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path: root/gamemode/itemsystem/scrapgun.lua
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--[[
    An example item
]]
do return end
local item = {}

--Required, a name, all item names must be unique
item.Name = "Scrap gun"

--Optional, a tooltip to display
item.Tooltip = "A gun made from bits of scrap"

--Required Returns the data needed to rebuild this item, should only contain the minimum data nessessary since this gets sent over the network
item.Serialize = function(self)
    print("Trying to serailize!")
    return ""
end

--Required, Rebuilds the item from data created in Serialize, if the item is different from the "main" copy of the item, it should retun a tabl.Copy(self), with the appropriate fields set.
item.DeSerialize = function(self,string)
    print("Trying to deserialize!")
    return self
end

--Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something, you'll need to use the net library.
function item.GetOptions(self)
    local options = {}
    options["test"] = function() print("You pressed test!") end
    options["toste"] = function() print("You pressed toste!") end
    return options
end

--Required, the shape of this item.
item.Shape = {
    {true,true},
    {true},
}

--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Left"

--Optional, what to do when the player clicks, and this item is in the slot in inventory
item.onClick = function(self,owner)
    print("pew pew!")
end

--Optional, if we should do something special on equip(like draw the PAC for this weapon)
item.onEquip = function(self,who)
    print("onEquip",who)
    if CLIENT then print("onEquip client!") end
    if SERVER then
        PrintTable(pac)
        --local outfit = pac.luadata.ReadFile("pac3/mech.txt")
        --who:AttachPACPart(outfit)
        --print("onEquip server!")
    end
end

print("Hello from scrapgun.lua")
--Don't forget to register the item!
nrequire("item.lua").RegisterItem(item)