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---Functions for hiding and showing inventory panels.
-- Deals with most the the things needed for inventory panels
--@module cl_inventory.lua
--[[
Reserved inventory id's
1 - Equipment
2 - Prayers
3 - Skills
4 - Quests
]]
--local qinv = nrequire("cl_qinventory.lua")
local state = nrequire("cl_state.lua") --Holds weather or not player is in inventory
local itm = nrequire("core/inventory/common/items.lua")
--local qpray = nrequire("cl_qprayers.lua")
local inv = {}
local prayerequiped = {
false,false,false,false,false
}
net.Receive("equiphelpprayer",function()
prayerequiped[4] = "Noob Help"
end)
local lastpanel = lastpanel or 1
local qframe = nil --The master frame
local qtabs = {} --The tabs
local width = ScrW()
local height = ScrH()
local credits = 0
local creditslabel
local droppanel --Dpanel to drop things on when they are dropped, should be the backmost panel, and cover the entire screen.
inv.tabsheet = nil
local clt = nrequire("cl_invtracker.lua")
local player_data --The data the player needs to show the q panel
net.Receive("art_load_player_data",function()
player_data = net.ReadTable()
credits = player_data.credits
if creditslabel then creditslabel:SetText(credits or 0) end
end)
local function CreateSheetTree(tabs,dpropertysheet)
for k,v in pairs(tabs) do
if type(k) == "string" then
local tsheet = vgui.Create( "DPropertySheet", dpropertysheet )
dpropertysheet:AddSheet(k,tsheet,"icon16/user.png")
CreateSheetTree(v,tsheet)
elseif type(k) == "number" then
local tsheet = vgui.Create("DPanel")
dpropertysheet:AddSheet(v.Name,tsheet,"icon16/user.png")
local prox = v:DrawOnDPanel(tsheet)
v:AddObserver(prox)
else
error("k was not a number or string, it was a " .. type(k))
end
end
end
local function BuildInventory()
if qframe and IsValid(qframe) then return end
if not player_data then error("no player data!") player_data = {credits = 0} end
qframe = vgui.Create("DFrame")
qframe:SetPos(0,0)
qframe:SetSize(width / 4, height)
qframe:SetTitle("Inventory")
qframe:SetDraggable(true)
qframe:MakePopup()
qframe.OnClose = function(self)
droppanel:Hide()
state.invopen = false
self:Hide()
return
end
qframe.Remove = function(self)
state.invopen = false
self:Hide()
droppanel:Hide()
return
end
creditslabel = vgui.Create("DLabel",qframe)
creditslabel:SetText(credits)
creditslabel:SetPos(150,5)
local creditstext = vgui.Create("DLabel",qframe)
creditstext:SetText("Credits:")
creditstext:SetPos(100,5)
local initalsheet = vgui.Create("DPropertySheet",qframe)
initalsheet:Dock(FILL)
CreateSheetTree(clt.known_inventories,initalsheet)
end
---Shows the player's inventory.
-- If the player's inventory hasn't been built yet, builds the inventory, then displays it.
function inv.ShowInventory()
if not qframe then BuildInventory()
else qframe:Show() end
state.invopen = true
droppanel = vgui.Create("DPanel")
droppanel:SetSize(ScrW(),ScrH())
droppanel:SetPos(0,0)
droppanel:MoveToBack()
droppanel:SetAlpha(10)
droppanel:Receiver("item",function(self,panels,dropped,_,_,_)
if not dropped then return end
local froment = panels[1].info.owner
local fromid = panels[1].info.id
local frompos = panels[1].info.pos
itm.DropItem(froment,fromid,frompos)
end,{})
end
---Hides the players inventory.
-- If the player's inventory is already hidden, does nothing
function inv.HideInventory()
droppanel:Remove()
state.invopen = false
qframe:Hide()
if (not sheet) or (not sheet:GetActiveTab()) or (not sheet:GetActiveTab():GetPanel()) then return end
lastpanel = sheet:GetActiveTab():GetPanel().sheetnum
for k,v in pairs(LocalPlayer().invdisplays) do
if not v.panel:IsValid() then continue end
v.panel:Close()
LocalPlayer().invdisplays[k] = nil
end
end
hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",inv.ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",inv.HideInventory)
concommand.Add("showinventory",inv.ShowInventory)
local viewdistance = 100
local rotatespeed = 65
local bone = nil
local previousheadscale = Vector(1,1,1)
local toggle_arteryview = false
hook.Add("CalcView","ArteryInventoryView",function(ply,pos,ang,fov,nearz,farz)
if not toggle_arteryview then return end
if bone == nil then
bone = LocalPlayer():LookupBone("ValveBiped.Bip01_Head1")
end
local view = {}
local tr = util.TraceLine({
start = pos,
endpos = (ang:Forward() * -100) + pos,
filter = LocalPlayer()
})
view.origin = tr.HitPos or (ang:Forward() * -100) + pos
if state.invopen then
local trot = math.rad(CurTime() * rotatespeed)
local xoff = viewdistance * math.sin(trot)
local yoff = viewdistance * math.cos(trot)
view.origin = view.origin + Vector(xoff,yoff,10)
ang.pitch = 20
ang.yaw = (-CurTime() * rotatespeed) - 90
end
view.angles = ang
view.fov = fov
if not state.invopen then
LocalPlayer():ManipulateBoneScale(bone,Vector(0,0,0))
else
LocalPlayer():ManipulateBoneScale(bone,previousheadscale)
end
view.drawviewer = true--state.invopen
return view
end)
concommand.Add("delete_inventory",function(ply,cmd,args)
qframe = nil
end)
concommand.Add("toggle_artery_view",function(ply,cmd,args)
toggle_arteryview = not toggle_arteryview
end)
return inv
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