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603
gamemodes/helix/plugins/willardinterface/derma/cl_tooltip.lua
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603
gamemodes/helix/plugins/willardinterface/derma/cl_tooltip.lua
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@@ -0,0 +1,603 @@
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--- Text container for `ixTooltip`.
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-- Rows are the main way of interacting with `ixTooltip`s. These derive from
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-- [DLabel](https://wiki.garrysmod.com/page/Category:DLabel) panels, which means that making use of this panel
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-- will be largely the same as any DLabel panel.
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-- @panel ixTooltipRow
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local animationTime = 1
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-- panel meta
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do
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local PANEL = FindMetaTable("Panel")
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local ixChangeTooltip = ChangeTooltip
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local ixRemoveTooltip = RemoveTooltip
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local tooltip
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local lastHover
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function PANEL:SetHelixTooltip(callback)
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self:SetMouseInputEnabled(true)
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self.ixTooltip = callback
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end
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function ChangeTooltip(panel, ...) -- luacheck: globals ChangeTooltip
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if (!panel.ixTooltip) then
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return ixChangeTooltip(panel, ...)
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end
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RemoveTooltip()
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timer.Create("ixTooltip", 0.1, 1, function()
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if (!IsValid(panel) or lastHover != panel) then
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return
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end
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tooltip = vgui.Create("ixTooltip")
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panel.ixTooltip(tooltip)
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tooltip:SizeToContents()
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end)
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lastHover = panel
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end
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function RemoveTooltip() -- luacheck: globals RemoveTooltip
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if (IsValid(tooltip)) then
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tooltip:Remove()
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tooltip = nil
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end
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timer.Remove("ixTooltip")
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lastHover = nil
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return ixRemoveTooltip()
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end
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end
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DEFINE_BASECLASS("DLabel")
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local PANEL = {}
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AccessorFunc(PANEL, "backgroundColor", "BackgroundColor")
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AccessorFunc(PANEL, "maxWidth", "MaxWidth", FORCE_NUMBER)
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AccessorFunc(PANEL, "bNoMinimal", "MinimalHidden", FORCE_BOOL)
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function PANEL:Init()
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self:SetFont("ixSmallFont")
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self:SetText(L("unknown"))
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self:SetTextColor(color_white)
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self:SetTextInset(15, 0)
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self:SetContentAlignment(4)
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self:Dock(TOP)
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self.maxWidth = ScrW() * 0.2
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self.bNoMinimal = false
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self.bMinimal = false
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end
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--- Whether or not this tooltip row should be displayed in a minimal format. This usually means no background and/or
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-- smaller font. You probably won't need this if you're using regular `ixTooltipRow` panels, but you should take into
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-- account if you're creating your own panels that derive from `ixTooltipRow`.
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-- @realm client
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-- @treturn bool True if this tooltip row should be displayed in a minimal format
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function PANEL:IsMinimal()
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return self.bMinimal
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end
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--- Sets this row to be more prominent with a larger font and more noticable background color. This should usually
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-- be used once per tooltip as a title row. For example, item tooltips have one "important" row consisting of the
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-- item's name. Note that this function is a fire-and-forget function; you cannot revert a row back to it's regular state
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-- unless you set the font/colors manually.
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-- @realm client
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function PANEL:SetImportant()
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self:SetFont("TitlesFontNoClamp")
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self:SetBackgroundColor(ix.config.Get("color"))
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end
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--- Sets the background color of this row. This should be used sparingly to avoid overwhelming players with a
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-- bunch of different colors that could convey different meanings.
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-- @realm client
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-- @color color New color of the background. The alpha is clamped to 100-255 to ensure visibility
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function PANEL:SetBackgroundColor(color)
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color = table.Copy(color)
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color.a = math.min(color.a or 255, 100)
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self.backgroundColor = color
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end
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--- Resizes this panel to fit its contents. This should be called after setting the text.
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-- @realm client
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function PANEL:SizeToContents()
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local contentWidth, contentHeight = self:GetContentSize()
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contentWidth = contentWidth
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contentHeight = contentHeight
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if (contentWidth > self.maxWidth) then
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self:SetWide(self.maxWidth - 15) -- to account for text inset
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self:SetTextInset(15, 0)
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self:SetWrap(true)
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self:SizeToContentsY()
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self:SetWide(self:GetContentSize() + 15)
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else
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self:SetSize(contentWidth + 15, contentHeight + 15)
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end
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end
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--- Resizes the height of this panel to fit its contents.
