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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2017-11-08 15:51:26 -0500 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2017-11-08 15:51:26 -0500 |
| commit | 2252904b8147419c551ad2653a20627281d0531f (patch) | |
| tree | c1d76a132fa085940dd33d8af99c08dd9da04675 /gamemode/core/combat/sv_weaponswing.lua | |
| parent | 07593f0c983ac6b16161829b20ea6fde887fa7e9 (diff) | |
| download | artery-2252904b8147419c551ad2653a20627281d0531f.tar.gz artery-2252904b8147419c551ad2653a20627281d0531f.tar.bz2 artery-2252904b8147419c551ad2653a20627281d0531f.zip | |
Finished LDoc comments
Diffstat (limited to 'gamemode/core/combat/sv_weaponswing.lua')
| -rw-r--r-- | gamemode/core/combat/sv_weaponswing.lua | 22 |
1 files changed, 20 insertions, 2 deletions
diff --git a/gamemode/core/combat/sv_weaponswing.lua b/gamemode/core/combat/sv_weaponswing.lua index 2d45d31..b02c8fc 100644 --- a/gamemode/core/combat/sv_weaponswing.lua +++ b/gamemode/core/combat/sv_weaponswing.lua @@ -1,3 +1,6 @@ +---Automatically re-calculates swing arcs for weapons. +-- This files helps you create mele weapons that need to be swung +--@module sv_weaponswing.lua --[[ This file tells you what weapons need their swings recalculated ]] @@ -41,6 +44,9 @@ net.Receive("artery_notifyserverofswing",function() file.Write("artery/dynamic/swingdata/" .. weapon .. ".txt",util.Compress(util.TableToJSON(olddata))) end) +---Make a weapons swingable. +-- Make a new weapon that needs swing arcs, this function checks to make sure the table has a .Name, .attacks, and .pacname +--@tparam swingitem tbl A swingable item. function ws.makeSwingable(tbl) --print("Makeing a swingable out of:") --PrintTable(tbl) @@ -50,6 +56,11 @@ function ws.makeSwingable(tbl) swingable[tbl.Name] = tbl end +---Actually swings a weapon. +-- Makes a player swing their weapon, and dammages anything in the swing arc +--@tparam swingitem The item the player swung +--@tparam player ply The player swinging the weapon +--@tparam function callback The function to call when the swing arc hit something. function ws.doSwing(weapon,ply,callback) local dir = wep.playermovedir(ply) local fdata = file.Read("artery/dynamic/swingdata/" .. weapon.Name .. ".txt") @@ -92,7 +103,9 @@ function ws.doSwing(weapon,ply,callback) end) end ---Create a fake thing in front of the player, do the swing animations, and record them. +---Records animations for swingables. +-- Records the player doing swings  +--@concommand artery_Recordanimations concommand.Add("artery_recordanimations",function(ply,cmd,args) if not ply:IsAdmin() then return end local e = ply @@ -162,7 +175,9 @@ concommand.Add("artery_recordanimations",function(ply,cmd,args) end) - +---Command to check that all swingable weapons have been recorded. +-- Check the console for output +--@concommand artery_checkSwingable concommand.Add("artery_checkSwingable",function(ply,cmd,args) local nitms = 0 local noswingdata = {} @@ -180,6 +195,9 @@ concommand.Add("artery_checkSwingable",function(ply,cmd,args) print("Scanned ",nitms,"swingable items, could not find data for:\n\t",table.concat(noswingdata,"\n\t")) end) +---Clears the swingable cache, usefull for developers. +-- Clears the list of items the gamemode knows about that are swingable  +--@concommand artery_clearswingable concommand.Add("artery_clearswingable",function(ply,cmd,args) if not ply:IsAdmin() then return end swingable = {} |
