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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/shared/inventory_common.lua | |
| 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/shared/inventory_common.lua')
| -rw-r--r-- | gamemode/shared/inventory_common.lua | 193 |
1 files changed, 0 insertions, 193 deletions
diff --git a/gamemode/shared/inventory_common.lua b/gamemode/shared/inventory_common.lua deleted file mode 100644 index c5b8fc3..0000000 --- a/gamemode/shared/inventory_common.lua +++ /dev/null @@ -1,193 +0,0 @@ --- --[[ --- Some functions that are needed multiple places in the code, to deal with player inventories. --- ]] --- do return end --- print("Hello from inventory_common.lua") --- local invfuncs = {} --- --- --Forcibly put an item in a backpack, you should check to make sure there's room first --- invfuncs.PutItemInBackpack = function(backpack,x,y,item) --- backpack[1][x][y] = item --- for k = 1,#item.Shape do --- for i = 1,#(item.Shape[k]) do --- if k == 1 and i == 1 then continue end --- backpack[1][x + k - 1][y + i - 1] = item.Shape[k][i] --- end --- end --- end --- --- --Writes a backpack to the net stream --- invfuncs.SerializeBackpack = function(backpack) --- net.WriteString(backpack[3]) --Name --- net.WriteUInt(backpack[2][1],16) --width --- net.WriteUInt(backpack[2][2],16) --height --- for k,v in pairs(backpack[1]) do --- for i,j in pairs(v) do --- if type(j) ~= "table" then continue end --- net.WriteString(j.Name) --- net.WriteUInt(k,16) --- net.WriteUInt(i,16) --- local data = j:Serialize() --- net.WriteUInt(#data,32) --- net.WriteData(data,#data) --- end --- end --- net.WriteString("END_ITEMS") --- end --- --- --Loads a backpack from the net stream --- invfuncs.DeSerializeBackpack = function() --- local backpackname = net.ReadString() --- local width = net.ReadUInt(16) --- local height = net.ReadUInt(16) --- --Build the backpack --- local tb = {} --- tb[1] = {} --- tb[2] = {width,height} --- tb[3] = backpackname --- for x = 1,width do --- tb[1][x] = {} --- for y = 1,height do --- tb[1][x][y] = false --- end --- end --- --- local nitemname = net.ReadString() --- while nitemname ~= "END_ITEMS" do --- local xpos = net.ReadUInt(16) --- local ypos = net.ReadUInt(16) --- local data = net.ReadData(net.ReadUInt(32)) --- local nitem = ART.GetItemByName(nitemname):DeSerialize(data) --- invfuncs.PutItemInBackpack(tb,xpos,ypos,nitem) --- nitemname = net.ReadString() --- end --- --- return tb --- --- end --- --- --Checks to see if an item can fit in the backpack at a certain position --- invfuncs.CanFitInBackpack = function(backpack,x,y,item) --- for k,v in pairs(item.Shape) do --- for i,j in pairs(v) do --- if not j then continue end --- if backpack[1][x + k - 1] == nil then --- return false --- end --- if backpack[1][x + k - 1][y + i - 1] or backpack[1][x + k - 1][y + i - 1] == nil then --- return false --- end --- end --- end --- return true --- end --- --- --Creates a new backpack, this is NOT called when players join the server, even new ones. --- invfuncs.CreateBackpack = function(name,width,height) --- local backpack = {} --- backpack[1] = {} --- backpack[2] = {width,height} --- backpack[3] = name --- for i = 1,width do --the width of the backpack. --- backpack[1][i] = {} --- end --- for k,v in pairs(backpack[1]) do --- for i = 1,height do --the height of the backpack. --- backpack[1][k][i] = false --- end --- end --- return backpack --- end --- --- --Draws a backpack on the dpanel, client side only --- invfuncs.DrawBackpackOnDPanel = function(dp, backpack, backpacknum, tent) --- local width = ScrW() --- local height = ScrH() --- local slotsize = math.Round(width / 32) --- local backgrid = vgui.Create( "DGrid", dp ) --- backgrid:SetPos( 10, 30 ) --- backgrid:SetCols( backpack[2][1] ) --- backgrid:SetColWide( backpack[2][2] ) --- backgrid:Dock(FILL) --- for i = 1,#(backpack[1]) do --- for j = 1,#(backpack[1][i]) do --- local item = backpack[1][j][i] --- if type(backpack[1][j][i]) == "table" then --- local itemwidth = 0 --- for _,l in pairs(item.Shape) do --- itemwidth = math.Max(itemwidth,#l) --- end --- local itemheight = #item.Shape --- local invicon = vgui.Create( "DButton", dp ) --- invicon:SetSize(slotsize * itemwidth, slotsize * itemheight) --- invicon:SetPos(slotsize * (i - 1), slotsize * (j - 1)) --- invicon:SetText(item.Name) --- if item.Tooltip then --- invicon:SetTooltip(item.Tooltip) --- end --- --invicon.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,100,0)) end --- invicon.DoClick = function() --- if not item.GetOptions then return end --- local menu = vgui.Create("DMenu") --- createMenuFor(menu,item:GetOptions()) --- menu:Open() --- end --- invicon.Item = item --- invicon.invpos = {j,i} --- invicon.ent = tent --- invicon.backpacknum = backpacknum --- invicon:Droppable("Inventory") --- elseif not backpack[1][j][i] then --- local emptyslot = vgui.Create("DPanel", dp) --- emptyslot:SetSize(slotsize,slotsize) --- emptyslot:SetPos(slotsize * (i - 1), slotsize * (j - 1)) --- --emptyslot.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,0,100)) end --- emptyslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY ) --- if not isDropped then return end --- local icon = tableOfDroppedPanels[1] --- local item = icon.Item --- local curpos = icon.invpos --- --Set the shape it was at to false --- if not icon.wasequiped and icon.ent == tent then --- assert(curpos ~= nil, "print curpos was nil when not equiped") --- for k = 1,#item.Shape do --- for l = 1,#(item.Shape[k]) do --- if k == 1 and l == 1 then continue end --- backpack[1][curpos[1] + k - 1][curpos[2] + l - 1] = false --- end --- end --- backpack[1][curpos[1]][curpos[2]] = false --- end --- if invfuncs.CanFitInBackpack(backpack,j,i,item) then --- local fromtbl = icon.invpos --- local wasequiped = icon.wasequiped --- if wasequiped then --- net.Start("unequipitem") --- net.WriteString(wasequiped) --- net.WriteUInt(backpacknum,16) --- net.WriteUInt(i,16) --- net.WriteUInt(j,16) --- net.SendToServer() --- else --- net.Start("moveitem") --- net.WriteEntity(icon.ent) -- from ent --- net.WriteEntity(tent) -- to ent --- net.WriteUInt(icon.backpacknum,16) -- from backpack number --- net.WriteUInt(backpacknum,16) -- to backpack number --- net.WriteUInt(fromtbl[1],16) -- From position --- net.WriteUInt(fromtbl[2],16) --- net.WriteUInt(j,16) -- To position --- net.WriteUInt(i,16) --- net.SendToServer() --- if item.onEquip ~= nil then --- item:onEquip(LocalPlayer()) --- end --- end --- end --- end, {} ) --- end --- end --- end --- end --- ART.invfuncs = invfuncs --- return invfuncs |
