54 lines
1.2 KiB
Lua
54 lines
1.2 KiB
Lua
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-- Predicted weapon switching
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local dads = {
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[KEY_1] = 1,
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[KEY_2] = 2,
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[KEY_3] = 3,
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[KEY_4] = 4,
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[KEY_5] = 5,
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[KEY_6] = 6,
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[KEY_7] = 7,
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[KEY_8] = 8,
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[KEY_9] = 9,
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[KEY_0] = 0,
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}
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local function beatup( ply, num )
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local weighted = ply:INV_Weight()
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local inv = ply:INV_Get()
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local wep = ply:BennyCheck()
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local iflip = table.Flip( inv )
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local hand = ply:KeyDown(IN_ZOOM)
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local invid = 0
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for _, item in pairs( weighted ) do
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local class = WeaponGet(item.Class)
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local id = iflip[item]
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if class.Features == "firearm" or class.Features == "grenade" then
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invid = invid + 1
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if num == 0 then num = 10 end
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if num == invid then
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if id == wep:D_GetID( hand ) then
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-- If we are selected our currently equipped weapon, holster it.
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return wep:D_SetReqID( hand, "" )
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else
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if id == wep:D_GetID( !hand ) then
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-- If the wanted weapon is in the other hand, request to holster it.
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wep:D_SetReqID( !hand, "" )
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end
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return wep:D_SetReqID( hand, id )
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end
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end
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end
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end
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return wep:D_SetReqID( hand, "" )
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end
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hook.Add( "PlayerButtonDown", "Benny_PlayerButtonDown_Inv", function( ply, button )
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local wep = ply:BennyCheck()
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if dads[button] then
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beatup( ply, dads[button] )
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end
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end) |