--[[ An example item ]] do return end local item = {} --Required, a name, all item names must be unique item.Name = "Serated Knife" --Optional, a tooltip to display item.Tooltip = "Bits of scrap put togeather to resembel 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 "" 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, 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 --[[ function item.Paint(self,width,height) --print("painting with values",self,width,height) draw.RoundedBox(4, 0,0,width,height,Color(0,100,0)) 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)) end ]] --Required, the shape of this item. item.Shape = { {true,true}, } --Optional, If this item can be equiped in any player slots, put them here. item.Equipable = "Right" local function attacktrace(tr,owner) if not tr.Hit then return end if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) 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 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()+animationtime local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() local movementtbl = { ["forward"] = function() owner:SetLuaAnimation("knife_swing_up") timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_up") end) local hits = ART.swingarc(owner,{ 0.5,0.611,0.722,0.833 },{ fow*20 + up*90, fow*45 + up*70, fow*35 + up*45, fow*20 + up*30, },function(tr) if not tr.Hit then return end if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then print("Entity blocked!") ART.ApplyEffect(owner,"weapon_blocked") elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then print("Got past blocking, it was",tr.Entity.Blocking) tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end end) end, ["backward"] = function() owner:SetLuaAnimation("knife_swing_down") timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_down") end) local hits = ART.swingarc(owner,{ 0.5,0.611,0.722,0.833 },{ fow*15 + up*30, fow*35 + up*45, fow*25 + up*70, fow*15 + up*90, },function(tr) if not tr.Hit then return end if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "backward" then print("Entity blocked!") elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then print("Got past blocking, it was",tr.Entity.Blocking) tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end end) end, ["left"] = function() owner:SetLuaAnimation("knife_swing_left") timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_left") end) local hits = ART.swingarc(owner,{ 0.5,0.611,0.722,0.833 },{ rig*30 + up*59, rig*10 + fow*30 + up*55, rig*-10 + fow*30 + up*54, rig*-30 + up*50, },function(tr) if not tr.Hit then return end if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then print("Entity blocked!") elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then print("Got past blocking, it was",tr.Entity.Blocking) tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end end) end, ["right"] = function() owner:SetLuaAnimation("knife_swing_right") timer.Simple(animationtime,function() owner:StopLuaAnimation("knife_swing_right") end) local hits = ART.swingarc(owner,{ 0.5,0.611,0.722,0.833 },{ rig*-30 + up*59, rig*-10 + fow*30 + up*55, rig*10 + fow*30 + up*54, rig*30 + up*50, },function(tr) if not tr.Hit then return end if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then print("Entity blocked!") elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then print("Got past blocking, it was",tr.Entity.Blocking) tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end end) end, } movementtbl[ART.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("knife") ART.ApplyPAC(who,"seratedknife") --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) who:GetActiveWeapon():SetHoldType("normal") ART.RemovePAC(who,"seratedknife") end item.onDropped = function(self, ent) ART.ApplyPAC(ent,"seratedknife") end --Don't forget to register the item! nrequire("item.lua").RegisterItem(item)