From 4879eb1d78520ce0ac9b0bb0ef5244cf65ad7c99 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Wed, 4 Jan 2017 23:27:36 -0500 Subject: Started refactoring item and inventory system --- gamemode/client/cl_inventory.lua | 163 ++-------------------------------- gamemode/client/cl_legs.lua | 47 +++++----- gamemode/client/healthbar.lua | 153 ------------------------------- gamemode/client/hud/cl_healthbar.lua | 153 +++++++++++++++++++++++++++++++ gamemode/client/qpanels/inventory.lua | 1 + gamemode/client/qpanels/prayers.lua | 2 +- gamemode/client/qpanels/quests.lua | 2 +- gamemode/client/qpanels/skills.lua | 2 +- 8 files changed, 189 insertions(+), 334 deletions(-) delete mode 100644 gamemode/client/healthbar.lua create mode 100644 gamemode/client/hud/cl_healthbar.lua (limited to 'gamemode/client') diff --git a/gamemode/client/cl_inventory.lua b/gamemode/client/cl_inventory.lua index a40a5f8..84cb347 100644 --- a/gamemode/client/cl_inventory.lua +++ b/gamemode/client/cl_inventory.lua @@ -4,21 +4,23 @@ print("Hello from cl_inventory.lua") --debug.Trace() -ART.PrayerEquiped = ART.PrayerEquiped or { - false,false,false,false +local prayerequiped = { + false,false,false,false,false } + net.Receive("equiphelpprayer",function() print("equiphelp received client side!") - ART.PrayerEquiped[4] = "Noob Help" + prayerequiped[4] = "Noob Help" end) - local lastpanel = lastpanel or 1 local inventorysheets = {} +--[[ ART.RegisterInventorySheet = function(func) inventorysheets[#inventorysheets + 1] = func end +]] local plyisininventory = false @@ -37,6 +39,7 @@ local function createMenuFor(menu, tbl) end end +--[[ function ART.RefreshDisplays() local discopy = LocalPlayer().invdisplays LocalPlayer().invdisplays = {} @@ -52,6 +55,7 @@ function ART.RefreshDisplays() ptbl.redraw() end end +]] local sheet function ShowInventory(ply,cmd,args) @@ -83,157 +87,6 @@ function ShowInventory(ply,cmd,args) tsheet.sheetnum = name end sheet:SwitchToName(lastpanel) - - --[[ - - local prayersheet = vgui.Create( "DListLayout", sheet) - sheet:AddSheet( "Prayers", prayersheet, "icon16/coins.png") - - --Prayers - local prayergridscroll = vgui.Create("DScrollPanel") - prayergridscroll:SetSize( (width / 4) - 20, height / 3 ) - prayergridscroll:SetPos( 5, 5 ) - prayersheet:Add(prayergridscroll) - local prayergrid = vgui.Create( "DGrid", prayergridscroll ) - prayergrid:SetPos( 5 , 5 ) - prayergrid:Dock(FILL) - - prayergrid:SetCols( (width / 4) / 64 ) - prayergrid:SetColWide( 64 ) - prayergrid:SetRowHeight(64) - prayergridscroll:AddItem(prayergrid) - - for k,v in pairs(ART.Prayer) do - local but = vgui.Create( "DButton", prayergrid ) - but:SetText( v.Name ) - but:SetSize( 64, 64 ) - but:SetWrap(true) - prayergrid:AddItem( but ) - but.PrayerName = v.Name - but:Droppable("PrayerBind") - end - - local prayerbindgrid = vgui.Create("DGrid") - prayerbindgrid:SetPos(height * (2 / 3),5) - prayerbindgrid:SetSize((width / 4) - 20, height / 3) - prayerbindgrid:SetColWide(64) - prayerbindgrid:SetRowHeight(64) - function prayerbindgrid:Paint(w,h) - draw.RoundedBox( 8, 0, 0, w, h, Color( 0, 255, 0 ) ) - end - local n = 0 - for k,v in pairs(ART.PrayerEquiped) do - n = n + 1 - local but = vgui.Create( "DPanel", prayerbindgrid ) - but:SetSize(64, 64) - if v ~= false then - local prayerbut = vgui.Create( "DLabel", but ) - prayerbut:SetText( v.Name ) - prayerbut:SetSize( 64, 64 ) - prayerbut:SetWrap(true) - else - local blabel = vgui.Create( "DLabel", but ) - blabel:SetText( "F" .. k ) - blabel:SetDark(true) - but:Receiver( "PrayerBind", function( self, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY ) - if not isDropped then return end - ART.PrayerEquiped[k] = tableOfDroppedPanels.PrayerName - print("Prayer bound to " .. k) - end) - end - prayerbindgrid:AddItem(but) - end - prayersheet:Add(prayerbindgrid) - - --Display quests - local questselector = vgui.Create( "DScrollPanel", questsheet ) - questselector:SetSize((width / 4) - 20, (height / 2) - 40) - questselector:SetPos(0,0) - local questinfo = vgui.Create("DScrollPanel", questsheet) - questinfo:SetSize(width / 4, height / 2) - questinfo:SetPos(0,height / 2) - for k,v in pairs(LocalPlayer().Quests or {}) do - print("Displaying quest:" .. k) - local questbutton = vgui.Create( "DButton" , questselector ) - questbutton:Dock(TOP) - questbutton:SetText(k) - questbutton.DoClick = function() - print("At point of clicking, art is:") - PrintTable(ART) - ART.GetQuest(k).DrawQuestInfo(questinfo,v) - end - end - - --Display gear - local slotsize = math.Round(width / 32) - local displaypos = { - ["Head"] = {(width / 8) - slotsize, 25}, - ["Body"] = {(width / 8) - slotsize, slotsize + 26}, - ["Legs"] = {(width / 8) - slotsize, (slotsize * 2) + 27}, - ["Boots"] = {(width / 8) - slotsize, (slotsize * 3) + 28}, - ["Gloves"] = {(width / 8) + (slotsize), (slotsize * 2) + 27}, - ["Left"] = {(width / 8) - (1.5 * slotsize), (slotsize * 4) + 29}, - ["Right"] = {(width / 8) - (0.5 * slotsize), (slotsize * 4) + 29} - } - print("Displaying inventory:") - PrintTable(LocalPlayer().Inventory.Equiped) - for k,v in pairs (LocalPlayer().Inventory.Equiped) do - if v == false then - local eqslot = vgui.Create( "DPanel", invsheet ) - eqslot:SetSize( slotsize, slotsize ) - eqslot:SetPos(displaypos[k][1],displaypos[k][2]) - eqslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY ) - if not isDropped then return end - print("Attempting to equip") - local icon = tableOfDroppedPanels[1] - local item = icon.Item - PrintTable(item) - print("In",k) - if item.Equipable == k then - net.Start("equipitem") - net.WriteUInt(icon.backpacknum,16) -- Backpack number - local fromtbl = icon.invpos - net.WriteUInt(fromtbl[1],16) -- From position - net.WriteUInt(fromtbl[2],16) - print("Writing string",k) - net.WriteString(k) - net.SendToServer() - end - end, {} ) - else - print("eqslot",k,"was not false, it was") - PrintTable(v) - local eqslot = vgui.Create("DImageButton",invsheet) - eqslot:SetSize(slotsize,slotsize) - eqslot:SetPos(displaypos[k][1],displaypos[k][2]) - if v.PaintEquiped then - eqslot.Paint = v.PaintEquiped - end - if v.DoOnEqupPanel then - v.DoOnEqupPanel(eqslot) - end - eqslot:Droppable("Inventory") - eqslot.Item = v - eqslot.wasequiped = k - end - end - - local backpacksheet = vgui.Create( "DPropertySheet", invsheet ) - backpacksheet:SetPos(0,slotsize * 6) - backpacksheet:SetSize((width / 4) - 25, height - (slotsize * 6) - 50) - print("Displaying backpacks:") - PrintTable(LocalPlayer().Inventory.Backpacks) - print("That was all the backpacks") - for k,v in pairs(LocalPlayer().Inventory.Backpacks) do - local tbacksheet = vgui.Create( "DPanel", backpacksheet ) - tbacksheet.Paint = function( self, w, h ) draw.RoundedBox( 4, 0, 0, w, h, Color( 157, 160, 167 ) ) end - backpacksheet:AddSheet( v[3], tbacksheet, "icon16/cross.png" ) - - DrawBackpackOnDPanel(tbacksheet,v,k,LocalPlayer()) - end - - ]] - end diff --git a/gamemode/client/cl_legs.lua b/gamemode/client/cl_legs.lua index 1bfaa99..c9703e1 100644 --- a/gamemode/client/cl_legs.lua +++ b/gamemode/client/cl_legs.lua @@ -1,12 +1,13 @@ --[[ - + The purpose of this file is to render the client's