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-rw-r--r--gamemode/itemsystem/foodstuffs/watermelon.lua8
-rw-r--r--gamemode/itemsystem/weapons/rustyaxe.lua355
-rw-r--r--gamemode/itemsystem/weapons/scraphammer.lua329
-rw-r--r--gamemode/itemsystem/weapons_common.lua3
4 files changed, 339 insertions, 356 deletions
diff --git a/gamemode/itemsystem/foodstuffs/watermelon.lua b/gamemode/itemsystem/foodstuffs/watermelon.lua
index 851cf1f..3f858d7 100644
--- a/gamemode/itemsystem/foodstuffs/watermelon.lua
+++ b/gamemode/itemsystem/foodstuffs/watermelon.lua
@@ -2,6 +2,10 @@
An example item
]]
local item = {}
+local pac
+if SERVER then
+ pac = nrequire("core/pac/sv_pac.lua")
+end
--Required, a name, all item names must be unique
item.Name = "Watermelon"
@@ -47,7 +51,9 @@ item.Shape = {
}
item.onDropped = function(self, ent)
- ART.ApplyPAC(ent,"Watermelon")
+ if SERVER then
+ pac.ApplyPac(ent,"Watermelon")
+ end
end
print("Hello from exampleitem.lua")
diff --git a/gamemode/itemsystem/weapons/rustyaxe.lua b/gamemode/itemsystem/weapons/rustyaxe.lua
index c19a24a..00547c8 100644
--- a/gamemode/itemsystem/weapons/rustyaxe.lua
+++ b/gamemode/itemsystem/weapons/rustyaxe.lua
@@ -1,12 +1,15 @@
--[[
- An example item
+ An axe that you can swing around!
]]
local pac
if SERVER then
pac = nrequire("core/pac/sv_pac.lua")
- print("in rustyaxe.lua, pac is", pac)
end
-local reg = nrequire("item.lua")
+local reg = nrequire("core/inventory/item.lua")
+local com = nrequire("core/inventory/common/weapons.lua")
+local itm = nrequire("core/inventory/common/items.lua")
+
+
local item = {}
--Required, a name, all item names must be unique
@@ -17,219 +20,223 @@ item.Tooltip = "An old axe, probably good for fighting."
--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 ""
+ 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
+ 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
- options["Drop"] = ART.DropItem(self)
- return options
+ local options = {}
+ options["test"] = function() print("You pressed test!") end
+ options["toste"] = function() print("You pressed toste!") end
+ options["Drop"] = ART.DropItem(self)
+ return options
end
function item.DoOnPanel(dimagebutton)
- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
end
function item.DoOnEqupPanel(dimagebutton)
- print("called with panel:",panel)
- dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
+ print("called with panel:",panel)
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
end
--Required, the shape of this item.
item.Shape = {
- {true,true},
- {true},
- {true},
+ {true,true},
+ {true},
+ {true},
}
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right Hand"
local swingdata = {
- ["fwd"] = {
- {0.011,Vector(-25,-3,-11)},
- {0.020,Vector(-25,-1,-3)},
- {0.031,Vector(-21,0,7)},
- {0.040,Vector(-13,-1,16)},
- {0.051,Vector(0,-5,22)},
- {0.060,Vector(17,-12,19)},
- {0.069,Vector(27,-18,11)},
- {0.077,Vector(31,-22,2)},
- {0.087,Vector(32,-26,-6)},
- {0.098,Vector(32,-28,-12)},
- {0.107,Vector(31,-29,-16)},
- {0.117,Vector(31,-29,-17)},
- {0.128,Vector(31,-29,-16)},
- {0.141,Vector(31,-29,-16)},
- },
- ["lft"] = {
- {0.009,Vector(-34,-25,3)},
- {0.021,Vector(-29,-33,3)},