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-- @internal
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-- @realm client
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function PANEL:SizeToContentsY()
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BaseClass.SizeToContentsY(self)
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self:SetTall(self:GetTall() + 15)
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end
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--- Called when the background of this row should be painted. This will paint the background with the
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-- `DrawImportantBackground` function set in the skin by default.
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-- @realm client
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-- @number width Width of the panel
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-- @number height Height of the panel
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function PANEL:PaintBackground(width, height)
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if (self.backgroundColor) then
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derma.SkinFunc("DrawImportantBackground", 0, 0, width, height, self.backgroundColor)
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end
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end
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--- Called when the foreground of this row should be painted. If you are overriding this in a subclassed panel,
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-- make sure you call `ixTooltipRow:PaintBackground` at the *beginning* of your function to make its style
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-- consistent with the rest of the framework.
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-- @realm client
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-- @number width Width of the panel
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-- @number height Height of the panel
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function PANEL:Paint(width, height)
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self:PaintBackground(width, height)
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end
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vgui.Register("ixTooltipRow", PANEL, "DLabel")
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--- Generic information panel.
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-- Tooltips are used extensively throughout Helix: for item information, character displays, entity status, etc.
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-- The tooltip system can be used on any panel or entity you would like to show standardized information for. Tooltips
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-- consist of the parent container panel (`ixTooltip`), which is filled with rows of information (usually
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-- `ixTooltipRow`, but can be any docked panel if non-text information needs to be shown, like an item's size).
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--
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-- Tooltips can be added to panel with `panel:SetHelixTooltip()`. An example taken from the scoreboard:
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-- panel:SetHelixTooltip(function(tooltip)
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-- local name = tooltip:AddRow("name")
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-- name:SetImportant()
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-- name:SetText(client:SteamName())
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-- name:SetBackgroundColor(team.GetColor(client:Team()))
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-- name:SizeToContents()
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--
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-- tooltip:SizeToContents()
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-- end)
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-- @panel ixTooltip
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DEFINE_BASECLASS("Panel")
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PANEL = {}
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AccessorFunc(PANEL, "entity", "Entity")
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AccessorFunc(PANEL, "mousePadding", "MousePadding", FORCE_NUMBER)
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AccessorFunc(PANEL, "bDrawArrow", "DrawArrow", FORCE_BOOL)
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AccessorFunc(PANEL, "arrowColor", "ArrowColor")
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AccessorFunc(PANEL, "bHideArrowWhenRaised", "HideArrowWhenRaised", FORCE_BOOL)
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AccessorFunc(PANEL, "bArrowFollowEntity", "ArrowFollowEntity", FORCE_BOOL)
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function PANEL:Init()
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self.fraction = 0
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self.mousePadding = 16
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self.arrowColor = ix.config.Get("color")
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self.bHideArrowWhenRaised = true
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self.bArrowFollowEntity = true
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self.bMinimal = false
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self.lastX, self.lastY = self:GetCursorPosition()
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self.arrowX, self.arrowY = ScrW() * 0.5, ScrH() * 0.5
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self:SetAlpha(0)
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self:SetSize(0, 0)
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self:SetDrawOnTop(true)
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self:CreateAnimation(animationTime, {
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index = 1,
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target = {fraction = 1},
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easing = "outQuint",
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Think = function(animation, panel)
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panel:SetAlpha(panel.fraction * 255)
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end
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})
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end
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--- Whether or not this tooltip should be displayed in a minimal format.
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-- @realm client
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-- @treturn bool True if this tooltip should be displayed in a minimal format
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-- @see ixTooltipRow:IsMinimal
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function PANEL:IsMinimal()
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return self.bMinimal
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end
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-- ensure all children are painted manually
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function PANEL:Add(...)
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local panel = BaseClass.Add(self, ...)
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panel:SetPaintedManually(true)
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return panel
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end
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--- Creates a new `ixTooltipRow` panel and adds it to the bottom of this tooltip.
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-- @realm client
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-- @string id Name of the new row. This is used to reorder rows if needed
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-- @treturn panel Created row
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function PANEL:AddRow(id)
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local panel = self:Add("ixTooltipRow")
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panel.id = id
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panel:SetZPos(#self:GetChildren() * 10)
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return panel
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end
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--- Creates a new `ixTooltipRow` and adds it after the row with the given `id`. The order of the rows is set via
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-- setting the Z position of the panels, as this is how VGUI handles ordering with docked panels.
