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-rw-r--r--gamemode/shared/itemsystem/exampleitem.lua5
-rw-r--r--gamemode/shared/itemsystem/foodstuffs/ratmeat.lua44
-rw-r--r--gamemode/shared/itemsystem/foodstuffs/watermelon.lua4
-rw-r--r--gamemode/shared/itemsystem/weapons/knuckledclaw.lua47
-rw-r--r--gamemode/shared/itemsystem/weapons/rustyaxe.lua36
-rw-r--r--gamemode/shared/itemsystem/weapons/scraphammer.lua71
-rw-r--r--gamemode/shared/itemsystem/weapons/seratedknife.lua49
-rw-r--r--gamemode/shared/itemsystem/weapons_common.lua10
8 files changed, 107 insertions, 159 deletions
diff --git a/gamemode/shared/itemsystem/exampleitem.lua b/gamemode/shared/itemsystem/exampleitem.lua
index d2d6ed8..fdc0e9c 100644
--- a/gamemode/shared/itemsystem/exampleitem.lua
+++ b/gamemode/shared/itemsystem/exampleitem.lua
@@ -75,6 +75,11 @@ item.onUnEquip = function(self,who)
print("Aw, I'm being stored :(")
end
+--Technically optional, but item will display as a rock if you don't have it
+item.onDropped = function(self,ent)
+ print("I've been dropped!(BUVVV WUB WUB WUB WUB WUB)")
+end
+
print("Hello from exampleitem.lua")
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/foodstuffs/ratmeat.lua b/gamemode/shared/itemsystem/foodstuffs/ratmeat.lua
new file mode 100644
index 0000000..8990a49
--- /dev/null
+++ b/gamemode/shared/itemsystem/foodstuffs/ratmeat.lua
@@ -0,0 +1,44 @@
+--[[
+ An example item
+]]
+local item = {}
+
+--Required, a name, all item names must be unique
+item.Name = "Rat Meat"
+
+--Optional, a tooltip to display when hovered over
+item.Tooltip = "Disgusting, disease-ridden meat."
+
+--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 server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file!
+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
+
+--Optional. Something run once when this item is drawn in a backpack
+function item.DoOnPanel(dimagebutton)
+ --dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
+end
+
+--Required, the shape of this item in a backpack.
+item.Shape = {
+ {true}
+}
+
+
+--Don't forget to register the item!
+ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/foodstuffs/watermelon.lua b/gamemode/shared/itemsystem/foodstuffs/watermelon.lua
index 76c0398..c79ba6c 100644
--- a/gamemode/shared/itemsystem/foodstuffs/watermelon.lua
+++ b/gamemode/shared/itemsystem/foodstuffs/watermelon.lua
@@ -46,6 +46,10 @@ item.Shape = {
{true,true,true},
}
+item.onDropped = function(self, ent)
+ ART.ApplyPAC(ent,"scraphammer")
+end
+
print("Hello from exampleitem.lua")
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/weapons/knuckledclaw.lua b/gamemode/shared/itemsystem/weapons/knuckledclaw.lua
index 467439e..2db8117 100644
--- a/gamemode/shared/itemsystem/weapons/knuckledclaw.lua
+++ b/gamemode/shared/itemsystem/weapons/knuckledclaw.lua
@@ -58,49 +58,6 @@ item.Shape = {
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"
---[[ returns the direction the player swung]]
-local function 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 = {}
-
-local function swingarc(player,times,positions,onhit)
- local positionpoints = {}
- table.insert(positionset,positionpoints)
- local hitents = {}
- for k,v in ipairs(times) do
- timer.Simple(v,function()
- local weaponpos = positions[k] + player:GetPos()
- table.insert(positionpoints,weaponpos)
- if #positionpoints > 1 then
- local tr = util.TraceLine({
- start = positionpoints[#positionpoints-1],
- endpos = positionpoints[#positionpoints],
- })
- if tr.Hit then
- onhit(tr)
- end
- end
- end)
- end
- timer.Simple(times[#times],function()
- print("Inserted swing, drawn positions are now:")
- PrintTable(positionset)
- end)
-end
-
