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-- --[[
-- An axe that you can swing around!
-- ]]
-- do return end
-- local pac,swi
-- if SERVER then
-- pac = nrequire("core/pac/sv_pac.lua")
-- swi = nrequire("core/combat/sv_weaponswing.lua")
-- end
-- local reg = nrequire("core/inventory/item.lua")
-- local com = nrequire("core/inventory/common/weapons.lua")
-- local itm = nrequire("core/inventory/common/items.lua")
--
--
--
-- local item = {}
--
-- --Required, a name, all item names must be unique
-- item.Name = "Rusty Axe"
--
-- --Optional, a tooltip to display
-- item.Tooltip = "An old axe, probably good for fighting."
--
-- --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)
-- 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)
-- 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
-- options["Drop"] = ART.DropItem(self)
-- 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
--
-- --Required, the shape of this item.
-- item.Shape = {
-- {true,true},
-- {true},
-- {true},
-- }
--
-- --Optional, If this item can be equiped in any player slots, put them here.
-- item.Equipable = "Right Hand"
--
-- item.attacks = {
-- ["forward"] = {
-- time = 2.33,
-- anim = "axe_swing_up",
-- },
-- ["left"] = {
-- time = 2.33,
-- anim = "axe_swing_left",
-- },
-- ["left"] = {
-- time = 2.33,
-- anim = "axe_swing_right",
-- },
-- }
--
-- --The path garrysmod/data/artery/pacs/<pacname>.txt must be a pac file
-- item.pacname = "rustyaxe"
--
-- if SERVER then
-- --Before makeSwingable is called, an item needs a .Name field and a .attacks field and a .pacname field
-- --swi.makeSwingable(item)
-- end
-- --[[
-- local swingdata = {
-- ["fwd"] = {
-- {0.011,Vector(-25,-3,-11)},
-- {0.020,Vector(-25,-1,-3)},
-- {0.031,Vector(-21,0,7)},
-- {0.040,Vector(-13,-1,16)},
-- {0.051,Vector(0,-5,22)},
-- {0.060,Vector(17,-12,19)},
-- {0.069,Vector(27,-18,11)},
-- {0.077,Vector(31,-22,2)},
-- {0.087,Vector(32,-26,-6)},
-- {0.098,Vector(32,-28,-12)},
-- {0.107,Vector(31,-29,-16)},
-- {0.117,Vector(31,-29,-17)},
-- {0.128,Vector(31,-29,-16)},
-- {0.141,Vector(31,-29,-16)},
-- },
-- ["lft"] = {
-- {0.009,Vector(-34,-25,3)},
-- {0.021,Vector(-29,-33,3)},
-- {0.031,Vector(-21,-41,2)},
-- {0.042,Vector(-9,-47,0)},
-- {0.053,Vector(5,-48,-2)},
-- {0.064,Vector(20,-44,-6)},
-- {0.075,Vector(31,-34,-10)},
-- {0.086,Vector(37,-24,-15)},
-- {0.095,Vector(39,-16,-17)},
-- {0.106,Vector(39,-10,-19)},
-- {0.116,Vector(39,-8,-20)},
-- {0.126,Vector(39,-8,-19)},
-- {0.134,Vector(39,-9,-19)},
-- {0.146,Vector(39,-10,-18)},
-- },
-- ["rig"] = {
-- {0.021,Vector(-2,9,11)},
-- {0.031,Vector(5,10,10)},
-- {0.042,Vector(12,8,9)},
-- {0.053,Vector(19,4,6)},
-- {0.062,Vector(26,-4,2)},
-- {0.072,Vector(29,-12,-4)},
-- {0.083,Vector(29,-21,-12)},
-- {0.093,Vector(25,-27,-18)},
-- {0.102,Vector(22,-30,-22)},
-- {0.113,Vector(20,-31,-25)},
-- {0.123,Vector(19,-32,-25)},
-- {0.133,Vector(19,-32,-25)},
-- },
-- }
--
-- local attacks = {
-- ["forward"] = {
-- time = 2.33,
-- anim = "axe_swing_up",
-- }
-- }
--
-- --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() + 1.33
-- local movementtbl = {
-- ["forward"] = function()
-- --Do the animation
-- owner:SetLuaAnimation("axe_swing_up")
-- timer.Simple(2.33,function()
-- owner:StopLuaAnimation("axe_swing_up")
-- end)
-- --Do the traces
-- local times,pos = {},{}
-- for k,v in ipairs(swingdata["fwd"]) do
-- times[k] = 1 + v[1]
-- pos[k] = Vector(v[2])
-- pos[k]:Rotate(owner:GetAimVector():Angle())
-- end
-- --What to do when our weapon hits
-- com.swingarc(owner,times,pos,function(tr)
-- print("Calling the swingarc function")
-- if not tr.Hit then return end
-- print("We hit something!")
-- print("takedamage is",tr.Entity.TakeDamage)
-- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then
-- ART.ApplyEffect(owner,"weapon_blocked")
-- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
-- print("I hit a ", tr.Entity)
-- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
-- end
-- end)
--
-- end,
-- ["backward"] = function()
--
-- end,
-- ["left"] = function()
-- owner:SetLuaAnimation("axe_swing_left")
-- timer.Simple(2.33,function()
-- owner:StopLuaAnimation("axe_swing_left")
-- end)
-- timer.Simple(1,function()
-- ART.TraceWeapon = true
-- end)
-- timer.Simple(1.33,function()
-- ART.TraceWeapon = false
-- end)
--
-- local times,pos = {},{}
-- for k,v in ipairs(swingdata["lft"]) do
-- times[k] = 1 + v[1]
-- pos[k] = Vector(v[2])
-- pos[k]:Rotate(owner:GetAimVector():Angle())
-- end
-- if pos[1] == nil then return end
-- com.swingarc(owner,times,pos,function(tr)
-- if not tr.Hit then return end
-- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then
-- ART.ApplyEffect(owner,"weapon_blocked")
-- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
-- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
-- end
-- end)
-- end,
-- ["right"] = function()
-- owner:SetLuaAnimation("axe_swing_right")
-- timer.Simple(2.33,function()
-- owner:StopLuaAnimation("axe_swing_right")
-- end)
-- timer.Simple(1,function()
-- ART.TraceWeapon = true
-- end)
-- timer.Simple(1.33,function()
-- ART.TraceWeapon = false
-- end)
--
-- local times,pos = {},{}
-- for k,v in ipairs(swingdata["rig"]) do
-- times[k] = 1 + v[1]
-- pos[k] = Vector(v[2])
-- pos[k]:Rotate(owner:GetAimVector():Angle())
-- end
-- if pos[1] == nil then return end
-- com.swingarc(owner,times,pos,function(tr)
-- if not tr.Hit then return end
-- if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then
-- ART.ApplyEffect(owner,"weapon_blocked")
-- elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then
-- tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon())
-- end
-- end)
-- end,
-- }
-- print("At time of doing playermovedir, com is", com)
-- movementtbl[com.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
-- print("pac is", pac)
-- PrintTable(pac)
-- who:GetActiveWeapon():SetHoldType("melee")
-- pac.ApplyPac(who,"rustyaxe")
-- --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)
-- print("Unequiping axe")
-- who:GetActiveWeapon():SetHoldType("normal")
-- if SERVER then pac.RemovePac(who,"rustyaxe") end
-- end
--
-- item.onDropped = function(self, ent)
-- if SERVER then pac.ApplyPac(ent,"rustyaxe") end
-- end
--
-- print("Hello from rustyaxe.lua")
-- --Don't forget to register the item!
-- reg.RegisterItem(item)
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