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-- @realm client
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-- @string after Name of the row to insert after
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-- @string id Name of the newly created row
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-- @treturn panel Created row
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function PANEL:AddRowAfter(after, id)
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local panel = self:AddRow(id)
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after = self:GetRow(after)
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if (!IsValid(after)) then
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return panel
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end
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panel:SetZPos(after:GetZPos() + 1)
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return panel
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end
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--- Sets the entity associated with this tooltip. Note that this function is not how you get entities to show tooltips.
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-- @internal
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-- @realm client
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-- @entity entity Entity to associate with this tooltip
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function PANEL:SetEntity(entity)
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if (!IsValid(entity)) then
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self.bEntity = false
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return
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end
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-- don't show entity tooltips if we have an entity menu open
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if (IsValid(ix.menu.panel)) then
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self:Remove()
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return
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end
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if (entity:IsPlayer()) then
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local character = entity:GetCharacter()
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if (character) then
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-- we want to group things that will most likely have backgrounds (e.g name/health status)
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hook.Run("PopulateImportantCharacterInfo", entity, character, self)
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hook.Run("PopulateCharacterInfo", entity, character, self)
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end
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else
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if (entity.OnPopulateEntityInfo) then
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entity:OnPopulateEntityInfo(self)
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else
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hook.Run("PopulateEntityInfo", entity, self)
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end
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end
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self:SizeToContents()
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self.entity = entity
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self.bEntity = true
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end
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function PANEL:PaintUnder(width, height)
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end
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function PANEL:Paint(width, height)
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self:PaintUnder()
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-- directional arrow
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self.bRaised = LocalPlayer():IsWepRaised()
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|
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if (!self.bClosing) then
|
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if (self.bEntity and IsValid(self.entity) and self.bArrowFollowEntity) then
|
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local entity = self.entity
|
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local position = select(1, entity:GetBonePosition(entity:LookupBone("ValveBiped.Bip01_Spine") or -1)) or
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entity:LocalToWorld(entity:OBBCenter())
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|
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position = position:ToScreen()
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self.arrowX = math.Clamp(position.x, 0, ScrW())
|
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self.arrowY = math.Clamp(position.y, 0, ScrH())
|
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end
|
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end
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|
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-- arrow
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if (self.bDrawArrow or (self.bDrawArrow and self.bRaised and !self.bHideArrowWhenRaised)) then
|
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local x, y = self:ScreenToLocal(self.arrowX, self.arrowY)
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|
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DisableClipping(true)
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surface.SetDrawColor(self.arrowColor)
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surface.DrawLine(0, 0, x * self.fraction, y * self.fraction)
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surface.DrawRect((x - 2) * self.fraction, (y - 2) * self.fraction, 15, 15)
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DisableClipping(false)
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end
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|
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-- contents
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local x, y = self:GetPos()
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render.SetScissorRect(x, y, x + width * self.fraction, y + height, true)
|
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derma.SkinFunc("PaintTooltipBackground", self, width, height)
|
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|
||||
for _, v in ipairs(self:GetChildren()) do
|
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if (IsValid(v)) then
|
||||
v:PaintManual()
|
||||
end
|
||||
end
|
||||
render.SetScissorRect(0, 0, 0, 0, false)
|
||||
end
|
||||
|
||||
--- Returns the current position of the mouse cursor on the screen.
|
||||
-- @realm client
|
||||
-- @treturn number X position of cursor
|
||||
-- @treturn number Y position of cursor
|
||||
function PANEL:GetCursorPosition()
|
||||
local width, height = self:GetSize()
|
||||
local mouseX, mouseY = gui.MousePos()
|
||||
|
||||
return math.Clamp(mouseX + self.mousePadding, 0, ScrW() - width), math.Clamp(mouseY, 0, ScrH() - height)
|
||||
end
|
||||
|
||||
function PANEL:Think()
|
||||
if (!self.bEntity) then
|
||||
if (!vgui.CursorVisible()) then
|
||||
self:SetPos(self.lastX, self.lastY)
|
||||
|
||||
-- if the cursor isn't visible then we don't really need the tooltip to be shown
|
||||
if (!self.bClosing) then
|
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self:Remove()
|
||||
end
|
||||
else
|
||||
local newX, newY = self:GetCursorPosition()
|
||||
|
||||
self:SetPos(newX, newY)
|
||||
self.lastX, self.lastY = newX, newY
|
||||
end
|
||||
|
||||
self:MoveToFront() -- dragging a panel w/ tooltip will push the tooltip beneath even the menu panel(???)
