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--[[
An example item
]]
local item = {}
--Required, a name, all item names must be unique
item.Name = "Knuckled Claws"
--Optional, a tooltip to display
item.Tooltip = "Bits of scrap put togeather to resembel a hammer"
--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
function item.DoOnPanel(dimagebutton)
dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe.png")
end
function item.DoOnEquipPanel(dimagebutton)
print("called with panel:",panel)
dimagebutton:SetImage( "weapons/rustyaxe/rustyaxe_eq.png")
end
--[[
function item.Paint(self,width,height)
--print("painting with values",self,width,height)
draw.RoundedBox(4, 0,0,width,height,Color(0,100,0))
end
function item.PaintEquiped(self,width,height)
--print("painting with values",self,width,height)
draw.RoundedBox(4, 0,0,width,height,Color(0,100,0))
end
]]
--Required, the shape of this item.
item.Shape = {
{true,true},
}
--Optional, If this item can be equiped in any player slots, put them here.
item.Equipable = "Right"
--Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right
item.lastSwing = {}
item.onClick = function(self,owner)
item.lastSwing[owner] = item.lastSwing[owner] or 0
if item.lastSwing[owner] > CurTime() then
print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime())
return end
item.lastSwing[owner] = CurTime()+1.25
local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp()
local movementtbl = {
["forward"] = function()
owner:SetLuaAnimation("fist_swing_up")
timer.Simple(1.75,function()
owner:StopLuaAnimation("fist_swing_up")
end)
local hits = ART.swingarc(owner,{
0.5,0.57,0.65,0.73
},{
fow*20 + up*90,
fow*45 + up*70,
fow*35 + up*45,
fow*20 + up*30,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon())
end
print("Hit",tr.Entity)
end)
end,
["backward"] = function()
owner:SetLuaAnimation("fist_swing_down")
timer.Simple(1.75,function()
owner:StopLuaAnimation("fist_swing_down")
end)
local hits = ART.swingarc(owner,{
0.5,0.57,0.65,0.73
},{
fow*15 + up*30,
fow*35 + up*45,
fow*25 + up*70,
fow*15 + up*90,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon())
end
print("Hit",tr.Entity)
end)
end,
["left"] = function()
owner:SetLuaAnimation("fist_swing_left")
timer.Simple(2,function()
owner:StopLuaAnimation("fist_swing_left")
end)
local hits = ART.swingarc(owner,{
0.5,0.57,0.65,0.73
},{
rig*-30 + up*59,
rig*-10 + fow*30 + up*55,
rig*10 + fow*30 + up*54,
rig*30 + up*50,
},function(tr)
if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
tr.Entity:TakeDamage(4, owner, owner:GetActiveWeapon())
end
print("Hit",tr.Entity)
end)
end,
["right"] = function()
end,
}
movementtbl[ART.playermovedir(owner)]()
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)
who:GetActiveWeapon():SetHoldType("fist")
ART.ApplyPAC(who,"knuckledclaws")
--local outfit = pac.luadata.ReadFile("pac3/mech.txt")
--who:AttachPACPart(outfit)
--print("onEquip server!")
end
end
--Optional, if we should do something speical on unequip(like setting animations back to normal)
item.onUnEquip = function(self,who)
who:GetActiveWeapon():SetHoldType("normal")
ART.RemovePAC(who,"knuckledclaws")
end
item.onDropped = function(self, ent)
ART.ApplyPAC(ent,"knuckledclaws")
end
print("Hello from scrapgun.lua")
--Don't forget to register the item!
nrequire("item.lua").RegisterItem(item)
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