322 lines
8.1 KiB
Lua
322 lines
8.1 KiB
Lua
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function GM:PlayerSpawn( ply )
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player_manager.SetPlayerClass( ply, "player_benny" )
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ply:SetModel( "models/player/police.mdl" )
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ply:SetViewOffset( Vector( 0, 0, 64 ) )
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ply:SetViewOffsetDucked( Vector( 0, 0, 50 ) )
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ply:SetPlayerColor( Vector( 0.275, 0.2, 0.145 ) )
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ply:Give( "benny" )
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ply:SetCrouchedWalkSpeed( 0.3 )
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ply:SetDuckSpeed( 0.1 )
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ply:SetUnDuckSpeed( 0.1 )
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ply:SetSlowWalkSpeed( 100 )
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ply:SetWalkSpeed( 160 )
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ply:SetRunSpeed( 220 )
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ply:SetStepSize( 16 )
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end
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if SERVER then
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util.AddNetworkString( "benny_syncinv" )
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util.AddNetworkString( "benny_sendinvitem" )
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util.AddNetworkString( "benny_discardinvitem" )
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end
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concommand.Add("benny_debug_give", function(ply, cmd, args)
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assert(SERVER, "not server")
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-- PROTO: Check for the correct 'benny' weapon.
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local ply = Entity( args[1] )
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local wep = ply:GetActiveWeapon()
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local inv = ply:INV_Get()
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local str = UUID_generate()
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local class = WEAPONS[args[3]]
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assert(class, "Invalid Class.")
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local item = {
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Class = args[3],
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Loaded = 1,
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Ammo1 = class.Ammo,
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Ammo2 = class.Ammo,
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Ammo3 = class.Ammo,
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Acquisition = CurTime(),
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}
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inv[str] = item
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-- PROTO: WriteTable.
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net.Start( "benny_sendinvitem" )
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net.WriteString( str )
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net.WriteTable( item )
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net.Send( ply )
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local slot = tonumber(args[2])
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if slot == 1 then
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wep:SetWep1( str )
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wep:SetWep1Clip( item.Loaded )
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wep:SetClip1( item[ "Ammo" .. item.Loaded ] )
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elseif slot == 2 then
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wep:SetWep2( str )
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wep:SetWep2Clip( item.Loaded )
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wep:SetClip2( item[ "Ammo" .. item.Loaded ] )
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else
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end
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end)
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-- PROTO: Move this all into weapon code.
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concommand.Add("benny_inv_equip", function( ply, cmd, args )
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local inv = ply:INV_Get()
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local wep = ply:GetActiveWeapon()
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local item = inv[args[1]]
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local class = WEAPONS[item.Class]
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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist. " .. tostring(item) )
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wep:SetWep1( args[1] )
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wep:SetWep1Clip( item.Loaded )
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-- PROTO: Make grenade/melee/firearm logic way way better.
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if class.Features == "firearm" then
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if item.Loaded != 0 then
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assert( item[ "Ammo" .. item.Loaded ], "That magazine doesn't exist." )
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end
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wep:SetClip1( item.Loaded == 0 and 0 or item[ "Ammo" .. item.Loaded ] )
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end
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end)
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concommand.Add("benny_inv_sync", function( ply, cmd, args )
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local inv = ply:INV_Get()
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-- PROTO: WriteTable.
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net.Start("benny_syncinv")
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net.WriteUInt( table.Count( inv ), 4 )
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for ID, Data in pairs( inv ) do
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net.WriteString( ID )
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net.WriteTable( Data )
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end
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net.Send( ply )
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end)
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concommand.Add("benny_inv_discard", function( ply, cmd, args )
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local inv = ply:INV_Get()
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local wep = ply:GetActiveWeapon()
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local item = inv[args[1]]
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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist. " .. tostring(item) )
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inv[args[1]] = nil
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net.Start( "benny_discardinvitem" )
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net.WriteString( args[1] )
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net.Send( ply )
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if wep:GetWep1() == args[1] then
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wep:SetWep1( "" )
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wep:SetWep1Clip( 0 )
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wep:SetClip1( 0 )
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end
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if wep:GetWep2() == args[1] then
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wep:SetWep2( "" )
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wep:SetWep2Clip( 0 )
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wep:SetClip2( 0 )
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end
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end)
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-- Network to client
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if CLIENT then
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net.Receive( "benny_syncinv", function( len, ply )
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local ply = LocalPlayer()
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local inv = ply:INV_Get()
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table.Empty( inv )
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for i=1, net.ReadUInt( 4 ) do
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inv[net.ReadString()] = net.ReadTable()
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end
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end)
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net.Receive( "benny_sendinvitem", function( len, ply )
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local ply = LocalPlayer()
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ply:INV_Get()[net.ReadString()] = net.ReadTable()
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end)
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net.Receive( "benny_discardinvitem", function( len, ply )
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local ply = LocalPlayer()
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ply:INV_Get()[net.ReadString()] = nil
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end)
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end
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hook.Add( "PlayerDeathSound", "Benny_PlayerDeathSound", function( ply )
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return true -- we don't want the default sound!