|
||||
elseif (IsValid(self.entity) and !self.bClosing) then
|
||||
if (self.bRaised) then
|
||||
self:SetPos(
|
||||
ScrW() * 0.5 - self:GetWide() * 0.5,
|
||||
math.min(ScrH() * 0.5 + self:GetTall() + 32, ScrH() - self:GetTall())
|
||||
)
|
||||
else
|
||||
local entity = self.entity
|
||||
local min, max = entity:GetRotatedAABB(entity:OBBMins() * 0.5, entity:OBBMaxs() * 0.5)
|
||||
min = entity:LocalToWorld(min):ToScreen().x
|
||||
max = entity:LocalToWorld(max):ToScreen().x
|
||||
|
||||
self:SetPos(
|
||||
math.Clamp(math.max(min, max), ScrW() * 0.5 + 32, ScrW() * 0.66 - self:GetWide()),
|
||||
ScrH() * 0.5 - self:GetTall() * 0.5
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns an `ixTooltipRow` corresponding to the given name.
|
||||
-- @realm client
|
||||
-- @string id Name of the row
|
||||
-- @treturn[1] panel Corresponding row
|
||||
-- @treturn[2] nil If the row doesn't exist
|
||||
function PANEL:GetRow(id)
|
||||
for _, v in ipairs(self:GetChildren()) do
|
||||
if (IsValid(v) and v.id == id) then
|
||||
return v
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Resizes the tooltip to fit all of the child panels. You should always call this after you are done
|
||||
-- adding all of your rows.
|
||||
-- @realm client
|
||||
function PANEL:SizeToContents()
|
||||
local height = 0
|
||||
local width = 0
|
||||
|
||||
for _, v in ipairs(self:GetChildren()) do
|
||||
if (v:GetWide() > width) then
|
||||
width = v:GetWide()
|
||||
end
|
||||
|
||||
height = height + v:GetTall()
|
||||
end
|
||||
|
||||
self:SetSize(width, height)
|
||||
end
|
||||
|
||||
function PANEL:Remove()
|
||||
if (self.bClosing) then
|
||||
return
|
||||
end
|
||||
|
||||
self.bClosing = true
|
||||
self:CreateAnimation(animationTime * 0.5, {
|
||||
target = {fraction = 0},
|
||||
easing = "outQuint",
|
||||
|
||||
Think = function(animation, panel)
|
||||
panel:SetAlpha(panel.fraction * 255)
|
||||
end,
|
||||
|
||||
OnComplete = function(animation, panel)
|
||||
BaseClass.Remove(panel)
|
||||
end
|
||||
})
|
||||
end
|
||||
|
||||
vgui.Register("ixTooltip", PANEL, "Panel")
|
||||
|
||||
-- legacy tooltip row
|
||||
|
||||
PANEL = {}
|
||||
|
||||
function PANEL:Init()
|
||||
self.bMinimal = true
|
||||
self.ixAlpha = 0 -- to avoid conflicts if we're animating a non-tooltip panel
|
||||
|
||||
self:SetExpensiveShadow(1, color_black)
|
||||
self:SetContentAlignment(5)
|
||||
end
|
||||
|
||||
function PANEL:SetImportant()
|
||||
self:SetFont("ixMinimalTitleFont")
|
||||
self:SetBackgroundColor(ix.config.Get("color"))
|
||||
end
|
||||
|
||||
-- background color will affect text instead in minimal tooltips
|
||||
function PANEL:SetBackgroundColor(color)
|
||||
color = table.Copy(color)
|
||||
color.a = math.min(color.a or 255, 100)
|
||||
|
||||
self:SetTextColor(color)
|
||||
self.backgroundColor = color
|
||||
end
|
||||
|
||||
function PANEL:PaintBackground()
|
||||
end
|
||||
|
||||
vgui.Register("ixTooltipMinimalRow", PANEL, "ixTooltipRow")
|
||||
|
||||
-- legacy tooltip
|
||||
DEFINE_BASECLASS("ixTooltip")
|
||||
PANEL = {}
|
||||
|
||||
function PANEL:Init()
|
||||
self.bMinimal = true
|
||||
|
||||
-- we don't want to animate the alpha since children will handle their own animation, but we want to keep the fraction
|
||||
-- for the background to animate
|
||||
self:CreateAnimation(animationTime, {
|
||||
index = 1,
|
||||
target = {fraction = 1},
|
||||
easing = "outQuint",
|
||||
})
|
||||
|
||||
self:SetAlpha(255)
|
||||
end
|
||||
|
||||
-- we don't need the children to be painted manually
|
||||
function PANEL:Add(...)
