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-rw-r--r--entities/entities/art_chest/cl_init.lua14
-rw-r--r--entities/entities/art_droppeditem/cl_init.lua6
-rw-r--r--entities/entities/art_droppeditem/init.lua16
-rw-r--r--entities/entities/art_serverchanger/init.lua2
-rw-r--r--entities/entities/info_townienode/cl_init.lua60
-rw-r--r--entities/entities/info_townienode/shared.lua7
-rw-r--r--entities/entities/npc_huntable/init.lua28
-rw-r--r--entities/entities/npc_huntable/shared.lua8
-rw-r--r--entities/entities/npc_townie/cl_init.lua2
-rw-r--r--entities/entities/npc_townie/init.lua2
-rw-r--r--entities/entities/npc_townie/shared.lua9
-rw-r--r--entities/weapons/hands.lua16
12 files changed, 52 insertions, 118 deletions
diff --git a/entities/entities/art_chest/cl_init.lua b/entities/entities/art_chest/cl_init.lua
index 232010c..41a98d9 100644
--- a/entities/entities/art_chest/cl_init.lua
+++ b/entities/entities/art_chest/cl_init.lua
@@ -1,4 +1,4 @@
-include('shared.lua')
+include("shared.lua")
--local invfuncs = include("../../../gamemode/shared/inventory_common.lua")
local invfuncs = nrequire("inventory/inventory.lua")
@@ -22,11 +22,11 @@ local oldpanel = nil
local namecache = {}
net.Receive("openchestinv",function(len,ply)
- if oldpanel ~= nil then oldpanel:Remove() end
- print("Opening chest inventory")
- local what = net.ReadEntity()
- local chest = invfuncs.DeSerializeBackpack()
- ShowInventory()
+ if oldpanel ~= nil then oldpanel:Remove() end
+ print("Opening chest inventory")
+ local what = net.ReadEntity()
+ local chest = invfuncs.DeSerializeBackpack()
+ ShowInventory()
local dat = {}
dat.redraw = function()
net.Start("requestchestinv")
@@ -44,7 +44,7 @@ net.Receive("openchestinv",function(len,ply)
local width = ScrW()
local height = ScrH()
local invpanel = dat.panel
- invpanel:SetPos( width - (width/4), 0 )
+ invpanel:SetPos( width - (width / 4), 0 )
invpanel:SetSize( width / 4, height )
print("Trying to get name",name)
if namecache[what] == nil then
diff --git a/entities/entities/art_droppeditem/cl_init.lua b/entities/entities/art_droppeditem/cl_init.lua
index 83f8087..12c369c 100644
--- a/entities/entities/art_droppeditem/cl_init.lua
+++ b/entities/entities/art_droppeditem/cl_init.lua
@@ -1,4 +1,4 @@
-include('shared.lua')
+include("shared.lua")
ENT.RenderGroup = RENDERGROUP_BOTH
@@ -7,8 +7,8 @@ ENT.RenderGroup = RENDERGROUP_BOTH
Desc: Draw it!
---------------------------------------------------------*/
function ENT:Draw()
- self:SetAngles(Angle(180,(CurTime()*200)%360,0))
- if(self:GetColor().a == 255) then
+ self:SetAngles(Angle(180,(CurTime() * 200) % 360,0))
+ if self:GetColor().a == 255 then
self:DrawModel()
end
end
diff --git a/entities/entities/art_droppeditem/init.lua b/entities/entities/art_droppeditem/init.lua
index effc96b..afd3139 100644
--- a/entities/entities/art_droppeditem/init.lua
+++ b/entities/entities/art_droppeditem/init.lua
@@ -1,5 +1,5 @@
--[[
- This entity is a item that was dropped, and can be picked up again.
+This entity is a item that was dropped, and can be picked up again.
]]
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
@@ -31,7 +31,7 @@ function ENT:Initialize()
-- end
-- end)
end
- print("Dropped item spawned at", self:GetPos())
+ print("Dropped item spawned at", self:GetPos())
self:DrawShadow(false)
self:SetMoveType(MOVETYPE_NONE)
self:SetSolid(SOLID_NONE)
@@ -64,12 +64,12 @@ net.Receive("art_requestpickup",function(len,pl)
print("Inside if statement")
local i = itm.GetItemFromData(e.ItemName, e.ItemData)
print("Created item")
- xpcall(function()
- pl:GiveItem(i)
- e:Remove()
- end,function() --We couldn't put the item in the player's inventory!
- --Don't do anything I guess
- end)
+ xpcall(function()
+ pl:GiveItem(i)
+ e:Remove()
+ end,function() --We couldn't put the item in the player's inventory!
