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authorAlexander Pickering <alexandermpickering@gmail.com>2017-08-24 20:32:34 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2017-08-24 20:32:34 -0400
commit233e478e40d72a091f70f18dc6846066a4f52016 (patch)
treecf34be714088889731736c81bd44e198c792625a /gamemode/itemsystem/quest/rougebadge.lua
parent61bc16dae5a1b61bcd237d9f0be36125829d95b1 (diff)
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Fix all linter warnings
Diffstat (limited to 'gamemode/itemsystem/quest/rougebadge.lua')
-rw-r--r--gamemode/itemsystem/quest/rougebadge.lua78
1 files changed, 39 insertions, 39 deletions
diff --git a/gamemode/itemsystem/quest/rougebadge.lua b/gamemode/itemsystem/quest/rougebadge.lua
index df5a149..2b7d0a0 100644
--- a/gamemode/itemsystem/quest/rougebadge.lua
+++ b/gamemode/itemsystem/quest/rougebadge.lua
@@ -1,39 +1,39 @@
---[[
- An example item
-]]
-do return end
-local item = {}
-
---Required, a name, all item names must be unique
-item.Name = "Rouge Newbie Badge"
-
---Optional, a tooltip to display when hovered over
-item.Tooltip = "A tiny peice of metal, kinda looks like a dagger."
-
---Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network
-item.Serialize = function(self)
- print("Trying to serailize!")
- return ""
-end
-
---Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set.
-item.DeSerialize = function(self,string)
- print("Trying to deserialize!")
- return self
-end
-
---Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file!
-function item.GetOptions(self)
- local options = {}
- options["test"] = function() print("You pressed test!") end
- options["toste"] = function() print("You pressed toste!") end
- return options
-end
-
---Required, the shape of this item in a backpack.
-item.Shape = {
- {true}
-}
-
-
-nrequire("item.lua").RegisterItem(item)
+-- --[[
+-- An example item
+-- ]]
+-- do return end
+-- local item = {}
+--
+-- --Required, a name, all item names must be unique
+-- item.Name = "Rouge Newbie Badge"
+--
+-- --Optional, a tooltip to display when hovered over
+-- item.Tooltip = "A tiny peice of metal, kinda looks like a dagger."
+--
+-- --Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network
+-- item.Serialize = function(self)
+-- print("Trying to serailize!")
+-- return ""
+-- end
+--
+-- --Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set.
+-- item.DeSerialize = function(self,string)
+-- print("Trying to deserialize!")
+-- return self
+-- end
+--
+-- --Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file!
+-- function item.GetOptions(self)
+-- local options = {}
+-- options["test"] = function() print("You pressed test!") end
+-- options["toste"] = function() print("You pressed toste!") end
+-- return options
+-- end
+--
+-- --Required, the shape of this item in a backpack.
+-- item.Shape = {
+-- {true}
+-- }
+--
+--
+-- nrequire("item.lua").RegisterItem(item)