|
||||
local panel = BaseClass.Add(self, ...)
|
||||
panel:SetPaintedManually(false)
|
||||
|
||||
return panel
|
||||
end
|
||||
|
||||
function PANEL:AddRow(id)
|
||||
local panel = self:Add("ixTooltipMinimalRow")
|
||||
panel.id = id
|
||||
panel:SetZPos(#self:GetChildren() * 10)
|
||||
|
||||
return panel
|
||||
end
|
||||
|
||||
function PANEL:Paint(width, height)
|
||||
self:PaintUnder()
|
||||
|
||||
derma.SkinFunc("PaintTooltipMinimalBackground", self, width, height)
|
||||
end
|
||||
|
||||
function PANEL:Think()
|
||||
end
|
||||
|
||||
function PANEL:SizeToContents()
|
||||
-- remove any panels that shouldn't be shown in a minimal tooltip
|
||||
for _, v in ipairs(self:GetChildren()) do
|
||||
if (v.bNoMinimal) then
|
||||
v:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
BaseClass.SizeToContents(self)
|
||||
self:SetPos(ScrW() * 0.5 - self:GetWide() * 0.5, ScrH() * 0.5 + self.mousePadding)
|
||||
|
||||
-- we create animation here since this is the only function that usually gets called after all the rows are populated
|
||||
local children = self:GetChildren()
|
||||
|
||||
-- sort by z index so we can animate them in order
|
||||
table.sort(children, function(a, b)
|
||||
return a:GetZPos() < b:GetZPos()
|
||||
end)
|
||||
|
||||
local i = 1
|
||||
local count = table.Count(children)
|
||||
|
||||
for _, v in ipairs(children) do
|
||||
v.ixAlpha = v.ixAlpha or 0
|
||||
|
||||
v:CreateAnimation((animationTime / count) * i, {
|
||||
easing = "inSine",
|
||||
target = {ixAlpha = 255},
|
||||
Think = function(animation, panel)
|
||||
panel:SetAlpha(panel.ixAlpha)
|
||||
end
|
||||
})
|
||||
|
||||
i = i + 1
|
||||
end
|
||||
end
|
||||
|
||||
DEFINE_BASECLASS("Panel")
|
||||
function PANEL:Remove()
|
||||
if (self.bClosing) then
|
||||
return
|
||||
end
|
||||
|
||||
self.bClosing = true
|
||||
|
||||
-- we create animation here since this is the only function that usually gets called after all the rows are populated
|
||||
local children = self:GetChildren()
|
||||
|
||||
-- sort by z index so we can animate them in order
|
||||
table.sort(children, function(a, b)
|
||||
return a:GetZPos() > b:GetZPos()
|
||||
end)
|
||||
|
||||
local duration = animationTime * 0.5
|
||||
local i = 1
|
||||
local count = table.Count(children)
|
||||
|
||||
for _, v in ipairs(children) do
|
||||
v.ixAlpha = v.ixAlpha or 255
|
||||
|
||||
v:CreateAnimation(duration / count * i, {
|
||||
target = {ixAlpha = 0},
|
||||
Think = function(animation, panel)
|
||||
panel:SetAlpha(panel.ixAlpha)
|
||||
end
|
||||
})
|
||||
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
self:CreateAnimation(duration, {
|
||||
target = {fraction = 0},
|
||||
OnComplete = function(animation, panel)
|
||||
BaseClass.Remove(panel)
|
||||
end
|
||||
})
|
||||
end
|
||||
|
||||
vgui.Register("ixTooltipMinimal", PANEL, "ixTooltip")
|
||||
Reference in New Issue
Block a user