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authorAlexander Pickering <alexandermpickering@gmail.com>2017-04-02 20:05:56 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2017-04-02 20:05:56 -0400
commit191ba416c8b611ea4901cead138789a357c56134 (patch)
treeb30ae3473c16028a14d3ed0c80633f360cc1c914 /gamemode/itemsystem/weapons/scraphammer.lua
parenta22cbeddc5f8fb61e87a30aa14ba354de5cf4431 (diff)
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I finally had some time to work on this... dependency added on bobbleheadbob's zone addon
Diffstat (limited to 'gamemode/itemsystem/weapons/scraphammer.lua')
-rw-r--r--gamemode/itemsystem/weapons/scraphammer.lua329
1 files changed, 149 insertions, 180 deletions
diff --git a/gamemode/itemsystem/weapons/scraphammer.lua b/gamemode/itemsystem/weapons/scraphammer.lua
index 586b331..762dc5f 100644
--- a/gamemode/itemsystem/weapons/scraphammer.lua
+++ b/gamemode/itemsystem/weapons/scraphammer.lua
@@ -1,233 +1,202 @@
--[[
An example item
]]
+local com = nrequire("core/inventory/common/weapons.lua")
+local itm = nrequire("core/inventory/common/items.lua")
+local reg = nrequire("core/inventory/item.lua")
+local pac,eff
+if SERVER then
+ pac = nrequire("core/pac/sv_pac.lua")
+else
+ eff = nrequire("core/clienteffects/blocked.lua")
+end
+
local item = {}
--Required, a name, all item names must be unique
item.Name = "Scrap Hammer"
--Optional, a tooltip to display
-item.Tooltip = "Bits of scrap put togeather to resembel a hammer"
+item.Tooltip = "Bits of scrap put togeather to resemble a hammer"
--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 ""
+ 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
+ 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, you'll need to use the net library.
function item.GetOptions(self)
- local options = {}
- options["test"] = function() print("You pressed test!") end
- options["toste"] = function() print("You pressed toste!") end
- options["Drop"] = ART.DropItem(self)
- return options
+ local options = {}
+ options["test"] = function() print("You pressed test!") end
+ options["toast"] = function() print("You pressed toast!") end
+ options["Drop"] = itm.DropItem(self)
+ return options
end
function item.DoOnPanel(dimagebutton)
- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
-end
-
-function item.DoOnEqupPanel(dimagebutton)
- print("called with panel:",panel)
- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
-end
-
---[[
-function item.Paint(self,width,height)
- --print("painting with values",self,width,height)
- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0))
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
end
-function item.PaintEquiped(self,width,height)
- --print("painting with values",self,width,height)
- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0))
+function item.DoOnEquipPanel(dimagebutton)
+ print("called with panel:",panel)
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
end
-]]
--Required, the shape of this item.
item.Shape = {
- {true,true,true},
- {false,true},
- {false,true},
+ {true,true,true},
+ {false,true},
+ {false,true},
}
--Optional, If this item can be equiped in any player slots, put them here.
