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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2017-09-08 18:48:13 -0400 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2017-09-08 18:48:13 -0400 |
| commit | 22f3c6d96fcb560c13445d4a6135ca3f01d27197 (patch) | |
| tree | bbabd4bc9d6b96acbbc6248833c602f8f3249a04 /gamemode/itemsystem | |
| parent | 13a87c24b79ff4db6e1917409ce8a11b1d72b6e6 (diff) | |
| download | artery-22f3c6d96fcb560c13445d4a6135ca3f01d27197.tar.gz artery-22f3c6d96fcb560c13445d4a6135ca3f01d27197.tar.bz2 artery-22f3c6d96fcb560c13445d4a6135ca3f01d27197.zip | |
Deleted a lot of code
Deleted code that was not being used, and some of the images too.
Diffstat (limited to 'gamemode/itemsystem')
| -rw-r--r-- | gamemode/itemsystem/armor/balaclava.lua | 81 | ||||
| -rw-r--r-- | gamemode/itemsystem/foodstuffs/ratmeat.lua | 47 | ||||
| -rw-r--r-- | gamemode/itemsystem/foodstuffs/watermelon.lua | 62 | ||||
| -rw-r--r-- | gamemode/itemsystem/item_common.lua | 75 | ||||
| -rw-r--r-- | gamemode/itemsystem/quest/rougebadge.lua | 39 | ||||
| -rw-r--r-- | gamemode/itemsystem/quest/rougebook.lua | 69 | ||||
| -rw-r--r-- | gamemode/itemsystem/quest/togglechip.lua | 25 | ||||
| -rw-r--r-- | gamemode/itemsystem/scrapgun.lua | 61 | ||||
| -rw-r--r-- | gamemode/itemsystem/utility/flashlight.lua | 89 | ||||
| -rw-r--r-- | gamemode/itemsystem/weapons/knuckledclaw.lua | 164 | ||||
| -rw-r--r-- | gamemode/itemsystem/weapons/rustyaxe.lua | 272 | ||||
| -rw-r--r-- | gamemode/itemsystem/weapons/scraphammer.lua | 203 | ||||
| -rw-r--r-- | gamemode/itemsystem/weapons/seratedknife.lua | 200 | ||||
| -rw-r--r-- | gamemode/itemsystem/weapons_common.lua | 71 |
14 files changed, 0 insertions, 1458 deletions
diff --git a/gamemode/itemsystem/armor/balaclava.lua b/gamemode/itemsystem/armor/balaclava.lua deleted file mode 100644 index dead873..0000000 --- a/gamemode/itemsystem/armor/balaclava.lua +++ /dev/null @@ -1,81 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Balaclava" --- --- --Optional, a tooltip to display --- item.Tooltip = "Something to cover your face" --- --- --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 Serialize!") --- 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, 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 --- 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 --- --- --[[ --- function item.Paint(self,width,height) --- --print("painting with values",self,width,height) --- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) --- 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)) --- end --- ]] --- --- --Required, the shape of this item. --- item.Shape = { --- {true,true}, --- {true,true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Head" --- --- --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) --- ART.ApplyPAC(who,"balaclava") --- end --- end --- --- --Optional, if we should do something speical on unequip(like setting animations back to normal) --- item.onUnEquip = function(self,who) --- ART.RemovePAC(who,"balaclava") --- end --- --- print("Hello from balaclava.lua") --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/foodstuffs/ratmeat.lua b/gamemode/itemsystem/foodstuffs/ratmeat.lua deleted file mode 100644 index 12fc890..0000000 --- a/gamemode/itemsystem/foodstuffs/ratmeat.lua +++ /dev/null @@ -1,47 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Rat Meat" --- --- --Optional, a tooltip to display when hovered over --- item.Tooltip = "Disgusting, disease-ridden meat." --- --- --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 --- --- --Optional. Something run once when this item is drawn in a backpack --- function item.DoOnPanel(dimagebutton) --- --dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") --- end --- --- --Required, the shape of this item in a backpack. --- item.Shape = { --- {true} --- } --- --- item.onDropped = function(self, ent) --- ART.ApplyPAC(ent,"ratmeat") --- end --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/foodstuffs/watermelon.lua b/gamemode/itemsystem/foodstuffs/watermelon.lua deleted file mode 100644 index 00828dc..0000000 --- a/gamemode/itemsystem/foodstuffs/watermelon.lua +++ /dev/null @@ -1,62 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- local pac --- if SERVER then --- pac = nrequire("core/pac/sv_pac.lua") --- end --- --- --Required, a name, all item names must be unique --- item.Name = "Watermelon" --- --- --Optional, a tooltip to display when hovered over --- item.Tooltip = "Where do they grow these in an apocolyptic wasteland???" --- --- --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 --- if SERVER then --- util.AddNetworkString("eat_watermelon") --- net.Receive("eat_watermelon", function(len,ply) --- local row,col,bp = ply:HasItem("Watermelon") --- if row and col and bp then --- ply:RemoveItemAt(bp,row,col) --- end --- end) --- 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["eat"] = function() --- net.Start("eat_watermelon") --- net.SendToServer() --- end --- return options --- end --- --- --Required, the shape of this item in a backpack. --- item.Shape = { --- {true,true,true}, --- {true,true,true}, --- {true,true,true}, --- } --- --- item.onDropped = function(self, ent) --- if SERVER then --- pac.ApplyPac(ent,"Watermelon") --- end --- end --- --- print("Hello from exampleitem.lua") --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/item_common.lua b/gamemode/itemsystem/item_common.lua deleted file mode 100644 index acfc3e5..0000000 --- a/gamemode/itemsystem/item_common.lua +++ /dev/null @@ -1,75 +0,0 @@ -if CLIENT then - ART.DropItem = function(item) - print("Trying to drop item, Item was ") - PrintTable(item) - return function() - local data = item:Serialize() - net.Start("dropitem") - net.WriteString(item.Name) - net.WriteUInt(#data,32) - net.WriteData(data,#data) - net.SendToServer() - end - end - -else - util.AddNetworkString("dropitem") - - function gencompareto(item) - --Two items are equal if their Serialize()s are the same. - local tserialize = item:Serialize() - return function(otheritem) - local oserialize = otheritem:Serialize() - return tserialize == oserialize - end - end - - function ART.CreateDroppedItem(itemtbl, where) - local e = ents.Create("art_droppeditem") - e.Model = "models/props_junk/Rock001a.mdl" - e.Item = itemtbl - e:SetPos(where) - e:Spawn() - end - - net.Receive("dropitem",function(len,ply) - local itemtype = net.ReadString() - local itemdatalen = net.ReadUInt(32) - local itemdata = net.ReadData(itemdatalen) - local itemtbl = ART.GetItemByName(itemtype) - local item = itemtbl:DeSerialize(itemdata) - - print("I want to drop:") - PrintTable(item) - print("Do I have one?") - local row,col,n = ply:HasItem(gencompareto(item)) - print("row",row,"col",col,"n",n) - --To find out where to drop the item, go out from player's view, then down. - local pes = ply:GetPos() + Vector(0,0,64) - local pee = ply:GetForward() * 50 + Vector(0,0,64) + ply:GetPos() - local tr1d = { - ["start"] = pes, - ["endpos"] = pee, - ["filter"] = ply, - } - local tr1r = util.TraceLine(tr1d) - local fes - if tr1r.hit then --Use where it hit and go down - fes = tr1r.HitPos - else --Use the spot 50 units in front of us - fes = pee - end - local tr2d = { - ["start"] = fes, - ["endpos"] = fes + Vector(0,0,-64), - } - local tr2r = util.TraceLine(tr2d) - local itempos = tr2r.HitPos - print("Dropping item at",itempos) - if row and col and n then - print("DropItem is",ART.DropItem) - ART.CreateDroppedItem(item,itempos) - ply:RemoveItemAt(n,row,col) - end - end) -end diff --git a/gamemode/itemsystem/quest/rougebadge.lua b/gamemode/itemsystem/quest/rougebadge.lua deleted file mode 100644 index 2b7d0a0..0000000 --- a/gamemode/itemsystem/quest/rougebadge.lua +++ /dev/null @@ -1,39 +0,0 @@ --- --[[ --- 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) diff --git a/gamemode/itemsystem/quest/rougebook.lua b/gamemode/itemsystem/quest/rougebook.lua deleted file mode 100644 index 302f919..0000000 --- a/gamemode/itemsystem/quest/rougebook.lua +++ /dev/null @@ -1,69 +0,0 @@ --- --[[ --- A quest item for the prayer book quest --- ]] --- do return end --- local item = {} --- --- item.Name = "Orders of the Silent Circle" --- --- item.Serialize = function(self) --- print("Trying to serailize!") --- return "" --- end --- --- item.DeSerialize = function(self,string) --- print("Trying to deserialize!") --- return self --- end --- --- item.Shape = { --- {true,true}, --- {true,true}, --- } --- --- local rougeadvice = { --- "He who refuses to trim his beard will find himself in a hairy situation.", --- "You'll get tired defending from a man in a car", --- "You'll get exhaused attacking a man in a car.", --- "Sex is not the answer, it is the question. And the answer is 'yes'.", --- "The 'Darkest