e9da54c2f9
Too many changes to list.
194 lines
5.4 KiB
Lua
194 lines
5.4 KiB
Lua
local meta = FindMetaTable("Player")
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function meta:AddInventoryItem(item)
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if not GAMEMODE:IsInventoryItem(item) then return false end
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self.ZSInventory[item] = self.ZSInventory[item] and self.ZSInventory[item] + 1 or 1
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if GAMEMODE:GetInventoryItemType(item) == INVCAT_TRINKETS then
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self:ApplyTrinkets()
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end
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net.Start("zs_inventoryitem")
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net.WriteString(item)
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net.WriteInt(self.ZSInventory[item], 5)
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net.Send(self)
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return true
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end
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function meta:TakeInventoryItem(item)
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if not self:HasInventoryItem(item) then return false end
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local setnil = self.ZSInventory[item] == 1
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self.ZSInventory[item] = self.ZSInventory[item] - 1
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if setnil then
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self.ZSInventory[item] = nil
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end
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if GAMEMODE:GetInventoryItemType(item) == INVCAT_TRINKETS then
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self:ApplyTrinkets()
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end
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net.Start("zs_inventoryitem")
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net.WriteString(item)
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net.WriteInt(self.ZSInventory[item] or 0, 5)
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net.Send(self)
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return true -- Return true aka item was taken
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end
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function meta:WipePlayerInventory()
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if not self.ZSInventory or table.Count(self.ZSInventory) == 0 then return end
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self.ZSInventory = {}
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self:ApplyTrinkets()
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net.Start("zs_wipeinventory")
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net.Send(self)
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end
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net.Receive("zs_trycraft", function(len, pl)
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local component = net:ReadString()
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local weapon = net:ReadString()
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pl:TryAssembleItem(component, weapon)
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end)
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function meta:TryAssembleItem(component, heldclass)
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local heldwep, desiassembly = self:GetWeapon(heldclass)
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local heldwepiitype = GAMEMODE:GetInventoryItemType(heldclass) ~= -1
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if heldwepiitype then
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if not self:HasInventoryItem(heldclass) then
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self:CenterNotify(COLOR_RED, "You don't have the item to craft this with.")
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self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
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return
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end
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else
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if not heldwep or not heldwep:IsValid() then
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self:CenterNotify(COLOR_RED, "You don't have the weapon to craft this with.")
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self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
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return
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end
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end
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for assembly, reqs in pairs(GAMEMODE.Assemblies) do
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local reqcomp, reqweapon = reqs[1], reqs[2]
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if reqcomp == component and reqweapon == heldclass then
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desiassembly = assembly
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break
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end
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end
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if not desiassembly then
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self:CenterNotify(COLOR_RED, "You can't make anything with this component and your currently held weapon.")
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self:SendLua("surface.PlaySound(\"buttons/button10.wav\")")
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return
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end
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local invitemresult = GAMEMODE:GetInventoryItemType(desiassembly) ~= -1
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local desitable
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if invitemresult then
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if not self:TakeInventoryItem(component) then return end
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self:AddInventoryItem(desiassembly)
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self:CenterNotify(COLOR_LIMEGREEN, translate.ClientGet(self, "crafting_successful"), color_white, " ("..GAMEMODE.ZSInventoryItemData[desiassembly].PrintName..")")
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else
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desitable = weapons.Get(desiassembly)
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if (not desitable.AmmoIfHas and self:HasWeapon(desiassembly)) or not self:TakeInventoryItem(component) then return end
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if desitable.AmmoIfHas then
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self:GiveAmmo(1, desitable.Primary.Ammo)
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end
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self:GiveEmptyWeapon(desiassembly)
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self:SelectWeapon(desiassembly)
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self:UpdateAltSelectedWeapon()
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self:CenterNotify(COLOR_LIMEGREEN, translate.ClientGet(self, "crafting_successful"), color_white, " ("..desitable.PrintName..")")
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end
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if heldwepiitype then
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self:TakeInventoryItem(heldclass)
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else
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heldwep:EmptyAll(true)
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if heldwep.AmmoIfHas then
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self:RemoveAmmo(1, heldwep.Primary.Ammo)
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end
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self:StripWeapon(heldclass)
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end
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self:SendLua("surface.PlaySound(\"buttons/lever"..math.random(5)..".wav\")")
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GAMEMODE.StatTracking:IncreaseElementKV(STATTRACK_TYPE_WEAPON, desiassembly, "Crafts", 1)
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end
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function meta:DropInventoryItemByType(itype)
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if GAMEMODE.ZombieEscape then return end
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if not self:HasInventoryItem(itype) then return end
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local ent = ents.Create("prop_invitem")
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if ent:IsValid() then
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ent:SetInventoryItemType(itype)
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ent:Spawn()
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ent.DroppedTime = CurTime()
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self:TakeInventoryItem(itype)
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self:UpdateAltSelectedWeapon()
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return ent
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end
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end
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function meta:DropAllInventoryItems()
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local vPos = self:GetPos()
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local vVel = self:GetVelocity()
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local zmax = self:OBBMaxs().z * 0.75
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for invitem, count in pairs(self:GetInventoryItems()) do
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for i = 1, count do
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local ent = self:DropInventoryItemByType(invitem)
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if ent and ent:IsValid() then
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ent:SetPos(vPos + Vector(math.Rand(-16, 16), math.Rand(-16, 16), math.Rand(2, zmax)))
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ent:SetAngles(VectorRand():Angle())
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:AddAngleVelocity(Vector(math.Rand(-720, 720), math.Rand(-720, 720), math.Rand(-720, 720)))
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phys:ApplyForceCenter(phys:GetMass() * (math.Rand(32, 328) * VectorRand():GetNormalized() + vVel))
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end
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end
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end
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end
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end
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function meta:GiveInventoryItemByType(itype, plyr)
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if GAMEMODE.ZombieEscape then return end
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if not self:HasInventoryItem(itype) then return end
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if GAMEMODE:GetInventoryItemType(itype) == INVCAT_TRINKETS and plyr:HasInventoryItem(itype) then
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self:CenterNotify(COLOR_RED, translate.ClientGet(self, "they_already_have_this_trinket"))
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return
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end
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self:TakeInventoryItem(itype)
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self:UpdateAltSelectedWeapon()
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net.Start("zs_invgiven")
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net.WriteString(itype)
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net.WriteEntity(self)
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net.Send(plyr)
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plyr:AddInventoryItem(itype)
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end
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function GM:IsInventoryItem(item)
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return self.ZSInventoryItemData[item]
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end
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function meta:GetInventoryItems()
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return self.ZSInventory
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end
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function meta:HasInventoryItem(item)
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return self.ZSInventory[item]
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end
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