diff options
Diffstat (limited to 'gamemode/itemsystem/weapons_common.lua')
| -rw-r--r-- | gamemode/itemsystem/weapons_common.lua | 71 |
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 |