Hour' is when you can't find the matches.", --- "If you eat beans before church, you will sit in your own pew.", --- "He who seeks challenges will be puzzeled.", --- "He who fishes in another man's well is likely to catch crabs.", --- "Enjoy masturbation, it's sex with someone you love.", --- } --- --- local lhint = 1 --- --- function item.GetOptions(self) --- local options = {} --- options["Read"] = function() --- local readframe = vgui.Create( "DFrame" ) --- readframe:SetPos( ScrW()/2 - 100, ScrH()/2 - 100) --- readframe:SetSize(200,200) --- readframe:SetTitle("Orders of the Silent Circle") --- readframe:MakePopup() --- --- --- local readpanel = vgui.Create( "DPanel", readframe ) --- readpanel:SetPos( 5, 30 ) --- readpanel:SetSize( 190, 170 ) --- function readpanel:Paint(w,h) end --- --- --- local readtext = vgui.Create( "DLabel", readpanel ) --- readtext:SetPos( 40, 40 ) --- readtext:SetText(rougeadvice[lhint]) --- readtext:SetDark() --- readtext:Dock(FILL) --- readtext:SetWrap(true) --- lhint = (lhint % #rougeadvice) + 1 --- end --- return options --- end --- --- item.onDropped = function(self, ent) --- ART.ApplyPAC(ent,"book1") --- end --- --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/quest/togglechip.lua b/gamemode/itemsystem/quest/togglechip.lua deleted file mode 100644 index d6dae50..0000000 --- a/gamemode/itemsystem/quest/togglechip.lua +++ /dev/null @@ -1,25 +0,0 @@ --- --[[ --- A toggle chip (quest item) for subterr_generator quest --- ]] --- do return end --- local item = {} --- --- item.Name = "Toggle Chip" --- --- item.Serialize = function(self) --- print("Trying to serailize!") --- return "" --- end --- --- item.DeSerialize = function(self,string) --- print("Trying to deserialize!") --- return self --- end --- --- item.Shape = { --- {true,true}, --- {true,true}, --- } --- --- print("Hello from togglechip.lua") --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/scrapgun.lua b/gamemode/itemsystem/scrapgun.lua deleted file mode 100644 index 0f58e79..0000000 --- a/gamemode/itemsystem/scrapgun.lua +++ /dev/null @@ -1,61 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Scrap gun" --- --- --Optional, a tooltip to display --- item.Tooltip = "A gun made from bits of scrap" --- --- --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, 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 --- return options --- end --- --- --Required, the shape of this item. --- item.Shape = { --- {true,true}, --- {true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Left" --- --- --Optional, what to do when the player clicks, and this item is in the slot in inventory --- item.onClick = function(self,owner) --- print("pew pew!") --- 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) --- --local outfit = pac.luadata.ReadFile("pac3/mech.txt") --- --who:AttachPACPart(outfit) --- --print("onEquip server!") --- end --- end --- --- print("Hello from scrapgun.lua") --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/utility/flashlight.lua b/gamemode/itemsystem/utility/flashlight.lua deleted file mode 100644 index 35c6679..0000000 --- a/gamemode/itemsystem/utility/flashlight.lua +++ /dev/null @@ -1,89 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Flashlight" --- --- --Optional, a tooltip to display when hovered over --- item.Tooltip = "An old axe, probably good for fighting." --- --- --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 --- --- --Optional. Something run once when this item is drawn in a backpack --- function item.DoOnPanel(dimagebutton) --- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") --- end --- --- --Optional. Something run once when this item is drawn in an equiped slot --- function item.DoOnEquipPanel(dimagebutton) --- print("called with panel:",panel) --- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png") --- end --- --- --Optional. Called continuously, use if you need the item to display different stuff at different tiems in the backpack. --- function item.Paint(self,width,height) --- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) --- end --- --- --Optional. Called continuously, use if you need the item to display different stuff at different tiems when equiped. --- function item.PaintEquiped(self,width,height) --- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) --- end --- --- --Required, the shape of this item in a backpack. --- item.Shape = { --- {true,true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Left" --- --- --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 --- local lastontime = {} --- item.onClick = function(self,owner) --- if CLIENT then return end --- if lastontime[owner] then return end --- lastontime[owner] = true --- timer.Simple(5,function() --- lastontime[owner] = nil --- end) --- owner:Flashlight( not owner:FlashlightIsOn() ) --- end --- --- --Optional, if we should do something special on equip(like draw the PAC for this weapon). See ART.ApplyPAC in /gamemode/shared/sh_pac.lua --- item.onEquip = function(self,who) --- if CLIENT then return end --- who:AllowFlashlight(true) --- end --- --- --Optional, if we should do something speical on unequip(like setting PAC back to normal). Sett ART.RemovePAC in /gamemode/shared/sh_pac.lua --- item.onUnEquip = function(self,who) --- if CLIENT then return end --- who:Flashlight(false) --- who:AllowFlashlight(false) --- end --- --- --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/weapons/knuckledclaw.lua b/gamemode/itemsystem/weapons/knuckledclaw.lua deleted file mode 100644 index 1c2b8f6..0000000 --- a/gamemode/itemsystem/weapons/knuckledclaw.lua +++ /dev/null @@ -1,164 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Knuckled Claws" --- --- --Optional, a tooltip to display --- item.Tooltip = "Bits of scrap put togeather to resembel 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 "" --- 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, 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 --- 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 --- --- --[[ --- function item.Paint(self,width,height) --- --print("painting with values",self,width,height) --- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) --- 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)) --- end --- ]] --- --- --Required, the shape of this item. --- item.Shape = { --- {true,true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Right" --- --- --- --- --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()+1.25 --- local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() --- local movementtbl = { --- ["forward"] = function() --- owner:SetLuaAnimation("fist_swing_up") --- timer.Simple(1.75,function() --- owner:StopLuaAnimation("fist_swing_up") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.57,0.65,0.73 --- },{ --- fow*20 + up*90, --- fow*45 + up*70, --- fow*35 + up*45, --- fow*20 + up*30, --- },function(tr) --- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon()) --- end --- print("Hit",tr.Entity) --- end) --- end, --- ["backward"] = function() --- owner:SetLuaAnimation("fist_swing_down") --- timer.Simple(1.75,function() --- owner:StopLuaAnimation("fist_swing_down") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.57,0.65,0.73 --- },{ --- fow*15 + up*30, --- fow*35 + up*45, --- fow*25 + up*70, --- fow*15 + up*90, --- },function(tr) --- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon()) --- end --- print("Hit",tr.Entity) --- end) --- end, --- ["left"] = function() --- owner:SetLuaAnimation("fist_swing_left") --- timer.Simple(2,function() --- owner:StopLuaAnimation("fist_swing_left") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.57,0.65,0.73 --- },{ --- rig*-30 + up*59, --- rig*-10 + fow*30 + up*55, --- rig*10 + fow*30 + up*54, --- rig*30 + up*50, --- },function(tr) --- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon()) --- end --- print("Hit",tr.Entity) --- end) --- end, --- ["right"] = function() --- --- end, --- } --- movementtbl[ART.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("fist") --- ART.ApplyPAC(who,"knuckledclaws") --- --local outfit = pac.luadata.ReadFile("pac3/mech.txt") --- --who:AttachPACPart(outfit) --- --print("onEquip server!") --- 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,"knuckledclaws") --- end --- --- item.onDropped = function(self, ent) --- ART.ApplyPAC(ent,"knuckledclaws") --- end --- --- print("Hello from scrapgun.lua") --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/weapons/rustyaxe.lua b/gamemode/itemsystem/weapons/rustyaxe.lua deleted file mode 100644 index cd8004e..0000000 --- a/gamemode/itemsystem/weapons/rustyaxe.lua +++ /dev/null @@ -1,272 +0,0 @@ --- --[[ --- An axe that you can swing around! --- ]] --- do return end --- local pac,swi --- if SERVER then --- pac = nrequire("core/pac/sv_pac.lua") --- swi = nrequire("core/combat/sv_weaponswing.lua") --- end --- local reg = nrequire("core/inventory/item.lua") --- local com = nrequire("core/inventory/common/weapons.lua") --- local itm = nrequire("core/inventory/common/items.lua") --- --- --- --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Rusty Axe" --- --- --Optional, a tooltip to display --- item.Tooltip = "An old axe, probably good for fighting." --- --- --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["toste"] = function() print("You pressed toste!") end --- options["Drop"] = ART.