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end )
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function GM:ShowHelp( ply )
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if SERVER then
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ply:SendLua( [[OpenSMenu()]] )
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end
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end
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function GM:ShowTeam( ply )
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if SERVER then
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ply:SendLua( [[OpenDeadeye()]] )
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end
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end
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-- Debug inv
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if CLIENT then
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function GM:OnSpawnMenuOpen()
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RunConsoleCommand( "benny_debug_inv" )
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end
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function GM:OnSpawnMenuClose()
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if IsValid( base ) then base:Remove() end
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end
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function OpenSMenu()
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if IsValid( smenu ) then smenu:Remove() return end
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local active = GetConVar("benny_hud_tempactive"):GetString()
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smenu = vgui.Create("DFrame")
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smenu:SetSize( ss(1+(96+2)*4), ss(360) )
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smenu:MakePopup()
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smenu:SetKeyboardInputEnabled( false )
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smenu:Center()
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function smenu:Paint( w, h )
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surface.SetDrawColor( schemes[active]["bg"] )
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surface.DrawRect( 0, 0, w, h )
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return true
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end
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local itemlist = smenu:Add("DScrollPanel")
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itemlist:Dock( FILL )
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-- local List = vgui.Create( "DIconLayout", itemlist )
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-- List:Dock( FILL )
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-- List:SetSpaceX( 5 )
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-- List:SetSpaceY( 5 )
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local createlist = {}
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for ClassName, Class in pairs( WEAPONS ) do
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if !createlist[Class.Type] then
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createlist[Class.Type] = {}
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end
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table.insert( createlist[Class.Type], { ClassName = ClassName, Class = Class } )
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end
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for i, v in SortedPairs( createlist ) do
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local Collapse = itemlist:Add( "DCollapsibleCategory" )
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Collapse:Dock( TOP )
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Collapse:SetLabel( i )
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local Lays = itemlist:Add( "DIconLayout" )
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Collapse:SetContents( Lays )
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Lays:Dock( FILL )
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Lays:SetSpaceX( ss(1) )
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Lays:SetSpaceY( ss(1) )
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for Mew, New in ipairs( v ) do
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local button = Lays:Add( "DButton" )
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button:SetSize( ss(96), ss(14) )
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--button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.Text_Name = New.Class.Name
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button.Text_Desc = New.Class.Description
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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RunConsoleCommand( "benny_debug_give", LocalPlayer():EntIndex(), 0, New.ClassName )
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end
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function button:DoRightClick()
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end
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function button:Paint( w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes[active]["bg"] )
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surface.SetFont( "Benny_12" )
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surface.SetTextPos( ss(2), ss(2) )
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surface.DrawText( self.Text_Name )
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-- surface.SetFont( "Benny_10" )
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-- surface.SetTextPos( ss(4), ss(4 + 12) )
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-- surface.DrawText( self.Text_Desc )
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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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end
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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local active = GetConVar("benny_hud_tempactive"):GetString()
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itemlist:Clear()
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for i, v in pairs( ply:INV_Get() ) do
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local button = vgui.Create( "DButton" )
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itemlist:AddItem( button )
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button:SetSize( 1, ss(36) )
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button:Dock( TOP )
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button:DockMargin( 0, 0, 0, ss(4) )
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button.ID = i
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local Class = WEAPONS[v.Class]
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button.Text_Name = Class.Name
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button.Text_Desc = Class.Description
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-- PROTO: These functions don't need to be remade over and over like this.
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function button:DoClick()
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RunConsoleCommand("benny_inv_equip", button.ID)
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timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
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end
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function button:DoRightClick()
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RunConsoleCommand("benny_inv_discard", button.ID)
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timer.Simple( 0.1, function() if IsValid( itemlist ) then regen_items( itemlist ) end end )
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end
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function button:Paint( w, h )
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surface.SetDrawColor( schemes[active]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes[active]["bg"] )
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surface.SetFont( "Benny_16" )
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surface.SetTextPos( ss(4), ss(4) )
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surface.DrawText( self.Text_Name )
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surface.SetFont( "Benny_12" )
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surface.SetTextPos( ss(4), ss(4 + 12) )
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surface.DrawText( self.Text_Desc )
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surface.SetFont( "Benny_12" )
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local tx = surface.GetTextSize( self.ID )
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surface.SetTextPos( w - ss(4) - tx, ss(4) )
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surface.DrawText( self.ID )
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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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concommand.Add("benny_debug_inv", function()
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if IsValid( base ) then base:Remove() end
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base = vgui.Create("DFrame")
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base:SetSize( ss(400), ss(240) )
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base:MakePopup()
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base:SetKeyboardInputEnabled( false )
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base:Center()
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function base:Paint( w, h )
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surface.SetDrawColor( schemes["benny"]["bg"] )
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surface.DrawRect( 0, 0, w, h )
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return true
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end
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local itemlist = base:Add("DScrollPanel")
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itemlist:Dock( FILL )
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regen_items( itemlist )
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end)
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end |