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--[[
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 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 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)
inv.tabsheet = vgui.Create("DPropertySheet",qframe)
inv.tabsheet:Dock(FILL)
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
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)
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 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 = state.invopen
return view
end)
return inv
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