- {0.031,Vector(-21,-41,2)},
- {0.042,Vector(-9,-47,0)},
- {0.053,Vector(5,-48,-2)},
- {0.064,Vector(20,-44,-6)},
- {0.075,Vector(31,-34,-10)},
- {0.086,Vector(37,-24,-15)},
- {0.095,Vector(39,-16,-17)},
- {0.106,Vector(39,-10,-19)},
- {0.116,Vector(39,-8,-20)},
- {0.126,Vector(39,-8,-19)},
- {0.134,Vector(39,-9,-19)},
- {0.146,Vector(39,-10,-18)},
- },
- ["rig"] = {
- {0.021,Vector(-2,9,11)},
- {0.031,Vector(5,10,10)},
- {0.042,Vector(12,8,9)},
- {0.053,Vector(19,4,6)},
- {0.062,Vector(26,-4,2)},
- {0.072,Vector(29,-12,-4)},
- {0.083,Vector(29,-21,-12)},
- {0.093,Vector(25,-27,-18)},
- {0.102,Vector(22,-30,-22)},
- {0.113,Vector(20,-31,-25)},
- {0.123,Vector(19,-32,-25)},
- {0.133,Vector(19,-32,-25)},
- },
+ ["fwd"] = {
+ {0.011,Vector(-25,-3,-11)},
+ {0.020,Vector(-25,-1,-3)},
+ {0.031,Vector(-21,0,7)},
+ {0.040,Vector(-13,-1,16)},
+ {0.051,Vector(0,-5,22)},
+ {0.060,Vector(17,-12,19)},
+ {0.069,Vector(27,-18,11)},
+ {0.077,Vector(31,-22,2)},
+ {0.087,Vector(32,-26,-6)},
+ {0.098,Vector(32,-28,-12)},
+ {0.107,Vector(31,-29,-16)},
+ {0.117,Vector(31,-29,-17)},
+ {0.128,Vector(31,-29,-16)},
+ {0.141,Vector(31,-29,-16)},
+ },
+ ["lft"] = {
+ {0.009,Vector(-34,-25,3)},
+ {0.021,Vector(-29,-33,3)},
+ {0.031,Vector(-21,-41,2)},
+ {0.042,Vector(-9,-47,0)},
+ {0.053,Vector(5,-48,-2)},
+ {0.064,Vector(20,-44,-6)},
+ {0.075,Vector(31,-34,-10)},
+ {0.086,Vector(37,-24,-15)},
+ {0.095,Vector(39,-16,-17)},
+ {0.106,Vector(39,-10,-19)},
+ {0.116,Vector(39,-8,-20)},
+ {0.126,Vector(39,-8,-19)},
+ {0.134,Vector(39,-9,-19)},
+ {0.146,Vector(39,-10,-18)},
+ },
+ ["rig"] = {
+ {0.021,Vector(-2,9,11)},
+ {0.031,Vector(5,10,10)},
+ {0.042,Vector(12,8,9)},
+ {0.053,Vector(19,4,6)},
+ {0.062,Vector(26,-4,2)},
+ {0.072,Vector(29,-12,-4)},
+ {0.083,Vector(29,-21,-12)},
+ {0.093,Vector(25,-27,-18)},
+ {0.102,Vector(22,-30,-22)},
+ {0.113,Vector(20,-31,-25)},
+ {0.123,Vector(19,-32,-25)},
+ {0.133,Vector(19,-32,-25)},
+ },
+}
+
+local attacks = {
+ ["forward"] = {
+ time = 2.33,
+ anim = "axe_swing_up",
+ }
}
--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right
item.lastSwing = {}
item.onClick = function(self,owner)
- item.lastSwing[owner] = item.lastSwing[owner] or 0
- if item.lastSwing[owner] > CurTime() then
- print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
- return end
- item.lastSwing[owner] = CurTime()+1.33
- local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
- local movementtbl = {
- ["forward"] = function()
- owner:SetLuaAnimation("axe_swing_up")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("axe_swing_up")
- end)
- timer.Simple(1,function()
- ART.TraceWeapon = true
- end)
- timer.Simple(1.33,function()
- ART.TraceWeapon = false
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["fwd"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
-
- end,
- ["backward"] = function()
-
- end,
- ["left"] = function()
- owner:SetLuaAnimation("axe_swing_left")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("axe_swing_left")
- end)
- timer.Simple(1,function()
- ART.TraceWeapon = true
- end)
- timer.Simple(1.33,function()
- ART.TraceWeapon = false
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["lft"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- ["right"] = function()