+ --Don't do anything I guess
+ end)
else
print("Player not close enough!")
end
diff --git a/entities/entities/art_serverchanger/init.lua b/entities/entities/art_serverchanger/init.lua
index ebb1e54..b72d03c 100644
--- a/entities/entities/art_serverchanger/init.lua
+++ b/entities/entities/art_serverchanger/init.lua
@@ -9,7 +9,7 @@ function ENT:Initialize()
--self:SetCollisionGroup(COLLISION_GROUP_INTERACTIVE)
--self:SetUseType(SIMPLE_USE)
- if(self.Model) then self:SetModel(self.Model)
+ if self.Model then self:SetModel(self.Model)
else print("Server changer created without model, this might be a bug!") end
if self.Pos then self:SetPos(self.Pos)
diff --git a/entities/entities/info_townienode/cl_init.lua b/entities/entities/info_townienode/cl_init.lua
index 7c6a2d1..58f9631 100644
--- a/entities/entities/info_townienode/cl_init.lua
+++ b/entities/entities/info_townienode/cl_init.lua
@@ -1,69 +1,9 @@
include('shared.lua')
ENT.RenderGroup = RENDERGROUP_BOTH
-
-/*---------------------------------------------------------
- Name: Drawasd
- Desc: Draw it!
----------------------------------------------------------*/
function ENT:Draw()
--self:DrawModel()
render.SetColorMaterial()
render.DrawSphere( self:GetPos(), 10, 30, 30, Color( 0, 175, 175, 100 ) )
end
-
-/*---------------------------------------------------------
- Name: DrawTranslucent
- Desc: Draw translucent
----------------------------------------------------------*/
-function ENT:DrawTranslucent()
-
- // This is here just to make it backwards compatible.
- // You shouldn't really be drawing your model here unless it's translucent
-
- --self:Draw()
-
-end
-
-/*---------------------------------------------------------
- Name: BuildBonePositions
- Desc:
----------------------------------------------------------*/
-function ENT:BuildBonePositions( NumBones, NumPhysBones )
-
- // You can use this section to position the bones of
- // any animated model using self:SetBonePosition( BoneNum, Pos, Angle )
-
- // This will override any animation data and isn't meant as a
- // replacement for animations. We're using this to position the limbs
- // of ragdolls.
-
-end
-
-
-
-/*---------------------------------------------------------
- Name: SetRagdollBones
- Desc:
----------------------------------------------------------*/
-function ENT:SetRagdollBones( bIn )
-
- // If this is set to true then the engine will call
- // DoRagdollBone (below) for each ragdoll bone.
- // It will then automatically fill in the rest of the bones
-
- self.m_bRagdollSetup = bIn
-
-end
-
-
-/*---------------------------------------------------------
- Name: DoRagdollBone
- Desc:
----------------------------------------------------------*/
-function ENT:DoRagdollBone( PhysBoneNum, BoneNum )
-
- // self:SetBonePosition( BoneNum, Pos, Angle )
-
-end
diff --git a/entities/entities/info_townienode/shared.lua b/entities/entities/info_townienode/shared.lua
index e16aff4..fe72ac8 100644
--- a/entities/entities/info_townienode/shared.lua
+++ b/entities/entities/info_townienode/shared.lua
@@ -1,12 +1,5 @@
ENT.Base = "base_entity"
-/*---------------------------------------------------------
- Name: OnRemove
- Desc: Called just before entity is deleted
----------------------------------------------------------*/
-function ENT:OnRemove()
-end
-
function ENT:DoActivity(npc)
if not self.onActivity() then
print("Node without activity, this might be an error!")
diff --git a/entities/entities/npc_huntable/init.lua b/entities/entities/npc_huntable/init.lua
index 31d6ea8..f1e7ac2 100644
--- a/entities/entities/npc_huntable/init.lua
+++ b/entities/entities/npc_huntable/init.lua
@@ -33,7 +33,7 @@ function ENT:Initialize()
if (self.Stats["Step"]) then
self.loco:SetJumpHeight(self.Stats["Step"])
end
-
+
if self.Stats["Speed"] then
self.loco:SetDesiredSpeed(self.Stats["Speed"])
end
@@ -55,20 +55,20 @@ function ENT:OnKilled(dmg)
if not self.Drops then return end
--print("Looks like we have some drops")
--error("You need to code how item drops work!")
