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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/weapons/scraphammer.lua
parent61bc16dae5a1b61bcd237d9f0be36125829d95b1 (diff)
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Fix all linter warnings
Diffstat (limited to 'gamemode/itemsystem/weapons/scraphammer.lua')
-rw-r--r--gamemode/itemsystem/weapons/scraphammer.lua406
1 files changed, 203 insertions, 203 deletions
diff --git a/gamemode/itemsystem/weapons/scraphammer.lua b/gamemode/itemsystem/weapons/scraphammer.lua
index 2534907..f281799 100644
--- a/gamemode/itemsystem/weapons/scraphammer.lua
+++ b/gamemode/itemsystem/weapons/scraphammer.lua
@@ -1,203 +1,203 @@
---[[
- An example item
-]]
-do return end
-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 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)
- 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)
- 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["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.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},
-}
-
---Optional, If this item can be equiped in any player slots, put them here.
-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)}
- },
-}
-
-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)
- --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("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)
- print("aw, I'm being put away :(")
- who:GetActiveWeapon():SetHoldType("normal")
- pac.RemovePac(who,"scraphammer")
-end
-
-item.onDropped = function(self, ent)
- pac.ApplyPac(ent,"scraphammer")
-end
-
-print("Hello from scraphammer.lua")
---Don't forget to register the item!
-reg.RegisterItem(item)
+-- --[[
+-- An example item
+-- ]]
+-- do return end
+-- 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 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)
+-- 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)
+-- 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["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.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},
+-- }
+--
+-- --Optional, If this item can be equiped in any player slots, put them here.
+-- 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)}
+-- },
+-- }
+--
+-- 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)
+-- --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("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)
+-- print("aw, I'm being put away :(")
+-- who:GetActiveWeapon():SetHoldType("normal")
+-- pac.RemovePac(who,"scraphammer")
+-- end
+--
+-- item.onDropped = function(self, ent)
+-- pac.ApplyPac(ent,"scraphammer")
+-- end
+--
+-- print("Hello from scraphammer.lua")
+-- --Don't forget to register the item!
+-- reg.RegisterItem(item)