legs for realism purposes, this file wasn't coded by any of the NightZ team it was however coded by Valkyrie: - + http://facepunch.com/showthread.php?t=1227980&p=38680440&viewfull=1#post38680440 - + --]] +if SERVER then error("What happened?") end local Legs = {} Legs.LegEnt = nil @@ -149,7 +150,7 @@ Legs.BoneHoldTypes = { ["none"] = { "ValveBiped.Bip01_Spine2", } } - + Legs.BonesToRemove = {} Legs.BoneMatrix = nil @@ -193,16 +194,16 @@ function Legs:Think( maxseqgroundspeed ) self.OldWeapon = LocalPlayer():GetActiveWeapon() self:WeaponChanged( self.OldWeapon ) end - + if self.LegEnt:GetModel() != self:FixModelName( LocalPlayer():GetModel() ) then self.LegEnt:SetModel( self:FixModelName( LocalPlayer():GetModel() ) ) end - + self.LegEnt:SetMaterial( LocalPlayer():GetMaterial() ) self.LegEnt:SetSkin( LocalPlayer():GetSkin() ) self.Velocity = LocalPlayer():GetVelocity():Length2D() - + self.PlaybackRate = 1 if self.Velocity > 0.5 then @@ -213,32 +214,32 @@ function Legs:Think( maxseqgroundspeed ) self.PlaybackRate = math.Clamp( self.PlaybackRate, 0.01, 10 ) end end - + self.LegEnt:SetPlaybackRate( self.PlaybackRate ) - + self.Sequence = LocalPlayer():GetSequence() - + if ( self.LegEnt.Anim != self.Sequence ) then self.LegEnt.Anim = self.Sequence self.LegEnt:ResetSequence( self.Sequence ) end - + self.LegEnt:FrameAdvance( CurTime() - self.LegEnt.LastTick ) self.LegEnt.LastTick = CurTime() - + Legs.BreathScale = sharpeye and sharpeye.GetStamina and math.Clamp( math.floor( sharpeye.GetStamina() * 5 * 10 ) / 10, 0.5, 5 ) or 0.5 - - if Legs.NextBreath <= CurTime() then + + if Legs.NextBreath <= CurTime() then Legs.NextBreath = CurTime() + 1.95 / Legs.BreathScale self.LegEnt:SetPoseParameter( "breathing", Legs.BreathScale ) end - + self.LegEnt:SetPoseParameter( "move_x", ( LocalPlayer():GetPoseParameter( "move_x" ) * 2 ) - 1 ) self.LegEnt:SetPoseParameter( "move_y", ( LocalPlayer():GetPoseParameter( "move_y" ) * 2 ) - 1 ) self.LegEnt:SetPoseParameter( "move_yaw", ( LocalPlayer():GetPoseParameter( "move_yaw" ) * 360 ) - 180 ) self.LegEnt:SetPoseParameter( "body_yaw", ( LocalPlayer():GetPoseParameter( "body_yaw" ) * 180 ) - 90 ) self.LegEnt:SetPoseParameter( "spine_yaw",( LocalPlayer():GetPoseParameter( "spine_yaw" ) * 180 ) - 90 ) - + if ( LocalPlayer():InVehicle() ) then self.LegEnt:SetColor( color_transparent ) self.LegEnt:SetPoseParameter( "vehicle_steer", ( LocalPlayer():GetVehicle():GetPoseParameter( "vehicle_steer" ) * 2 ) - 1 ) @@ -271,7 +272,7 @@ end hook.Add( "RenderScreenspaceEffects", "Legs:Render", function() cam.Start3D( EyePos(), EyeAngles() ) if ShouldDrawLegs() then - + Legs.RenderPos = LocalPlayer():GetPos() if LocalPlayer():InVehicle() then Legs.RenderAngle = LocalPlayer():GetVehicle():GetAngles() @@ -283,7 +284,7 @@ hook.Add( "RenderScreenspaceEffects", "Legs:Render", function() Legs.ForwardOffset = -22 Legs.RenderPos.x = Legs.RenderPos.x + math.cos( Legs.RadAngle ) * Legs.ForwardOffset Legs.RenderPos.y = Legs.RenderPos.y + math.sin( Legs.RadAngle ) * Legs.ForwardOffset - + if LocalPlayer():GetGroundEntity() == NULL then Legs.RenderPos.z = Legs.RenderPos.z + 8 if LocalPlayer():KeyDown( IN_DUCK ) then @@ -291,14 +292,14 @@ hook.Add( "RenderScreenspaceEffects", "Legs:Render", function() end end end - + Legs.RenderColor = LocalPlayer():GetColor() - + local bEnabled = render.EnableClipping( true ) - render.PushCustomClipPlane( Legs.ClipVector, Legs.ClipVector:Dot( EyePos() ) ) + render.PushCustomClipPlane( Legs.ClipVector, Legs.ClipVector:Dot( EyePos() ) ) render.SetColorModulation( Legs.RenderColor.r / 