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}, --- {true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Right Hand" --- --- item.attacks = { --- ["forward"] = { --- time = 2.33, --- anim = "axe_swing_up", --- }, --- ["left"] = { --- time = 2.33, --- anim = "axe_swing_left", --- }, --- ["left"] = { --- time = 2.33, --- anim = "axe_swing_right", --- }, --- } --- --- --The path garrysmod/data/artery/pacs/<pacname>.txt must be a pac file --- item.pacname = "rustyaxe" --- --- if SERVER then --- --Before makeSwingable is called, an item needs a .Name field and a .attacks field and a .pacname field --- --swi.makeSwingable(item) --- end --- --[[ --- local swingdata = { --- ["fwd"] = { --- {0.011,Vector(-25,-3,-11)}, --- {0.020,Vector(-25,-1,-3)}, --- {0.031,Vector(-21,0,7)}, --- {0.040,Vector(-13,-1,16)}, --- {0.051,Vector(0,-5,22)}, --- {0.060,Vector(17,-12,19)}, --- {0.069,Vector(27,-18,11)}, --- {0.077,Vector(31,-22,2)}, --- {0.087,Vector(32,-26,-6)}, --- {0.098,Vector(32,-28,-12)}, --- {0.107,Vector(31,-29,-16)}, --- {0.117,Vector(31,-29,-17)}, --- {0.128,Vector(31,-29,-16)}, --- {0.141,Vector(31,-29,-16)}, --- }, --- ["lft"] = { --- {0.009,Vector(-34,-25,3)}, --- {0.021,Vector(-29,-33,3)}, --- {0.031,Vector(-21,-41,2)}, --- {0.042,Vector(-9,-47,0)}, --- {0.053,Vector(5,-48,-2)}, --- {0.064,Vector(20,-44,-6)}, --- {0.075,Vector(31,-34,-10)}, --- {0.086,Vector(37,-24,-15)}, --- {0.095,Vector(39,-16,-17)}, --- {0.106,Vector(39,-10,-19)}, --- {0.116,Vector(39,-8,-20)}, --- {0.126,Vector(39,-8,-19)}, --- {0.134,Vector(39,-9,-19)}, --- {0.146,Vector(39,-10,-18)}, --- }, --- ["rig"] = { --- {0.021,Vector(-2,9,11)}, --- {0.031,Vector(5,10,10)}, --- {0.042,Vector(12,8,9)}, --- {0.053,Vector(19,4,6)}, --- {0.062,Vector(26,-4,2)}, --- {0.072,Vector(29,-12,-4)}, --- {0.083,Vector(29,-21,-12)}, --- {0.093,Vector(25,-27,-18)}, --- {0.102,Vector(22,-30,-22)}, --- {0.113,Vector(20,-31,-25)}, --- {0.123,Vector(19,-32,-25)}, --- {0.133,Vector(19,-32,-25)}, --- }, --- } --- --- local attacks = { --- ["forward"] = { --- time = 2.33, --- anim = "axe_swing_up", --- } --- } --- --- --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 movementtbl = { --- ["forward"] = function() --- --Do the animation --- owner:SetLuaAnimation("axe_swing_up") --- timer.Simple(2.33,function() --- owner:StopLuaAnimation("axe_swing_up") --- end) --- --Do the traces --- 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 --- --What to do when our weapon hits --- com.swingarc(owner,times,pos,function(tr) --- print("Calling the swingarc function") --- if not tr.Hit then return end --- print("We hit something!") --- print("takedamage is",tr.Entity.TakeDamage) --- 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 --- print("I hit a ", tr.Entity) --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end) --- --- end, --- ["backward"] = function() --- --- end, --- ["left"] = function() --- owner:SetLuaAnimation("axe_swing_left") --- timer.Simple(2.33,function() --- owner:StopLuaAnimation("axe_swing_left") --- end) --- timer.Simple(1,function() --- ART.TraceWeapon = true --- end) --- timer.Simple(1.33,function() --- ART.TraceWeapon = false --- 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 --- com.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("axe_swing_right") --- timer.Simple(2.33,function() --- owner:StopLuaAnimation("axe_swing_right") --- end) --- timer.Simple(1,function() --- ART.TraceWeapon = true --- end) --- timer.Simple(1.33,function() --- ART.TraceWeapon = false --- 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 --- com.