zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/workshopfix.lua

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3.7 KiB
Lua
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AddCSLuaFile()
-- thanks for fixing this bug that's been there for months, garry!
-- Change this to an entity to check for to determine if our entities didn't get loaded.
local ENTITYCLASS = "prop_nail"
hook.Add("Initialize", "workshop", function()
if scripted_ents.GetStored(ENTITYCLASS) ~= nil then return end
print("Workshop version...")
local gmfoldername = GAMEMODE.FolderName
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local entitiespath = gmfoldername.."/entities/entities/"
local effectspath = gmfoldername.."/entities/effects/"
local weaponspath = gmfoldername.."/entities/weapons/"
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-- ENTITIES
local files, folders = file.Find(entitiespath.."*", "LUA")
for _, filename in pairs(files) do
ENT = {}
ENT.Folder = entitiespath
ENT.FolderName = filename
include(entitiespath..filename)
scripted_ents.Register(ENT, string.StripExtension(filename))
end
for _, foldername in pairs(folders) do
ENT = {}
ENT.Folder = entitiespath..foldername
ENT.FolderName = foldername
if SERVER then
if file.Exists(entitiespath..foldername.."/init.lua", "LUA") then
include(entitiespath..foldername.."/init.lua")
elseif file.Exists(entitiespath..foldername.."/shared.lua", "LUA") then
include(entitiespath..foldername.."/shared.lua")
end
end
if CLIENT then
if file.Exists(entitiespath..foldername.."/cl_init.lua", "LUA") then
include(entitiespath..foldername.."/cl_init.lua")
elseif file.Exists(entitiespath..foldername.."/shared.lua", "LUA") then
include(entitiespath..foldername.."/shared.lua")
end
end
scripted_ents.Register(ENT, foldername)
end
-- EFFECTS
files, folders = file.Find(effectspath.."*", "LUA")
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for _, filename in pairs(files) do
if SERVER then
AddCSLuaFile(effectspath..filename)
end
if CLIENT then
EFFECT = {}
EFFECT.Folder = effectspath
EFFECT.FolderName = filename
include(effectspath..filename)
effects.Register(EFFECT, string.StripExtension(filename))
end
end
for _, foldername in pairs(folders) do
if SERVER and file.Exists(effectspath..foldername.."/init.lua", "LUA") then
AddCSLuaFile(effectspath..foldername.."/init.lua")
end
if CLIENT and file.Exists(effectspath..foldername.."/init.lua", "LUA") then
EFFECT = {}
EFFECT.Folder = effectspath..foldername
EFFECT.FolderName = foldername
include(effectspath..foldername.."/init.lua")
effects.Register(EFFECT, foldername)
end
end
-- WEAPONS
files, folders = file.Find(weaponspath.."*", "LUA")
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for _, filename in pairs(files) do
SWEP = {}
SWEP.Folder = weaponspath
SWEP.FolderName = filename
SWEP.Base = "weapon_base"
SWEP.Primary = {}
SWEP.Secondary = {}
--[[SWEP.Primary.ClipSize = 8
SWEP.Primary.DefaultClip = 32
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "Pistol"
SWEP.Secondary.ClipSize = 8
SWEP.Secondary.DefaultClip = 32
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "Pistol"]]
include(weaponspath..filename)
weapons.Register(SWEP, string.StripExtension(filename))
end
for _, foldername in pairs(folders) do
SWEP = {}
SWEP.Folder = weaponspath..foldername
SWEP.FolderName = foldername
SWEP.Base = "weapon_base"
SWEP.Primary = {}
SWEP.Secondary = {}
if SERVER then
if file.Exists(weaponspath..foldername.."/init.lua", "LUA") then
include(weaponspath..foldername.."/init.lua")
elseif file.Exists(weaponspath..foldername.."/shared.lua", "LUA") then
include(weaponspath..foldername.."/shared.lua")
end
end
if CLIENT then
if file.Exists(weaponspath..foldername.."/cl_init.lua", "LUA") then
include(weaponspath..foldername.."/cl_init.lua")
elseif file.Exists(weaponspath..foldername.."/shared.lua", "LUA") then
include(weaponspath..foldername.."/shared.lua")
end
end
weapons.Register(SWEP, foldername)
end
ENT = nil
EFFECT = nil
SWEP = nil
end)