--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
@@ -197,6 +154,10 @@ item.onUnEquip = function(self,who)
ART.RemovePAC(who,"knuckledclaws")
end
+item.onDropped = function(self, ent)
+ ART.ApplyPAC(ent,"knuckledclaws")
+end
+
print("Hello from scrapgun.lua")
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/weapons/rustyaxe.lua b/gamemode/shared/itemsystem/weapons/rustyaxe.lua
index 71d8603..f21500d 100644
--- a/gamemode/shared/itemsystem/weapons/rustyaxe.lua
+++ b/gamemode/shared/itemsystem/weapons/rustyaxe.lua
@@ -66,6 +66,7 @@ end
local positionset = {}
+--[[
local function swingarc(player,times,positions,onhit)
local positionpoints = {}
table.insert(positionset,positionpoints)
@@ -102,6 +103,7 @@ hook.Add( "HUDPaint", "weaponswings", function()
--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 )
+]]
--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 = {}
@@ -117,13 +119,13 @@ item.onClick = function(self,owner)
["forward"] = function()
owner:SetLuaAnimation("axe_swing_up")
timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_up") end)
- local hits = swingarc(owner,{
+ local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- fow*20 + up*90,
- fow*45 + up*70,
- fow*35 + up*45,
- fow*20 + up*30,
+ fow*20 + up*26,
+ fow*45 + up*6,
+ fow*35 + up*-13,
+ fow*20 + up*-34,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
@@ -137,13 +139,13 @@ item.onClick = function(self,owner)
["left"] = function()
owner:SetLuaAnimation("axe_swing_left")
timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_left") end)
- local hits = swingarc(owner,{
+ local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- rig*30 + up*59,
- rig*10 + fow*30 + up*55,
- rig*-10 + fow*30 + up*54,
- rig*-30 + up*50,
+ rig*30 + up*-5,
+ rig*10 + fow*30 + up*-9,
+ rig*-10 + fow*30 + up*-10,
+ rig*-30 + up*-15,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
@@ -154,13 +156,13 @@ item.onClick = function(self,owner)
["right"] = function()
owner:SetLuaAnimation("axe_swing_right")
timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_right") end)
- local hits = swingarc(owner,{
+ local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- rig*-30 + up*59,
- rig*-10 + fow*30 + up*55,
- rig*10 + fow*30 + up*54,
- rig*30 + up*50,
+ rig*-30 + up*-5,
+ rig*-10 + fow*30 + up*-9,
+ rig*10 + fow*30 + up*-10,
+ rig*30 + up*-15,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
@@ -192,6 +194,10 @@ item.onUnEquip = function(self,who)
ART.RemovePAC(who,"rustyaxe")
end
+item.onDropped = function(self, ent)
+ ART.ApplyPAC(ent,"rustyaxe")
+end
+
print("Hello from scrapgun.lua")
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/weapons/scraphammer.lua b/gamemode/shared/itemsystem/weapons/scraphammer.lua
index 978fde8..9ec7ac9 100644
--- a/gamemode/shared/itemsystem/weapons/scraphammer.lua
+++ b/gamemode/shared/itemsystem/weapons/scraphammer.lua
@@ -60,49 +60,6 @@ item.Shape = {
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"
---[[ returns the direction the player swung]]
-local function 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 = {}
-
-local function swingarc(player,times,positions,onhit)
- local positionpoints = {}
- table.insert(positionset,positionpoints)
- local hitents = {}
- for k,v in ipairs(times) do
- timer.Simple(v,function()
- local weaponpos = positions[k] + player:GetPos()
- table.insert(positionpoints,weaponpos)
- if #positionpoints > 1 then
- local tr = util.TraceLine({
- start = positionpoints[#positionpoints-1],
- endpos = positionpoints[#positionpoints],
- })
- if tr.Hit then
- onhit(tr)
- end
- end
- end)
- end
- timer.Simple(times[#times],function()
- print("Inserted swing, drawn positions are now:")
- PrintTable(positionset)
