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-rw-r--r--gamemode/itemsystem/weapons_common.lua71
1 files changed, 0 insertions, 71 deletions
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