- owner:SetLuaAnimation("axe_swing_right")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("axe_swing_right")
- end)
- timer.Simple(1,function()
- ART.TraceWeapon = true
- end)
- timer.Simple(1.33,function()
- ART.TraceWeapon = false
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["rig"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- }
- movementtbl[ART.playermovedir(owner)]()
+ item.lastSwing[owner] = item.lastSwing[owner] or 0
+ if item.lastSwing[owner] > CurTime() then
+ print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
+ return end
+ item.lastSwing[owner] = CurTime() + 1.33
+ local movementtbl = {
+ ["forward"] = function()
+ --Do the animation
+ owner:SetLuaAnimation("axe_swing_up")
+ timer.Simple(2.33,function()
+ owner:StopLuaAnimation("axe_swing_up")
+ end)
+ --Do the traces
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["fwd"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ --What to do when our weapon hits
+ com.swingarc(owner,times,pos,function(tr)
+ print("Calling the swingarc function")
+ if not tr.Hit then return end
+ print("We hit something!")
+ print("takedamage is",tr.Entity.TakeDamage)
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ print("I hit a ", tr.Entity)
+ tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
+ end
+ end)
+
+ end,
+ ["backward"] = function()
+
+ end,
+ ["left"] = function()
+ owner:SetLuaAnimation("axe_swing_left")
+ timer.Simple(2.33,function()
+ owner:StopLuaAnimation("axe_swing_left")
+ end)
+ timer.Simple(1,function()
+ ART.TraceWeapon = true
+ end)
+ timer.Simple(1.33,function()
+ ART.TraceWeapon = false
+ end)
+
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["lft"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ com.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
+ end
+ end)
+ end,
+ ["right"] = function()
+ owner:SetLuaAnimation("axe_swing_right")
+ timer.Simple(2.33,function()
+ owner:StopLuaAnimation("axe_swing_right")
+ end)
+ timer.Simple(1,function()
+ ART.TraceWeapon = true
+ end)
+ timer.Simple(1.33,function()
+ ART.TraceWeapon = false
+ end)
+
+ local times,pos = {},{}
+ for k,v in ipairs(swingdata["rig"]) do
+ times[k] = 1 + v[1]
+ pos[k] = Vector(v[2])
+ pos[k]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ com.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
+ ART.ApplyEffect(owner,"weapon_blocked")
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
+ end
+ end)
+ end,
+ }
+ print("At time of doing playermovedir, com is", com)
+ movementtbl[com.playermovedir(owner)]()
end
--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
+ print("onEquip",who)
+ if CLIENT then print("onEquip client!") end
+ if SERVER then
print("pac is", pac)
- PrintTable(pac)
- who:GetActiveWeapon():SetHoldType("melee")
- pac.ApplyPac(who,"rustyaxe")
- --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
- --who:AttachPACPart(outfit)
- --print("onEquip server!")
- end
+ PrintTable(pac)
+ who:GetActiveWeapon():SetHoldType("melee")
+ pac.ApplyPac(who,"rustyaxe")
+ --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
+ --who:AttachPACPart(outfit)
+ --print("onEquip server!")
