--[[ An example item ]] 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) 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.DoOnEqupPanel(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" --[[ 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 hook.Add( "HUDPaint", "weaponswings", function() cam.Start3D() -- Start the 3D function so we can draw onto the screen. for k,v in pairs(positionset) do for i = 1,#v-1 do render.DrawLine( v[i], v[i+1], Color(255,0,0,255), false ) end end --render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun --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 = {} 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 dir = playermovedir(owner) local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() local movementtbl = { ["forward"] = function() owner:SetLuaAnimation("axe_swing_up") timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_up") end) local hits = ART.swingarc(owner,{ 1,1.1,1.2,1.3 },{ 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()) end print("Hit",tr.Entity) end) end, ["backward"] = function() end, ["left"] = function() owner:SetLuaAnimation("axe_swing_left") timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_left") end) local hits = ART.swingarc(owner,{ 1,1.1,1.2,1.3 },{ 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()) end print("Hit",tr.Entity) end) end, ["right"] = function() owner:SetLuaAnimation("axe_swing_right") timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_right") end) local hits = ART.swingarc(owner,{ 1,1.1,1.2,1.3 },{ 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()) end print("Hit",tr.Entity) end) end, } movementtbl[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("melee") ART.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) who:GetActiveWeapon():SetHoldType("normal") 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)