255, Legs.RenderColor.g / 255, Legs.RenderColor.b / 255 ) render.SetBlend( Legs.RenderColor.a / 255 ) - hook.Call( "PreLegsDraw", GAMEMODE, Legs.LegEnt ) + hook.Call( "PreLegsDraw", GAMEMODE, Legs.LegEnt ) Legs.LegEnt:SetRenderOrigin( Legs.RenderPos ) Legs.LegEnt:SetRenderAngles( Legs.RenderAngle ) Legs.LegEnt:SetupBones() @@ -312,4 +313,4 @@ hook.Add( "RenderScreenspaceEffects", "Legs:Render", function() render.EnableClipping( bEnabled ) end cam.End3D() -end ) \ No newline at end of file +end ) diff --git a/gamemode/client/healthbar.lua b/gamemode/client/healthbar.lua deleted file mode 100644 index 67a3090..0000000 --- a/gamemode/client/healthbar.lua +++ /dev/null @@ -1,153 +0,0 @@ - -hook.Add( "HUDShouldDraw", "HideHUD", function( name ) - if name == "CHudHealth" then return false end -end ) - ---A function that rotates a point around another point -local function rotatepoint(x,y,cx,cy,rot) - rot = math.rad(rot) - local cs,sn = math.cos(rot),math.sin(rot) - local px = x * cs - y * sn; - local py = x * sn + y * cs; - return px,py -end - ---Add a function to the draw library to draw elipses for blood -local segments = 20 -local fade = 0.5 -function draw.DrawElipse(x,y,radius,elong,rotation) - rotation = math.rad(rotation) - local cir = {} - table.insert( cir, { x = x, y = y, u = fade, v = fade } ) - for i = 0, segments do - local a = math.rad( ( i / segments ) * -360 ) - local xu,yu = math.sin(a),math.cos(a) - local xpos = xu * radius * elong - local ypos = yu * radius - local cs,sn = math.cos(rotation),math.sin(rotation) - xpos,ypos = xpos * cs - ypos * sn, xpos * sn + ypos * cs - table.insert( cir, { - x = x + xpos, - y = y + ypos, - u = 1, - v = 1 } ) - end - surface.DrawPoly( cir ) -end - -local width,height = ScrW(),ScrH() -local padding = height / 32 -local barheight = height / 16 -local bubbles = {} -local blobs = {} -local lastpos = 0 -local bubbleradius = height/64 -local delpoint = height -hook.Add( "Tick", "Hudpaintbloodtick",function() - for k,v in pairs(blobs) do - if v.y > delpoint then - blobs[k] = nil - else - blobs[k] = { - ["x"] = v.x + v.xv, - ["y"] = v.y + v.yv, - ["xv"] = v.xv, - ["yv"] = v.yv + 1, - } - end - end - for k,v in pairs(bubbles) do - if v.y < height - padding - barheight -bubbleradius then - bubbles[k] = nil - else - local subheight = v.y - (1.5 + math.sin((v.y/4) + (v.x*10)))/5 - bubbles[k].y = subheight - end - end -end) - -local lasthealth -local obarlength = width / 4 -local barlength = obarlength -local xs,ys = padding,height - padding - barheight -local bubblespawnrate,bubblespawnchance = 1,0.7 - -timer.Create("Healthbar_bubble_timer",bubblespawnrate,0,function() - if math.random() < bubblespawnchance then - local newbubble = { - ["x"] = math.random(xs + bubbleradius,barlength-bubbleradius), - ["y"] = height - padding + bubbleradius - } - table.insert(bubbles,newbubble) - end -end) - -hook.Add( "HUDPaint", "HUD_DrawHealth", function() - - --Spawn a bunch of blobs if our health has changed - local health = LocalPlayer():Health() - if lasthealth == nil then - lasthealth = health - end - if health ~= lasthealth then - local difference = lasthealth - health - barlength = obarlength * (health/100) - for i=0,difference*3 do - local rtime = math.random() - timer.Simple(rtime,function() - local yvel = -20 + math.random(10) - local xvel = (math.random()*5) - local xpos = padding + xs + barlength - difference - 5 - local ypos = ys + (math.random() * barheight) - table.insert(blobs,{ - x = xpos, - y = ypos, - xv = xvel, - yv = yvel, - }) - end) - end - lasthealth = health - end - --Draw the current health thing - --Background - surface.SetDrawColor(100,100,100,100) - surface.DrawRect( xs, ys, obarlength, barheight) - --Foreground - surface.SetDrawColor( 150, 0, 0, 255 ) - surface.DrawRect( xs, ys, barlength, barheight ) - - --Heighlighting/shadows - local heighlightheight = barheight/3 - for k = 1, heighlightheight do - local perc = Lerp(k/heighlightheight,100,0) - surface.SetDrawColor( 150+perc, perc, perc, 255) - surface.DrawRect( xs, ys+k, barlength, 1) - end - for k = 1, heighlightheight do - local perc = Lerp(k/heighlightheight,0,100) - surface.SetDrawColor( 150 - perc, 0, 0, 255) - surface.DrawRect(xs, ys+k+(2*heighlightheight), barlength, 1) - end - - --Draw bubbles - render.SetScissorRect( xs, ys, xs + barlength, ys + barheight, true ) -- Enable the rect - surface.SetDrawColor(250,150,150,10) - for k,v in pairs(bubbles) do - surface.DrawCircle(v.x,v.y,bubbleradius,250,150,150,30) - draw.DrawElipse(v.x,v.y,bubbleradius,1,0) - end - render.SetScissorRect( 0, 0, 0, 0, false ) -- Disable after you are done - - --Draw the animation for blobs - surface.SetDrawColor(150,0,0,255) - for k,v in pairs(blobs) do - --Elongation is based on velocity - local elong = (v.yv^2 + v.xv^2)^0.5 - elong = elong/5 - elong = math.Clamp(elong,1,3) - --Rotation is also based on velcotiy - local rot = math.deg(math.atan(v.yv/v.xv)) - draw.DrawElipse(v.x,v.y,10/elong,elong, rot) - end -end ) diff --git a/gamemode/client/hud/cl_healthbar.lua b/gamemode/client/hud/cl_healthbar.lua new file mode 100644 index 0000000..67a3090 --- /dev/null +++ b/gamemode/client/hud/cl_healthbar.lua @@ -0,0 +1,153 @@ + +hook.Add( "HUDShouldDraw", "HideHUD", function( name ) + if name == "CHudHealth" then return false end +end ) + +--A function that rotates a point around another point +local function rotatepoint(x,y,cx,cy,rot) + rot = math.rad(rot) + local cs,sn = math.cos(rot),math.sin(rot) + local px = x * cs - y * sn; + local py = x * sn + y * cs; + return px,py +end + +--Add a function to the draw library to draw elipses for blood +local segments = 20 +local fade = 0.5 +function draw.DrawElipse(x,y,radius,elong,rotation) + rotation = math.rad(rotation) + local cir = {} + table.insert( cir, { x = x, y = y, u = fade, v = fade } ) + for i = 0, segments do + local a = math.rad( ( i / segments ) * -360 ) + local xu,yu = math.sin(a),math.cos(a) + local xpos = xu * radius * elong + local ypos = yu * radius + local cs,sn = math.cos(rotation),math.sin(rotation) + xpos,ypos = xpos * cs - ypos * sn, xpos * sn + ypos * cs + table.insert( cir, { + x = x + xpos, + y = y + ypos, + u = 1, + v = 1 } ) + end + surface.DrawPoly( cir ) +end + +local width,height = ScrW(),ScrH() +local padding = height / 32 +local barheight = height / 16 +local bubbles = {} +local blobs = {} +local lastpos = 0 +local bubbleradius = height/64 +local delpoint = height +hook.Add( "Tick", "Hudpaintbloodtick",function() + for k,v in pairs(blobs) do + if v.y > delpoint then + blobs[k] = nil + else + blobs[k] = { + ["x"] = v.x + v.xv, + ["y"] = v.y + v.yv, + ["xv"] = v.xv, + ["yv"] = v.yv + 1, + } + end + end + for k,v in pairs(bubbles) do + if v.y < height - padding - barheight -bubbleradius then + bubbles[k] = nil + else + local subheight = v.y - (1.5 + math.sin((v.y/4) + (v.x*10)))/5 + bubbles[k].y = subheight + end + end +end) + +local lasthealth +local obarlength = width / 4 +local barlength = obarlength +local xs,ys = padding,height - padding - barheight +local bubblespawnrate,bubblespawnchance = 1,0.7 + +timer.Create("Healthbar_bubble_timer",bubblespawnrate,0,function() + if