- local itemstodrop = {}
-
- for k, v in pairs(self.Drops) do
- local rng = math.random(0, 100)
- local itemname = self.Drops[k][1]
- local itemchance = self.Drops[k][2]
- local heightoffset = 10
+ --local itemstodrop = {}
- if rng < itemchance then
- --local drop = ART.GetItemByName(itemname)
- --print("Createing a drop of",drop)
- --ART.CreateDroppedItem(drop, self:GetPos())
- end
- end
+ -- for k, v in pairs(self.Drops) do
+ -- local rng = math.random(0, 100)
+ -- local itemname = self.Drops[k][1]
+ -- local itemchance = self.Drops[k][2]
+ -- local heightoffset = 10
+ --
+ -- if rng < itemchance then
+ -- --local drop = ART.GetItemByName(itemname)
+ -- --print("Createing a drop of",drop)
+ -- --ART.CreateDroppedItem(drop, self:GetPos())
+ -- end
+ -- end
self:BecomeRagdoll(dmg)
end
diff --git a/entities/entities/npc_huntable/shared.lua b/entities/entities/npc_huntable/shared.lua
index 4c4c535..619e2b4 100644
--- a/entities/entities/npc_huntable/shared.lua
+++ b/entities/entities/npc_huntable/shared.lua
@@ -49,10 +49,10 @@ function ENT:DefaultBehaviour()
if ( true ) then path:Draw() end
-- If we're stuck then call the HandleStuck function and abandon
- if ( self.loco:IsStuck() ) then
- --self:HandleStuck()
- --return "stuck"
- end
+ -- if ( self.loco:IsStuck() ) then
+ -- --self:HandleStuck()
+ -- --return "stuck"
+ -- end
--return "ok"
end
diff --git a/entities/entities/npc_townie/cl_init.lua b/entities/entities/npc_townie/cl_init.lua
index a8ba643..41cee22 100644
--- a/entities/entities/npc_townie/cl_init.lua
+++ b/entities/entities/npc_townie/cl_init.lua
@@ -1,4 +1,4 @@
-include('shared.lua')
+include("shared.lua")
ENT.RenderGroup = RENDERGROUP_BOTH
diff --git a/entities/entities/npc_townie/init.lua b/entities/entities/npc_townie/init.lua
index 908b3e8..00eaa63 100644
--- a/entities/entities/npc_townie/init.lua
+++ b/entities/entities/npc_townie/init.lua
@@ -37,7 +37,7 @@ function ENT:Initialize()
if self.Name then self:SetName(self.Name)
else print("NPC created without a name! They won't be able to open doors!") end
-
+
if self.Ang then self:SetAngles(self.Ang) end
if self.OnSpawn then self.OnSpawn(self) end
diff --git a/entities/entities/npc_townie/shared.lua b/entities/entities/npc_townie/shared.lua
index bb07b51..4962681 100644
--- a/entities/entities/npc_townie/shared.lua
+++ b/entities/entities/npc_townie/shared.lua
@@ -4,7 +4,7 @@ function ENT:OnRemove()
end
function ENT:BehaveAct()
- if(self.Act) then
+ if self.Act then
self:Act()
else
print("NPC spawned without an Act function, this might be an error!")
@@ -71,11 +71,12 @@ net.Receive("closenpcdialog",function(len,ply)
local npc = net.ReadEntity()
print("player closed dialog")
npc.DialogCursors[ply] = nil
- if next(npc.DialogCursors) == nil then -- no one is talking to us, resume movement
- if npc.loco:GetMaxYawRate() == 0 and npc.loco:GetAcceleration() == 0 then
+ if next(npc.DialogCursors) == nil and
+ npc.loco:GetMaxYawRate() == 0 and
+ npc.loco:GetAcceleration() == 0
+ then -- no one is talking to us, resume movement
npc.loco:SetMaxYawRate(npc.oyaw)
npc.loco:SetAcceleration(npc.oacc)
- end
end
end)
diff --git a/entities/weapons/hands.lua b/entities/weapons/hands.lua
index 7532104..553c4f1 100644
--- a/entities/weapons/hands.lua
+++ b/entities/weapons/hands.lua
@@ -51,13 +51,13 @@ end
function SWEP:Tick()
if self.Pickup ~= nil then
-
+
--Set position
local targetpos = (self.Owner:EyeAngles():Forward() * self.PickupOffset * 2) + self.Owner:GetPos() + Vector(0,0,64)
local deltavel = targetpos - (self.Pickup:GetPos() + self.Pickup:GetVelocity())
local clampvel = Vector(math.Clamp(deltavel.x,-100,100),math.Clamp(deltavel.y,-100,100),math.Clamp(deltavel.z,-100,100))
self.Pickup:GetPhysicsObject():SetVelocity(clampvel)
-
+
--Set angles
local targetang = self.Owner:EyeAngles() + self.PickupAngles
local angvel = self.Pickup:GetAngles() - targetang
@@ -74,17 +74,17 @@ end
function SWEP:PrimaryAttack()
if CLIENT then return end
-
+
--Make sure we have an equipment inventory
if not self.Owner then return end
if not self.Owner.data then return end
if not self.Owner.data.inventories then return end
if not self.Owner.data.inventories[1] then return end
local eqpd = self.Owner.data.inventories[1]
-
+
--Get the weapon we want to fire, and fire it!
local weapon = eqpd:Get({"Left Hand"}) or eqpd:Get({"Dual"})
- if not weapon then
+ if not weapon then
self:DefaultPickup()
elseif weapon.onClick ~= nil then
weapon:onClick(self.Owner)
@@ -93,17 +93,17 @@ end
function SWEP:SecondaryAttack()
if CLIENT then return end
-
+
--Make sure we have an equipment inventory
if not self.Owner then return end
if not self.Owner.data then return end
if not self.Owner.data.inventories then return end
if not self.Owner.data.inventories[1] then return end
local eqpd = self.Owner.data.inventories[1]
-
+
--Get the weapon we want to fire, and fire it!
local weapon = eqpd:Get({"Right Hand"}) or eqpd:Get({"Dual"})
- if not weapon then
+ if not weapon then
self:DefaultPickup()
elseif weapon.onClick ~= nil then
weapon:onClick(self.Owner)