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, --- } --- print("At time of doing playermovedir, com is", com) --- 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 --- print("pac is", pac) --- PrintTable(pac) --- who:GetActiveWeapon():SetHoldType("melee") --- pac.ApplyPac(who,"rustyaxe") --- --local outfit = pac.luadata.ReadFile("pac3/mech.txt") --- --who:AttachPACPart(outfit) --- --print("onEquip server!") --- end --- end --- --- --Optional, if we should do something speical on unequip(like setting animations back to normal) --- item.onUnEquip = function(self,who) --- print("Unequiping axe") --- who:GetActiveWeapon():SetHoldType("normal") --- if SERVER then pac.RemovePac(who,"rustyaxe") end --- end --- --- item.onDropped = function(self, ent) --- if SERVER then pac.ApplyPac(ent,"rustyaxe") end --- end --- --- print("Hello from rustyaxe.lua") --- --Don't forget to register the item! --- reg.RegisterItem(item) diff --git a/gamemode/itemsystem/weapons/scraphammer.lua b/gamemode/itemsystem/weapons/scraphammer.lua deleted file mode 100644 index f281799..0000000 --- a/gamemode/itemsystem/weapons/scraphammer.lua +++ /dev/null @@ -1,203 +0,0 @@ --- --[[ --- 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) diff --git a/gamemode/itemsystem/weapons/seratedknife.lua b/gamemode/itemsystem/weapons/seratedknife.lua deleted file mode 100644 index b2e353c..0000000 --- a/gamemode/itemsystem/weapons/seratedknife.lua +++ /dev/null @@ -1,200 +0,0 @@ --- --[[ --- An example item --- ]] --- do return end --- local item = {} --- --- --Required, a name, all item names must be unique --- item.Name = "Serated Knife" --- --- --Optional, a tooltip to display --- item.Tooltip = "Bits of scrap put togeather to resembel 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 "" --- 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, 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 --- 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 --- --- --[[ --- function item.Paint(self,width,height) --- --print("painting with values",self,width,height) --- draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) --- 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)) --- end --- ]] --- --- --Required, the shape of this item. --- item.Shape = { --- {true,true}, --- } --- --- --Optional, If this item can be equiped in any player slots, put them here. --- item.Equipable = "Right" --- --- local function attacktrace(tr,owner) --- if not tr.Hit then return end --- if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end --- --- --- --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 = {} --- local animationtime = 1.833333 --- 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()+animationtime --- local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() --- local movementtbl = { --- ["forward"] = function() --- owner:SetLuaAnimation("knife_swing_up") --- timer.Simple(animationtime,function() --- owner:StopLuaAnimation("knife_swing_up") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.611,0.722,0.833 --- },{ --- fow*20 + up*90, --- fow*45 + up*70, --- fow*35 + up*45, --- fow*20 + up*30, --- },function(tr) --- if not tr.Hit then return end --- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then --- print("Entity blocked!") --- ART.ApplyEffect(owner,"weapon_blocked") --- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- print("Got past blocking, it was",tr.Entity.Blocking) --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end) --- end, --- ["backward"] = function() --- owner:SetLuaAnimation("knife_swing_down") --- timer.Simple(animationtime,function() --- owner:StopLuaAnimation("knife_swing_down") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.611,0.722,0.833 --- },{ --- fow*15 + up*30, --- fow*35 + up*45, --- fow*25 + up*70, --- fow*15 + up*90, --- },function(tr) --- if not tr.Hit then return end --- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "backward" then --- print("Entity blocked!") --- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- print("Got past blocking, it was",tr.Entity.Blocking) --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end) --- end, --- ["left"] = function() --- owner:SetLuaAnimation("knife_swing_left") --- timer.Simple(animationtime,function() --- owner:StopLuaAnimation("knife_swing_left") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.611,0.722,0.833 --- },{ --- rig*30 + up*59, --- rig*10 + fow*30 + up*55, --- rig*-10 + fow*30 + up*54, --- rig*-30 + up*50, --- },function(tr) --- if not tr.Hit then return end --- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then --- print("Entity blocked!") --- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- print("Got past blocking, it was",tr.Entity.Blocking) --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end) --- end, --- ["right"] = function() --- owner:SetLuaAnimation("knife_swing_right") --- timer.Simple(animationtime,function() --- owner:StopLuaAnimation("knife_swing_right") --- end) --- local hits = ART.swingarc(owner,{ --- 0.5,0.611,0.722,0.833 --- },{ --- rig*-30 + up*59, --- rig*-10 + fow*30 + up*55, --- rig*10 + fow*30 + up*54, --- rig*30 + up*50, --- },function(tr) --- if not tr.Hit then return end --- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then --- print("Entity blocked!") --- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then --- print("Got past blocking, it was",tr.Entity.Blocking) --- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) --- end --- end) --- end, --- } --- movementtbl[ART.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("knife") --- ART.ApplyPAC(who,"seratedknife") --- --local outfit = pac.luadata.ReadFile("pac3/mech.txt") --- --who:AttachPACPart(outfit) --- --print("onEquip server!") --- 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,"seratedknife") --- end --- --- item.onDropped = function(self, ent) --- ART.ApplyPAC(ent,"seratedknife") --- end --- --- --Don't forget to register the item! --- nrequire("item.lua").RegisterItem(item) diff --git a/gamemode/itemsystem/weapons_common.lua b/gamemode/itemsystem/weapons_common.lua deleted file mode 100644 index 3c3e6ca..0000000 --- a/gamemode/itemsystem/weapons_common.lua +++ /dev/null @@ -1,71 +0,0 @@ --- --This file has been moved to core/inventory/common/weapons.lua --- do return end --- ART = ART or {} --- --- --- Finds the direction a player is moveing. --- -- @param player The player to find the move direction of --- -- @return The string "forward", "backward", "right", or "left" --- function ART.playermovedir(player) --- local vel = player:GetVelocity():GetNormalized() --- vel.z = 0 --- local swings = { --- {player:GetForward(),"forward"}, --- {-player:GetForward(),"backward"}, --- {player:GetRight(),"right"}, --- {-player:GetRight(),"left"} --- } --- table.sort(swings,function(a,b) --- return vel:Dot(a[1]) > vel:Dot(b[1]) --- end) --- return swings[1][2] --- end --- --- --- local positionset = {} --- --- The arc swing of a weapon. --- -- Finds anything that a weapon should hit in it's swing, and calls a function on it. --- -- @param player The player that's swinging the weapon --- -- @param tiems A table of times that the trace calculations should be done at, this table needs to be the same length as the positions table --- -- @param positions The position offsets from the player that swung that should be the start/end points of the arc --- -- @param onhit A function to call on any entities that were hit in the swing of the weapon. --- function ART.swingarc(player,times,positions,onhit) --- local positionpoints = {} --- table.insert(positionset,positionpoints) --- for k,v in ipairs(times) do --- timer.Simple(v,function() --- ART.TraceWeapon = true --- ART.TraceStart = CurTime() --- print("positions[k]",positions[k],"playerpos",player:GetPos(),"add",Vector(0,0,64)) --- local weaponpos = positions[k] + player:GetPos() + Vector(0,0,64) --- table.insert(positionpoints,weaponpos) --- if #positionpoints > 1 then --- --print("Trace from ", positionpoints[#positionpoints-1], " to ", positionpoints[#positionpoints]) --- local tr = util.TraceLine({ --- start = positionpoints[#positionpoints-1], --- endpos = positionpoints[#positionpoints], --- }) --- onhit(tr) --- end --- end) --- end --- timer.Simple(times[#times],function() --- print("Inserted swing, drawn positions are now:") --- PrintTable(positionset) --- ART.TraceWeapon = false --- end) --- end --- --- hook.Add( "HUDPaint", "weaponswings", function() --- cam.Start3D() -- Start the 3D function so we can draw onto the screen. --- for k,v in pairs(positionset) do --- for i = 1,#v-1 do --- render.DrawLine( v[i], v[i+1], Color(255,0,0,255), false ) --- render.DrawLine( v[i], v[i]+Vector(0,0,20),Color(0,255,0,255),false) --- end --- end --- --render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun --- --render.DrawSprite( pos, 16, 16, white ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha. --- cam.End3D() --- end ) --- --- return wcommon |
