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authorAlexander Pickering <alexandermpickering@gmail.com>2016-08-27 17:08:46 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2016-08-27 17:08:46 -0400
commit9adcb3c73a8d0e7ecfe66b30da630c6c2e67f03a (patch)
treed65b57e144317e5b49ccdd549b2f97c61d54bd1d /gamemode/shared/itemsystem/armor
parentd4f197a35c207c9891d3f4dc5e9708af48c935de (diff)
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Moved prayers to their own system
Diffstat (limited to 'gamemode/shared/itemsystem/armor')
-rw-r--r--gamemode/shared/itemsystem/armor/balaclava.lua81
1 files changed, 81 insertions, 0 deletions
diff --git a/gamemode/shared/itemsystem/armor/balaclava.lua b/gamemode/shared/itemsystem/armor/balaclava.lua
new file mode 100644
index 0000000..177fa93
--- /dev/null
+++ b/gamemode/shared/itemsystem/armor/balaclava.lua
@@ -0,0 +1,81 @@
+--[[
+ An example item
+]]
+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 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.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))
+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!
+ART.RegisterItem(item)
+print("After registering balaclava, items are:")
+PrintTable(ART.Items)