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--[[
Displays the inventory, for more information see /gamemode/shared/inventory.lua
]]
--[[
Reserved inventory id's
1 - Equipment
2 - Prayers
]]
local qinv = nrequire("cl_qinventory.lua")
local qpray = nrequire("cl_qprayers.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
--A master list of inventory sheets
local inventorysheets = {}
--Wether the player is in the inventory or not
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
local qframe = nil --The master frame
local qtabs = {} --The tabs
local width = ScrW()
local height = ScrH()
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)
end)
local function BuildInventory()
print("Building inventory")
if qframe then return end
if not player_data then print("no player data!") return 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)
plyisininventory = false
self:Hide()
return
end
local tabsheet = vgui.Create("DPropertySheet",qframe)
tabsheet:Dock(FILL)
local invsheet = qinv.CreateInventorySheet(tabsheet)
local invid = #qtabs + 1
invsheet.id = invid
qtabs[invid] = invsheet
tabsheet:AddSheet("Inventory",invsheet,"icon16/user.png")
end
local function ShowInventory()
print("qframe is ", qframe)
if not qframe then BuildInventory()
else qframe:Show() end
plyisininventory = true
end
hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
plyisininventory = 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",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)
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