math.random() < bubblespawnchance then + local newbubble = { + ["x"] = math.random(xs + bubbleradius,barlength-bubbleradius), + ["y"] = height - padding + bubbleradius + } + table.insert(bubbles,newbubble) + end +end) + +hook.Add( "HUDPaint", "HUD_DrawHealth", function() + + --Spawn a bunch of blobs if our health has changed + local health = LocalPlayer():Health() + if lasthealth == nil then + lasthealth = health + end + if health ~= lasthealth then + local difference = lasthealth - health + barlength = obarlength * (health/100) + for i=0,difference*3 do + local rtime = math.random() + timer.Simple(rtime,function() + local yvel = -20 + math.random(10) + local xvel = (math.random()*5) + local xpos = padding + xs + barlength - difference - 5 + local ypos = ys + (math.random() * barheight) + table.insert(blobs,{ + x = xpos, + y = ypos, + xv = xvel, + yv = yvel, + }) + end) + end + lasthealth = health + end + --Draw the current health thing + --Background + surface.SetDrawColor(100,100,100,100) + surface.DrawRect( xs, ys, obarlength, barheight) + --Foreground + surface.SetDrawColor( 150, 0, 0, 255 ) + surface.DrawRect( xs, ys, barlength, barheight ) + + --Heighlighting/shadows + local heighlightheight = barheight/3 + for k = 1, heighlightheight do + local perc = Lerp(k/heighlightheight,100,0) + surface.SetDrawColor( 150+perc, perc, perc, 255) + surface.DrawRect( xs, ys+k, barlength, 1) + end + for k = 1, heighlightheight do + local perc = Lerp(k/heighlightheight,0,100) + surface.SetDrawColor( 150 - perc, 0, 0, 255) + surface.DrawRect(xs, ys+k+(2*heighlightheight), barlength, 1) + end + + --Draw bubbles + render.SetScissorRect( xs, ys, xs + barlength, ys + barheight, true ) -- Enable the rect + surface.SetDrawColor(250,150,150,10) + for k,v in pairs(bubbles) do + surface.DrawCircle(v.x,v.y,bubbleradius,250,150,150,30) + draw.DrawElipse(v.x,v.y,bubbleradius,1,0) + end + render.SetScissorRect( 0, 0, 0, 0, false ) -- Disable after you are done + + --Draw the animation for blobs + surface.SetDrawColor(150,0,0,255) + for k,v in pairs(blobs) do + --Elongation is based on velocity + local elong = (v.yv^2 + v.xv^2)^0.5 + elong = elong/5 + elong = math.Clamp(elong,1,3) + --Rotation is also based on velcotiy + local rot = math.deg(math.atan(v.yv/v.xv)) + draw.DrawElipse(v.x,v.y,10/elong,elong, rot) + end +end ) diff --git a/gamemode/client/qpanels/inventory.lua b/gamemode/client/qpanels/inventory.lua index b366c7a..2850e1d 100644 --- a/gamemode/client/qpanels/inventory.lua +++ b/gamemode/client/qpanels/inventory.lua @@ -1,3 +1,4 @@ +do return end local invfuncs invfuncs = ART.invfuncs --invfuncs = include("../gamemodes/artery/gamemode/shared/inventory_common.lua") diff --git a/gamemode/client/qpanels/prayers.lua b/gamemode/client/qpanels/prayers.lua index bc955ce..cdcb742 100644 --- a/gamemode/client/qpanels/prayers.lua +++ b/gamemode/client/qpanels/prayers.lua @@ -1,4 +1,4 @@ - +do return end local refreshboundprayers local infopart local prayersheet diff --git a/gamemode/client/qpanels/quests.lua b/gamemode/client/qpanels/quests.lua index 1ca723b..015fc97 100644 --- a/gamemode/client/qpanels/quests.lua +++ b/gamemode/client/qpanels/quests.lua @@ -1,4 +1,4 @@ - +do return end ART.RegisterInventorySheet(function() diff --git a/gamemode/client/qpanels/skills.lua b/gamemode/client/qpanels/skills.lua index 4693032..6d71442 100644 --- a/gamemode/client/qpanels/skills.lua +++ b/gamemode/client/qpanels/skills.lua @@ -1,4 +1,4 @@ - +do return end ART.RegisterInventorySheet(function() -- cgit v1.2.3-70-g09d2