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path: root/gamemode/client/cl_inventory.lua
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--[[
    Displays the inventory, for more information see /gamemode/shared/inventory.lua
]]
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 inventorysheets = {}
--[[
ART.RegisterInventorySheet = function(func)
    inventorysheets[#inventorysheets + 1] = func
end
]]


local plyisininventory = false

--Displays a dropdown of options under the players mouse, if the option is clicked, does the function
--Requires a table of strings to functions, or strings to tables of strings to functions.
--Be careful not to make this a recursive table.
local function createMenuFor(menu, tbl)
  for k,v in pairs(tbl) do
    if isfunction(v) then --This is a dead-end, add the menu
      local thisoption = menu:AddOption(k,v)
    else --Otherwise it should be a table, recursively call to create
      local submenu = menu:AddSubMenu(k)
      createMenuFor(submenu,v)
    end
  end
end

--[[
function ART.RefreshDisplays()
    local discopy = LocalPlayer().invdisplays
    LocalPlayer().invdisplays = {}
    for k,ptbl in pairs(discopy) do
        if not ptbl.panel:IsValid() then continue end
        if ptbl.panel.Close ~= nil then
            ptbl.panel:Close()
        else
            print(ptbl.panel)
            error("panel has no close method")
            ptbl.panel:Remove()
        end
        ptbl.redraw()
    end
end
]]

local sheet
function ShowInventory(ply,cmd,args)
    if plyisininventory then return end
    LocalPlayer().invdisplays = LocalPlayer().invdisplays or {}
    plyisininventory = true
    local width = ScrW()
    local height = ScrH()
    local dat = {}
    dat.panel = vgui.Create( "DFrame" )
    dat.redraw = ShowInventory
    table.insert(LocalPlayer().invdisplays,dat)
    local invpanel = dat.panel
    invpanel:SetPos( 0, 0 )
    invpanel:SetSize( width / 4, height )
    invpanel:SetTitle( "Inventory" )
    invpanel:SetDraggable( true )
    invpanel:MakePopup()
    invpanel.OnClose = function(self)
        plyisininventory = false
    end

    sheet = vgui.Create( "DPropertySheet", invpanel )
    sheet:Dock( FILL )

    for k,v in pairs(inventorysheets) do
        local name,tsheet,image = v()
        sheet:AddSheet(name,tsheet,image)
        tsheet.sheetnum = name
    end
    sheet:SwitchToName(lastpanel)
end



hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
    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
    plyisininventory = false
end)

concommand.Add("showinventory",ShowInventory)
local viewdistance = 100
local rotatespeed = 65
local bone = nil
local previousheadscale = Vector(1,1,1)
hook.Add("CalcView","ArteryInventoryView",function(ply,pos,ang,fov,nearz,farz)
    if bone == nil then
        bone = LocalPlayer():LookupBone("ValveBiped.Bip01_Head1")
    end
    local view = {}
    --view.origin = LocalPlayer():GetBonePosition(bone) + LocalPlayer():GetUp() * 2
    view.origin = pos
    if plyisininventory 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 plyisininventory then
        LocalPlayer():ManipulateBoneScale(bone,Vector(0,0,0))
    else
        LocalPlayer():ManipulateBoneScale(bone,previousheadscale)
    end
    view.drawviewer = plyisininventory

    return view
end)