diff options
Diffstat (limited to 'gamemode')
| -rw-r--r-- | gamemode/shared/inventory.lua | 12 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/exampleitem.lua | 5 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/foodstuffs/ratmeat.lua | 44 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/foodstuffs/watermelon.lua | 4 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/knuckledclaw.lua | 47 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/rustyaxe.lua | 36 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/scraphammer.lua | 71 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/seratedknife.lua | 49 | ||||
| -rw-r--r-- | gamemode/shared/itemsystem/weapons_common.lua | 10 | ||||
| -rw-r--r-- | gamemode/shared/sh_pac.lua | 1 |
10 files changed, 117 insertions, 162 deletions
diff --git a/gamemode/shared/inventory.lua b/gamemode/shared/inventory.lua index f83bb77..a8c1756 100644 --- a/gamemode/shared/inventory.lua +++ b/gamemode/shared/inventory.lua @@ -134,8 +134,14 @@ end -- @param item The item to give the player function pmeta:GiveItem(item) local x,y,b = self:FindSpotForItem(item) - self:PutInvItem(b,x,y,item) - self:SynchronizeInventory() + print("putting in ",x,y,b) + if x and y and b then + self:PutInvItem(b,x,y,item) + self:SynchronizeInventory() + return true + else + return false + end end --- Check if an item can fit in a position in a backpack @@ -196,7 +202,7 @@ end) -- @param fromcol The column to take the item from -- @param toslo The equipment slot to put the item into function pmeta:EquipItem(frombackpack, fromrow, fromcol, toslot) - local item = self.Inventory.Backpacks[frombackpack][1][fromrow[1]][fromcol[2]] + local item = self.Inventory.Backpacks[frombackpack][1][fromrow][fromcol] if item.Equipable ~= nil and item.Equipable == toslot then --Remove from the backpack for k = 1,#item.Shape do 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({ diff --git a/gamemode/shared/sh_pac.lua b/gamemode/shared/sh_pac.lua index baa7f0b..1ab9f88 100644 --- a/gamemode/shared/sh_pac.lua +++ b/gamemode/shared/sh_pac.lua @@ -23,6 +23,7 @@ if CLIENT then local pactbl = CompileString("return {"..pactxt.."}",pacname)() print("pactbl is") PrintTable(pactbl) + print("who is",who) who:AttachPACPart(pactbl) print("Pac Equiped!") end |
