--[[ An axe that you can swing around! ]] do return end local pac,swi if SERVER then pac = nrequire("core/pac/sv_pac.lua") swi = nrequire("core/combat/sv_weaponswing.lua") end 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 item.Name = "Rusty Axe" --Optional, a tooltip to display 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) 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) 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 end function item.DoOnPanel(dimagebutton) dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png") end 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}, {true}, } --Optional, If this item can be equiped in any player slots, put them here. item.Equipable = "Right Hand" item.attacks = { ["forward"] = { time = 2.33, anim = "axe_swing_up", }, ["left"] = { time = 2.33, anim = "axe_swing_left", }, ["left"] = { time = 2.33, anim = "axe_swing_right", }, } --The path garrysmod/data/artery/pacs/.txt must be a pac file item.pacname = "rustyaxe" if SERVER then --Before makeSwingable is called, an item needs a .Name field and a .attacks field and a .pacname field --swi.makeSwingable(item) end --[[ 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)}, }, } 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 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("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 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 end item.onDropped = function(self, ent) if SERVER then pac.ApplyPac(ent,"rustyaxe") end end print("Hello from rustyaxe.lua") --Don't forget to register the item! reg.RegisterItem(item)