-item.Equipable = "Right"
+item.Equipable = "Right Hand"
local swingdata = {
- ["fwd"] = {
- {0.007,Vector(-27,1,9)},
- {0.014,Vector(-20,3,16)},
- {0.020,Vector(-11,6,22)},
- {0.027,Vector(0,7,26)},
- {0.032,Vector(15,7,25)},
- {0.039,Vector(28,6,21)},
- {0.045,Vector(38,4,14)},
- {0.052,Vector(46,0,3)},
- {0.059,Vector(50,-3,-6)},
- {0.065,Vector(52,-6,-15)},
- {0.072,Vector(52,-8,-22)},
- {0.078,Vector(51,-10,-28)},
- {0.084,Vector(50,-11,-31)},
- {0.091,Vector(50,-11,-32)},
- {0.097,Vector(50,-11,-32)}
- },
- ["lft"] = {
- {0.007,Vector(-6,24,2)},
- {0.014,Vector(-1,26,2)},
- {0.020,Vector(5,28,1)},
- {0.027,Vector(12,28,-1)},
- {0.035,Vector(19,27,-4)},
- {0.042,Vector(27,24,-7)},
- {0.048,Vector(37,17,-13)},
- {0.055,Vector(42,12,-17)},
- {0.061,Vector(45,5,-20)},
- {0.068,Vector(48,-2,-23)},
- {0.075,Vector(49,-8,-25)},
- {0.084,Vector(49,-14,-26)},
- {0.091,Vector(49,-19,-27)},
- {0.097,Vector(48,-22,-27)},
- {0.104,Vector(48,-25,-27)},
- {0.110,Vector(48,-26,-27)},
- {0.117,Vector(48,-27,-27)},
- {0.123,Vector(48,-26,-27)},
- {0.131,Vector(48,-26,-27)}
- },
- ["rig"] = {
- {0.009,Vector(-3,25,2)},
- {0.017,Vector(3,27,1)},
- {0.025,Vector(11,28,-1)},
- {0.032,Vector(20,27,-4)},
- {0.040,Vector(28,24,-7)},
- {0.051,Vector(36,19,-12)},
- {0.059,Vector(42,11,-17)},
- {0.067,Vector(47,2,-22)},
- {0.075,Vector(49,-5,-25)},
- {0.083,Vector(49,-13,-27)},
- {0.090,Vector(49,-19,-28)},
- {0.098,Vector(48,-24,-28)},
- {0.106,Vector(48,-27,-28)},
- {0.114,Vector(48,-28,-28)},
- {0.121,Vector(48,-27,-28)},
- {0.129,Vector(48,-27,-27)}
- },
+ ["fwd"] = {
+ {0.007,Vector(-27,1,9)},
+ {0.014,Vector(-20,3,16)},
+ {0.020,Vector(-11,6,22)},
+ {0.027,Vector(0,7,26)},
+ {0.032,Vector(15,7,25)},
+ {0.039,Vector(28,6,21)},
+ {0.045,Vector(38,4,14)},
+ {0.052,Vector(46,0,3)},
+ {0.059,Vector(50,-3,-6)},
+ {0.065,Vector(52,-6,-15)},
+ {0.072,Vector(52,-8,-22)},
+ {0.078,Vector(51,-10,-28)},
+ {0.084,Vector(50,-11,-31)},
+ {0.091,Vector(50,-11,-32)},
+ {0.097,Vector(50,-11,-32)}
+ },
+ ["lft"] = {
+ {0.007,Vector(-6,24,2)},
+ {0.014,Vector(-1,26,2)},
+ {0.020,Vector(5,28,1)},
+ {0.027,Vector(12,28,-1)},
+ {0.035,Vector(19,27,-4)},
+ {0.042,Vector(27,24,-7)},
+ {0.048,Vector(37,17,-13)},
+ {0.055,Vector(42,12,-17)},
+ {0.061,Vector(45,5,-20)},
+ {0.068,Vector(48,-2,-23)},
+ {0.075,Vector(49,-8,-25)},
+ {0.084,Vector(49,-14,-26)},
+ {0.091,Vector(49,-19,-27)},
+ {0.097,Vector(48,-22,-27)},
+ {0.104,Vector(48,-25,-27)},
+ {0.110,Vector(48,-26,-27)},
+ {0.117,Vector(48,-27,-27)},
+ {0.123,Vector(48,-26,-27)},
+ {0.131,Vector(48,-26,-27)}
+ },
+ ["rig"] = {
+ {0.009,Vector(-3,25,2)},
+ {0.017,Vector(3,27,1)},
+ {0.025,Vector(11,28,-1)},
+ {0.032,Vector(20,27,-4)},
+ {0.040,Vector(28,24,-7)},
+ {0.051,Vector(36,19,-12)},
+ {0.059,Vector(42,11,-17)},
+ {0.067,Vector(47,2,-22)},
+ {0.075,Vector(49,-5,-25)},
+ {0.083,Vector(49,-13,-27)},
+ {0.090,Vector(49,-19,-28)},
+ {0.098,Vector(48,-24,-28)},
+ {0.106,Vector(48,-27,-28)},
+ {0.114,Vector(48,-28,-28)},
+ {0.121,Vector(48,-27,-28)},
+ {0.129,Vector(48,-27,-27)}
+ },
+}
+
+local attacks = {
+ forward = {
+ anim = "hammer_swing_up",
+ animtime = 2.33,
+ data = swingdata["fwd"],
+ dammage = 5
+ },
+ left = {
+ anim = "hammer_swing_left",
+ animtime = 2.33,
+ data = swingdata["lft"],
+ dammage = 5
+ },
+ right = {
+ anim = "hammer_swing_right",
+ animtime = 2.33,