+ end
end
--Optional, if we should do something speical on unequip(like setting animations back to normal)
item.onUnEquip = function(self,who)
print("Unequiping axe")
- who:GetActiveWeapon():SetHoldType("normal")
- if SERVER then pac.RemovePac(who,"rustyaxe") end
+ who:GetActiveWeapon():SetHoldType("normal")
+ if SERVER then pac.RemovePac(who,"rustyaxe") end
end
item.onDropped = function(self, ent)
- if SERVER then pac.ApplyPac(ent,"rustyaxe") end
+ if SERVER then pac.ApplyPac(ent,"rustyaxe") end
end
print("Hello from rustyaxe.lua")
diff --git a/gamemode/itemsystem/weapons/scraphammer.lua b/gamemode/itemsystem/weapons/scraphammer.lua
index 586b331..762dc5f 100644
--- a/gamemode/itemsystem/weapons/scraphammer.lua
+++ b/gamemode/itemsystem/weapons/scraphammer.lua
@@ -1,233 +1,202 @@
--[[
An example item
]]
+local com = nrequire("core/inventory/common/weapons.lua")
+local itm = nrequire("core/inventory/common/items.lua")
+local reg = nrequire("core/inventory/item.lua")
+local pac,eff
+if SERVER then
+ pac = nrequire("core/pac/sv_pac.lua")
+else
+ eff = nrequire("core/clienteffects/blocked.lua")
+end
+
local item = {}
--Required, a name, all item names must be unique
item.Name = "Scrap Hammer"
--Optional, a tooltip to display
-item.Tooltip = "Bits of scrap put togeather to resembel a hammer"
+item.Tooltip = "Bits of scrap put togeather to resemble a hammer"
--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 ""
+ 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
+ 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
- options["Drop"] = ART.DropItem(self)
- return options
+ local options = {}
+ options["test"] = function() print("You pressed test!") end
+ options["toast"] = function() print("You pressed toast!") end
+ options["Drop"] = itm.DropItem(self)
+ 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))
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
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))
+function item.DoOnEquipPanel(dimagebutton)
+ print("called with panel:",panel)
+ dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
end
-]]
--Required, the shape of this item.
item.Shape = {
- {true,true,true},
- {false,true},
- {false,true},
+ {true,true,true},
+ {false,true},
+ {false,true},
}
--Optional, If this item can be equiped in any player slots, put them here.
-item.Equipable = "Right"
+item.Equipable = "Right Hand"
local swingdata = {
- ["fwd"] = {
- {0.007,Vector(-27,1,9)},
- {0.014,Vector(-20,3,16)},
- {0.020,Vector(-11,6,22)},
- {0.027,Vector(0,7,26)},
- {0.032,Vector(15,7,25)},
- {0.039,Vector(28,6,21)},
- {0.045,Vector(38,4,14)},
- {0.052,Vector(46,0,3)},
- {0.059,Vector(50,-3,-6)},
- {0.065,Vector(52,-6,-15)},
- {0.072,Vector(52,-8,-22)},
- {0.078,Vector(51,-10,-28)},
- {0.084,Vector(50,-11,-31)},
- {0.091,Vector(50,-11,-32)},
- {0.097,Vector(50,-11,-32)}
- },
- ["lft"] = {
- {0.007,Vector(-6,24,2)},
- {0.014,Vector(-1,26,2)},
- {0.020,Vector(5,28,1)},
- {0.027,Vector(12,28,-1)},
- {0.035,Vector(19,27,-4)},
- {0.042,Vector(27,24,-7)},
- {0.048,Vector(37,17,-13)},
- {0.055,Vector(42,12,-17)},
- {0.061,Vector(45,5,-20)},
- {0.068,Vector(48,-2,-23)},
- {0.075,Vector(49,-8,-25)},
- {0.084,Vector(49,-14,-26)},
- {0.091,Vector(49,-19,-27)},
