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authorAlexander Pickering <alexandermpickering@gmail.com>2018-07-21 19:08:34 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2018-07-21 19:08:34 -0400
commit81d3d4eb333e226432a591461b84ed12f5ac9a3f (patch)
treed802983c3caf6683f1fd8eb881c7df65afa0d27b /gamemode/inventorysystem/equipment
parentbfdf805676684a838dde5d4cdeb3d8c972d5003d (diff)
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Various updates
* Animation api now allows sequences to be played * items now have a .inv attribute that is set when they are added to shaped or equipment inventories * Refactored the way skill inventory is structured * Added some more methods to cl_common to move items around on a player * Minor update to nrequire to display purple message when asked to include a file that dosn't exist.
Diffstat (limited to 'gamemode/inventorysystem/equipment')
-rw-r--r--gamemode/inventorysystem/equipment/cl_equipment.lua4
-rw-r--r--gamemode/inventorysystem/equipment/sh_equipment.lua6
2 files changed, 6 insertions, 4 deletions
diff --git a/gamemode/inventorysystem/equipment/cl_equipment.lua b/gamemode/inventorysystem/equipment/cl_equipment.lua
index 8d06594..58fc3f9 100644
--- a/gamemode/inventorysystem/equipment/cl_equipment.lua
+++ b/gamemode/inventorysystem/equipment/cl_equipment.lua
@@ -118,7 +118,7 @@ inv.DrawOnDPanel = function(self,panel)
if self.equiped[k].GetOptions then
pn.DoClick = function()
local dm = DermaMenu()
- com.CreateMenuFor(dm,self.equiped[k].GetOptions())
+ com.CreateMenuFor(dm,self.equiped[k]:GetOptions())
dm:Open()
end
end
@@ -153,7 +153,7 @@ inv.DrawOnDPanel = function(self,panel)
if item.GetOptions then
self[position[1]].DoClick = function()
local dm = DermaMenu()
- com.CreateMenuFor(dm,item.GetOptions())
+ com.CreateMenuFor(dm,item:GetOptions())
dm:Open()
end
end
diff --git a/gamemode/inventorysystem/equipment/sh_equipment.lua b/gamemode/inventorysystem/equipment/sh_equipment.lua
index b27dd08..a9b6f83 100644
--- a/gamemode/inventorysystem/equipment/sh_equipment.lua
+++ b/gamemode/inventorysystem/equipment/sh_equipment.lua
@@ -77,17 +77,18 @@ end
inv.Put = function(self,position,item)
self.equiped[position[1]] = item
if item.onEquip then item:onEquip(self.Owner) end
+ item.inv = self
end
inv.Has = function(self,string_or_compare_func)
if type(string_or_compare_func) == "string" then
for k,v in pairs(self.equiped) do
- if v.Name == string_or_compare_func then return k end
+ if v.Name == string_or_compare_func then return {k} end
end
return nil
elseif type(string_or_compare_func) == "function" then
for k,v in pairs(self.equiped) do
- if string_or_compare_func(v.Name) then return k end
+ if string_or_compare_func(v.Name) then return {k} end
end
return nil
end
@@ -99,6 +100,7 @@ inv.Remove = function(self,position)
if not item then return end --Make sure we'r enot dragging an empty space
if item.onUnEquip then item:onUnEquip(self.Owner) end
self.equiped[position[1]] = nil
+ item.inv = nil
end
inv.Get = function(self,position)