:D_GetMagID( true ), "Trebuchet24", bx+mx, by+24*2, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
if wep2_table.Loaded then
draw.SimpleText( "T_MagID2: " .. wep2_table.Loaded, "Trebuchet24", bx+mx, by+24*3, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
end
end
end
end )
do
local function Equip()
local ply = LocalPlayer()
local buckets = ply:INV_Buckets()
if buckets[bucket_selected] and buckets[bucket_selected][item_selected] then
-- ply.CLIENTDESIRE = buckets[bucket_selected][item_selected]
RunConsoleCommand( "benny_inv_equip", buckets[bucket_selected][item_selected] )
end
end
local function Locate( ply, buckets, id )
for i, v in ipairs( buckets ) do
for a, b in ipairs( v ) do
if b == id then
-- print( "Found it" )
return i, a
end
end
end
-- print( "Didn't find it" )
return false
end
local function Wrap( ply, num )
do return end
local buckets = ply:INV_Buckets()
local currsel = ply:GetActiveWeapon():D_GetID( false )
local lb, li = Locate( ply, buckets, currsel )
if lb then
bucket_selected = lb
item_selected = li
end
if !buckets[num] then return end
if bucket_selected == num then
item_selected = item_selected + 1
if item_selected > #buckets[bucket_selected] then
item_selected = 1
end
else
bucket_selected = num
item_selected = 1
end
if buckets[bucket_selected] and buckets[bucket_selected][item_selected] then
ply:EmitSound( "benny/hud/hud-02.ogg", 0, 100, 0.75, CHAN_STATIC )
else
ply:EmitSound( "benny/hud/hud-01.ogg", 0, 100, 0.75, CHAN_STATIC )
end
Equip()
end
local qt = {
["invnext"] = function( ply )
do return end
if !ply:BennyCheck() then return end
local buckets = ply:INV_Buckets()
local currsel = ply:GetActiveWeapon():D_GetID( false )
local lb, li = Locate( ply, buckets, currsel )
if lb then
bucket_selected = lb
item_selected = li
end
item_selected = item_selected + 1
for i=1, #buckets do
if item_selected > #buckets[bucket_selected] then
bucket_selected = bucket_selected + 1
item_selected = 1
end
if bucket_selected > #buckets then bucket_selected = 1 item_selected = 1 end
if buckets[bucket_selected][item_selected] then
ply:EmitSound( "benny/hud/hud-02.ogg", 0, 100, 0.75, CHAN_STATIC )
Equip()
return
end
end
end,
["invprev"] = function( ply )
do return end
local buckets = ply:INV_Buckets()
local currsel = ply:GetActiveWeapon():D_GetID( false )
local lb, li = Locate( ply, buckets, currsel )
if lb then
bucket_selected = lb
item_selected = li
end
item_selected = item_selected - 1
for i=1, #buckets do
if item_selected < 1 then
bucket_selected = bucket_selected - 1
if bucket_selected < 1 then bucket_selected = #buckets end
item_selected = #buckets[bucket_selected]
end
if buckets[bucket_selected][item_selected] then
ply:EmitSound( "benny/hud/hud-02.ogg", 0, 100, 0.75, CHAN_STATIC )
Equip()
return
end
end
Equip()
end,
["slot1"] = function( ply )
Wrap( ply, 1 )
end,
["slot2"] = function( ply )
Wrap( ply, 2 )
end,
["slot3"] = function( ply )
Wrap( ply, 3 )
end,
["slot4"] = function( ply )
Wrap( ply, 4 )
end,
["slot5"] = function( ply )
Wrap( ply, 5 )
end,
["slot6"] = function( ply )
Wrap( ply, 6 )
end,
["slot7"] = function( ply )
Wrap( ply, 7 )
end,
["slot8"] = function( ply )
Wrap( ply, 8 )
end,
["slot9"] = function( ply )
Wrap( ply, 9 )
end,
["slot0"] = function( ply )
Wrap( ply, 0 )
end,
}
hook.Add( "PlayerBindPress", "Benny_PlayerBindPress", function( ply, bind, pressed, code )
if qt[bind] and pressed then
qt[bind]( ply )
return true
end
end)
end
local dads = {
[KEY_1] = 1,
[KEY_2] = 2,
[KEY_3] = 3,
[KEY_4] = 4,
[KEY_5] = 5,
[KEY_6] = 6,
[KEY_7] = 7,
[KEY_8] = 8,
[KEY_9] = 9,
[KEY_0] = 0,
}
local function beatup( ply, num )
local weighted = ply:INV_Weight()
local inv = ply:INV_Get()
local iflip = table.Flip( inv )
local invid = 0
for _, item in pairs( weighted ) do
local class = WeaponGet(item.Class)
if class.Features == "firearm" or class.Features == "grenade" then
invid = invid + 1
if num == invid then
RunConsoleCommand( "benny_inv_equip", iflip[item], "false", "false" )
end
end
end
end
hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
local wep = ply:BennyCheck()
if button == KEY_F then
if tobool(ply:GetInfoNum("benny_wep_toggleaim", 1)) then
wep:SetUserAim( !wep:GetUserAim() )
else
wep:SetUserAim( true )
end
end
if dads[button] then
beatup( ply, dads[button] )
end
end)