- {0.097,Vector(48,-22,-27)},
- {0.104,Vector(48,-25,-27)},
- {0.110,Vector(48,-26,-27)},
- {0.117,Vector(48,-27,-27)},
- {0.123,Vector(48,-26,-27)},
- {0.131,Vector(48,-26,-27)}
- },
- ["rig"] = {
- {0.009,Vector(-3,25,2)},
- {0.017,Vector(3,27,1)},
- {0.025,Vector(11,28,-1)},
- {0.032,Vector(20,27,-4)},
- {0.040,Vector(28,24,-7)},
- {0.051,Vector(36,19,-12)},
- {0.059,Vector(42,11,-17)},
- {0.067,Vector(47,2,-22)},
- {0.075,Vector(49,-5,-25)},
- {0.083,Vector(49,-13,-27)},
- {0.090,Vector(49,-19,-28)},
- {0.098,Vector(48,-24,-28)},
- {0.106,Vector(48,-27,-28)},
- {0.114,Vector(48,-28,-28)},
- {0.121,Vector(48,-27,-28)},
- {0.129,Vector(48,-27,-27)}
- },
+ ["fwd"] = {
+ {0.007,Vector(-27,1,9)},
+ {0.014,Vector(-20,3,16)},
+ {0.020,Vector(-11,6,22)},
+ {0.027,Vector(0,7,26)},
+ {0.032,Vector(15,7,25)},
+ {0.039,Vector(28,6,21)},
+ {0.045,Vector(38,4,14)},
+ {0.052,Vector(46,0,3)},
+ {0.059,Vector(50,-3,-6)},
+ {0.065,Vector(52,-6,-15)},
+ {0.072,Vector(52,-8,-22)},
+ {0.078,Vector(51,-10,-28)},
+ {0.084,Vector(50,-11,-31)},
+ {0.091,Vector(50,-11,-32)},
+ {0.097,Vector(50,-11,-32)}
+ },
+ ["lft"] = {
+ {0.007,Vector(-6,24,2)},
+ {0.014,Vector(-1,26,2)},
+ {0.020,Vector(5,28,1)},
+ {0.027,Vector(12,28,-1)},
+ {0.035,Vector(19,27,-4)},
+ {0.042,Vector(27,24,-7)},
+ {0.048,Vector(37,17,-13)},
+ {0.055,Vector(42,12,-17)},
+ {0.061,Vector(45,5,-20)},
+ {0.068,Vector(48,-2,-23)},
+ {0.075,Vector(49,-8,-25)},
+ {0.084,Vector(49,-14,-26)},
+ {0.091,Vector(49,-19,-27)},
+ {0.097,Vector(48,-22,-27)},
+ {0.104,Vector(48,-25,-27)},
+ {0.110,Vector(48,-26,-27)},
+ {0.117,Vector(48,-27,-27)},
+ {0.123,Vector(48,-26,-27)},
+ {0.131,Vector(48,-26,-27)}
+ },
+ ["rig"] = {
+ {0.009,Vector(-3,25,2)},
+ {0.017,Vector(3,27,1)},
+ {0.025,Vector(11,28,-1)},
+ {0.032,Vector(20,27,-4)},
+ {0.040,Vector(28,24,-7)},
+ {0.051,Vector(36,19,-12)},
+ {0.059,Vector(42,11,-17)},
+ {0.067,Vector(47,2,-22)},
+ {0.075,Vector(49,-5,-25)},
+ {0.083,Vector(49,-13,-27)},
+ {0.090,Vector(49,-19,-28)},
+ {0.098,Vector(48,-24,-28)},
+ {0.106,Vector(48,-27,-28)},
+ {0.114,Vector(48,-28,-28)},
+ {0.121,Vector(48,-27,-28)},
+ {0.129,Vector(48,-27,-27)}
+ },
+}
+
+local attacks = {
+ forward = {
+ anim = "hammer_swing_up",
+ animtime = 2.33,
+ data = swingdata["fwd"],
+ dammage = 5
+ },
+ left = {
+ anim = "hammer_swing_left",
+ animtime = 2.33,
+ data = swingdata["lft"],
+ dammage = 5
+ },
+ right = {
+ anim = "hammer_swing_right",
+ animtime = 2.33,
+ data = swingdata["rig"],
+ dammage = 5
+ }
}
--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right
item.lastSwing = {}
item.onClick = function(self,owner)
- item.lastSwing[owner] = item.lastSwing[owner] or 0
- if item.lastSwing[owner] > CurTime() then
- print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
- return end
- item.lastSwing[owner] = CurTime()+1.33
- local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
- local movementtbl = {
- ["forward"] = function()
- owner:SetLuaAnimation("hammer_swing_up")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_up")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["fwd"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
-
- end,
- ["backward"] = function()
-
- end,
- ["left"] = function()