- end)
-end
-
--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
@@ -123,10 +80,10 @@ item.onClick = function(self,owner)
local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- fow*20 + up*90,
- fow*45 + up*70,
- fow*35 + up*45,
- fow*20 + up*30,
+ fow*40 + up*26,
+ fow*60 + up*6,
+ fow*55 + up*-13,
+ fow*40 + up*-34,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
@@ -145,10 +102,10 @@ item.onClick = function(self,owner)
local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- rig*30 + up*59,
- rig*10 + fow*30 + up*55,
- rig*-10 + fow*30 + up*54,
- rig*-30 + up*50,
+ rig*30 + up*-5,
+ rig*20 + fow*40 + up*-9,
+ rig*-20 + fow*40 + up*-10,
+ rig*-30 + up*-15,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(10, owner, owner:GetActiveWeapon())
@@ -164,10 +121,10 @@ item.onClick = function(self,owner)
local hits = ART.swingarc(owner,{
1,1.1,1.2,1.3
},{
- rig*-30 + up*59,
- rig*-10 + fow*30 + up*55,
- rig*10 + fow*30 + up*54,
- rig*30 + up*50,
+ rig*-30 + up*-5,
+ rig*-10 + fow*40 + up*-9,
+ rig*10 + fow*40 + up*-10,
+ rig*30 + up*-15,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
@@ -199,6 +156,10 @@ item.onUnEquip = function(self,who)
ART.RemovePAC(who,"scraphammer")
end
+item.onDropped = function(self, ent)
+ ART.ApplyPAC(ent,"scraphammer")
+end
+
print("Hello from scrapgun.lua")
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/weapons/seratedknife.lua b/gamemode/shared/itemsystem/weapons/seratedknife.lua
index a6d4c55..e57351d 100644
--- a/gamemode/shared/itemsystem/weapons/seratedknife.lua
+++ b/gamemode/shared/itemsystem/weapons/seratedknife.lua
@@ -58,51 +58,6 @@ item.Shape = {
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"
---[[ returns the direction the player swung]]
-local function 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 = {}
-
-local function swingarc(player,times,positions,onhit)
- local positionpoints = {}
- table.insert(positionset,positionpoints)
- local hitents = {}
- for k,v in ipairs(times) do
- timer.Simple(v,function()
- local weaponpos = positions[k] + player:GetPos()
- table.insert(positionpoints,weaponpos)
- if #positionpoints > 1 then
- local tr = util.TraceLine({
- start = positionpoints[#positionpoints-1],
- endpos = positionpoints[#positionpoints],
- })
- if tr.Hit then
- onhit(tr)
- end
- end
- end)
- end
- timer.Simple(times[#times],function()
- print("Inserted swing, drawn positions are now:")
- PrintTable(positionset)
- end)
-end
-
-
-
--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 = {}
local animationtime = 1.833333
@@ -214,5 +169,9 @@ item.onUnEquip = function(self,who)
ART.RemovePAC(who,"seratedknife")
end
+item.onDropped = function(self, ent)
+ ART.ApplyPAC(ent,"seratedknife")
+end
+
--Don't forget to register the item!
ART.RegisterItem(item)
diff --git a/gamemode/shared/itemsystem/weapons_common.lua b/gamemode/shared/itemsystem/weapons_common.lua
index 6e73318..a7679a9 100644
--- a/gamemode/shared/itemsystem/weapons_common.lua
+++ b/gamemode/shared/itemsystem/weapons_common.lua
@@ -29,11 +29,19 @@ local positionset = {}
-- @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 = {}
+ --[[
+ local ea = player:EyeAngles()
+ for k,v in pairs(positions) do
+ print("Position that was at ", positions[k])
+ positions[k].z = positions[k].z * math.sin(ea.pitch+90)
+ print("Is now at",positions[k])
+ end
+ ]]
table.insert(positionset,positionpoints)
local hitents = {}
for k,v in ipairs(times) do
timer.Simple(v,function()
- local weaponpos = positions[k] + player:GetPos()
+ local weaponpos = positions[k] + player:GetPos() + Vector(0,0,64)
table.insert(positionpoints,weaponpos)
if #positionpoints > 1 then
local tr = util.TraceLine({