+ data = swingdata["rig"],
+ dammage = 5
+ }
}
--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right
item.lastSwing = {}
item.onClick = function(self,owner)
- item.lastSwing[owner] = item.lastSwing[owner] or 0
- if item.lastSwing[owner] > CurTime() then
- print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
- return end
- item.lastSwing[owner] = CurTime()+1.33
- local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
- local movementtbl = {
- ["forward"] = function()
- owner:SetLuaAnimation("hammer_swing_up")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_up")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["fwd"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
-
- end,
- ["backward"] = function()
-
- end,
- ["left"] = function()
- owner:SetLuaAnimation("hammer_swing_left")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_left")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["lft"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- ["right"] = function()
- owner:SetLuaAnimation("hammer_swing_right")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_right")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["rig"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- }
- movementtbl[ART.playermovedir(owner)]()
+ --Make sure we can swing (off cooldown)
+ item.lastSwing[owner] = item.lastSwing[owner] or 0
+ if item.lastSwing[owner] > CurTime() then return end
+ item.lastSwing[owner] = CurTime()+1.33
+
+ --[[
+ local movementtbl = {}
+ for k,v in pairs(attacks) do
+ movementtbl[k] = function()
+ owner:SetLuaAnimation(v.anim)
+ timer.Simple(v.animtime,function()
+ owner:StopLuaAnimation(v.anim)
+ end)
+ local times, pos = {},{}
+ for i,j in pairs(v.data) do
+ times[i] = 1 + j[1]
+ pos[i] = Vector(j[2])
+ pos[i]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ com.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == k then
+ eff()
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ tr.Entity:TakeDamage(v.dammage,owner,owner:GetActiveWeapon())
+ end
+ end)
+ end
+ end
+ ]]
+ local movementtbl = com.createattackstable(attacks)
+
+ --Do the attack
+ movementtbl[com.playermovedir(owner)]()
end
--Optional, if we should do something special on equip(like draw the PAC for this weapon)
item.onEquip = function(self,who)
- print("onEquip",who)
- if CLIENT then print("onEquip client!") end
- if SERVER then
- PrintTable(pac)
- who:GetActiveWeapon():SetHoldType("melee2")
- ART.ApplyPAC(who,"scraphammer")
- --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
- --who:AttachPACPart(outfit)
- --print("onEquip server!")
- end
+ print("woo! i'm being used!")
+ if SERVER then
+ who:GetActiveWeapon():SetHoldType("melee2")
+ pac.ApplyPac(who,"scraphammer")
+ end
end
--Optional, if we should do something speical on unequip(like setting animations back to normal)
item.onUnEquip = function(self,who)
- who:GetActiveWeapon():SetHoldType("normal")
- ART.RemovePAC(who,"scraphammer")
+ print("aw, I'm being put away :(")
+ who:GetActiveWeapon():SetHoldType("normal")
+ pac.RemovePac(who,"scraphammer")
end
item.onDropped = function(self, ent)
- ART.ApplyPAC(ent,"scraphammer")
+ pac.ApplyPac(ent,"scraphammer")
end
-print("Hello from scrapgun.lua")
+print("Hello from scraphammer.lua")
--Don't forget to register the item!
-nrequire("item.lua").RegisterItem(item)
+reg.RegisterItem(item)