- owner:SetLuaAnimation("hammer_swing_left")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_left")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["lft"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- ["right"] = function()
- owner:SetLuaAnimation("hammer_swing_right")
- timer.Simple(2.33,function()
- owner:StopLuaAnimation("hammer_swing_right")
- end)
-
- local times,pos = {},{}
- for k,v in ipairs(swingdata["rig"]) do
- times[k] = 1 + v[1]
- pos[k] = Vector(v[2])
- pos[k]:Rotate(owner:GetAimVector():Angle())
- end
- if pos[1] == nil then return end
- local hits = ART.swingarc(owner,times,pos,function(tr)
- if not tr.Hit then return end
- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
- ART.ApplyEffect(owner,"weapon_blocked")
- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
- end
- end)
- end,
- }
- movementtbl[ART.playermovedir(owner)]()
+ --Make sure we can swing (off cooldown)
+ item.lastSwing[owner] = item.lastSwing[owner] or 0
+ if item.lastSwing[owner] > CurTime() then return end
+ item.lastSwing[owner] = CurTime()+1.33
+
+ --[[
+ local movementtbl = {}
+ for k,v in pairs(attacks) do
+ movementtbl[k] = function()
+ owner:SetLuaAnimation(v.anim)
+ timer.Simple(v.animtime,function()
+ owner:StopLuaAnimation(v.anim)
+ end)
+ local times, pos = {},{}
+ for i,j in pairs(v.data) do
+ times[i] = 1 + j[1]
+ pos[i] = Vector(j[2])
+ pos[i]:Rotate(owner:GetAimVector():Angle())
+ end
+ if pos[1] == nil then return end
+ com.swingarc(owner,times,pos,function(tr)
+ if not tr.Hit then return end
+ if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == k then
+ eff()
+ elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
+ tr.Entity:TakeDamage(v.dammage,owner,owner:GetActiveWeapon())
+ end
+ end)
+ end
+ end
+ ]]
+ local movementtbl = com.createattackstable(attacks)
+
+ --Do the attack
+ movementtbl[com.playermovedir(owner)]()
end
--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)
- who:GetActiveWeapon():SetHoldType("melee2")
- ART.ApplyPAC(who,"scraphammer")
- --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
- --who:AttachPACPart(outfit)
- --print("onEquip server!")
- end
+ print("woo! i'm being used!")
+ if SERVER then
+ who:GetActiveWeapon():SetHoldType("melee2")
+ pac.ApplyPac(who,"scraphammer")
+ end
end
--Optional, if we should do something speical on unequip(like setting animations back to normal)
item.onUnEquip = function(self,who)
- who:GetActiveWeapon():SetHoldType("normal")
- ART.RemovePAC(who,"scraphammer")
+ print("aw, I'm being put away :(")
+ who:GetActiveWeapon():SetHoldType("normal")
+ pac.RemovePac(who,"scraphammer")
end
item.onDropped = function(self, ent)
- ART.ApplyPAC(ent,"scraphammer")
+ pac.ApplyPac(ent,"scraphammer")
end
-print("Hello from scrapgun.lua")
+print("Hello from scraphammer.lua")
--Don't forget to register the item!
-nrequire("item.lua").RegisterItem(item)
+reg.RegisterItem(item)
diff --git a/gamemode/itemsystem/weapons_common.lua b/gamemode/itemsystem/weapons_common.lua
index 6f553fa..f31b18f 100644
--- a/gamemode/itemsystem/weapons_common.lua
+++ b/gamemode/itemsystem/weapons_common.lua
@@ -1,4 +1,5 @@
-
+--This file has been moved to core/inventory/common/weapons.lua
+do return end
ART = ART or {}
--- Finds the direction a player is moveing.