1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
|
--[[
Displays the inventory, for more information see /gamemode/shared/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 = {}
--print("Hello from cl_inventory.lua")
--debug.Trace()
local prayerequiped = {
false,false,false,false,false
}
net.Receive("equiphelpprayer",function()
--print("equiphelp received client side!")
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()
--print("Got player data")
player_data = net.ReadTable()
--print("It was")
--PrintTable(player_data)
credits = player_data.credits
if creditslabel then creditslabel:SetText(credits or 0) end
--print("Credits was", credits)
end)
local function CreateSheetTree(tabs,dpropertysheet)
print("Createing sheet tree!")
PrintTable(tabs)
for k,v in pairs(tabs) do
if type(k) == "string" then
print("Makeing inventory ", k)
local tsheet = vgui.Create( "DPropertySheet", dpropertysheet )
dpropertysheet:AddSheet(k,tsheet,"icon16/user.png")
CreateSheetTree(v,tsheet)
elseif type(k) == "number" then
print("Makeing inventory number ", k)
local tsheet = vgui.Create("DPanel")
dpropertysheet:AddSheet(v.Name,tsheet,"icon16/user.png")
v:DrawOnDPanel(tsheet)
else
error("k was not a number or string, it was a " .. type(k))
end
end
--local invsheet = qinv.CreateInventorySheet(inv.tabsheet)
--qpray.CreatePrayerSheet(tabsheet)
--invsheet.id = #qtabs + 1
--qtabs[#qtabs + 1] = invsheet
--prasheet.id = #qtabs + 1
--qtabs[#qtabs + 1] = prasheet
--inv.tabsheet:AddSheet("Inventory",invsheet,"icon16/user.png")
--tabsheet:AddSheet("Prayers",prasheet,"icon16/user.png")
end
local function BuildInventory()
--print("Building inventory")
if qframe and IsValid(qframe) then return end
if not player_data then print("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
function inv.ShowInventory()
--print("qframe is ", qframe)
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
--print("Dropedpanel had something dropped on it!")
--Drop the item
--print("Pnl:",pnl)
local froment = panels[1].info.owner
local fromid = panels[1].info.id
local frompos = panels[1].info.pos
--local frominv = panels[1].info.inv
itm.DropItem(froment,fromid,frompos)
end,{})
end
hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",inv.ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
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
--PrintTable(v)
v.panel:Close()
LocalPlayer().invdisplays[k] = nil
end
end)
concommand.Add("showinventory",inv.ShowInventory)
local viewdistance = 100
local rotatespeed = 65
local bone = nil
local previousheadscale = Vector(1,1,1)
local toggle_arteryview = true
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 = {}
--view.origin = LocalPlayer():GetBonePosition(bone) + LocalPlayer():GetUp() * 2
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
|