147 lines
3.4 KiB
Lua
147 lines
3.4 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/combine_super_soldier.mdl" )
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ply:SetPlayerColor( Vector( 0.275, 0.2, 0.145 ) )
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ply:Give( "benny" )
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end
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if SERVER then
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util.AddNetworkString( "benny_sendinv" )
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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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Ammo = class.Ammo,
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}
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inv[str] = item
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-- PROTO: WriteTable.
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net.Start( "benny_sendinv" )
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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:SetClip1( class.Ammo )
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elseif slot == 2 then
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wep:SetWep2( str )
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wep:SetClip2( class.Ammo )
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else
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end
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end)
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if CLIENT then
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net.Receive( "benny_sendinv", function( len, ply )
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assert(CLIENT, "not client")
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local ply = LocalPlayer()
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assert(IsValid( ply ), "ply is invalid?")
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ply:INV_Get()[net.ReadString()] = net.ReadTable()
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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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-- PROTO: Check that this is the correct 'benny' weapon.
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assert( item, "That item doesn't exist." )
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wep:SetWep1( args[1] )
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wep:SetClip1( item.Ammo )
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wep:OnReloaded()
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end)
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-- Debug inv
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if CLIENT then
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local function regen_items( itemlist )
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local ply = LocalPlayer()
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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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local Menu = DermaMenu()
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Menu:AddOption( "Equip", function()
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RunConsoleCommand("benny_inv_equip", button.ID)
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end )
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Menu:AddOption( "Discard", function()
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RunConsoleCommand("benny_inv_discard", button.ID)
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end )
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Menu:Open()
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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["benny"]["fg"] )
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surface.DrawRect( 0, 0, w, h )
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surface.SetTextColor( schemes["benny"]["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_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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surface.SetFont( "Benny_10" )
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surface.SetTextPos( ss(4), ss(4 + 20) )
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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(340), ss(240) )
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base:MakePopup()
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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 |