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gamemodes/helix/gamemode/items/base/sh_outfit.lua
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383
gamemodes/helix/gamemode/items/base/sh_outfit.lua
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@@ -0,0 +1,383 @@
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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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if (SERVER) then
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util.AddNetworkString("ixRefreshBodygroupsInventoryModel")
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else
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net.Receive("ixRefreshBodygroupsInventoryModel", function()
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local replacements = net.ReadString()
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local skin = net.ReadUInt(5)
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local bodygroups = net.ReadTable()
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if ix.gui.inventoryModel and IsValid(ix.gui.inventoryModel) then
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ix.gui.inventoryModel:SetModel(replacements, skin, false)
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if ix.gui.inventoryModel.Entity and ix.gui.inventoryModel.Entity.SetBodygroup then
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for _, v in ipairs(bodygroups or {}) do
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ix.gui.inventoryModel.Entity:SetBodygroup(v.id, LocalPlayer():GetBodygroup(v.id))
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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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ITEM.name = "Outfit"
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ITEM.description = "A Outfit Base."
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ITEM.category = "Outfit"
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ITEM.model = "models/Gibs/HGIBS.mdl"
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ITEM.width = 1
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ITEM.height = 1
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ITEM.outfitCategory = "model"
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ITEM.pacData = {}
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--[[
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-- This will change a player's skin after changing the model. Keep in mind it starts at 0.
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ITEM.newSkin = 1
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-- This will change a certain part of the model.
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ITEM.replacements = {"group01", "group02"}
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-- This will change the player's model completely.
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ITEM.replacements = "models/manhack.mdl"
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-- This will have multiple replacements.
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ITEM.replacements = {
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{"male", "female"},
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{"group01", "group02"}
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}
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-- This will apply body groups.
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ITEM.bodyGroups = {
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["blade"] = 1,
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["bladeblur"] = 1
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}
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]]--
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-- Inventory drawing
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if (CLIENT) then
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function ITEM:PaintOver(item, w, h)
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if (item:GetData("equip")) then
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surface.SetDrawColor(110, 255, 110, 100)
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surface.DrawOutlinedRect(1, 1, w - 2, h - 2)
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end
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end
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end
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function ITEM:AddOutfit(client)
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local character = client:GetCharacter()
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self:SetData("equip", true)
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local groups = character:GetData("groups", {})
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-- remove original bodygroups
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if (!table.IsEmpty(groups)) then
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character:SetData("oldGroups" .. self.outfitCategory, groups)
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character:SetData("groups", {})
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client:ResetBodygroups()
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end
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if (isfunction(self.OnGetReplacement)) then
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character:SetData("oldModel" .. self.outfitCategory,
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character:GetData("oldModel" .. self.outfitCategory, client:GetModel()))
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character:SetModel(self:OnGetReplacement(client))
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elseif (self.replacement or self.replacements) then
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character:SetData("oldModel" .. self.outfitCategory,
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character:GetData("oldModel" .. self.outfitCategory, client:GetModel()))
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if (istable(self.replacements)) then
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if (#self.replacements == 2 and isstring(self.replacements[1])) then
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character:SetModel(client:GetModel():gsub(self.replacements[1], self.replacements[2]))
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else
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for _, v in ipairs(self.replacements) do
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character:SetModel(client:GetModel():gsub(v[1], v[2]))
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end
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end
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else
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character:SetModel(self.replacement or self.replacements)
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end
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end
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if (self.newSkin) then
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character:SetData("oldSkin" .. self.outfitCategory, client:GetSkin())
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client:SetSkin(self.newSkin)
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end
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-- get outfit saved bodygroups
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groups = self:GetData("groups", {})
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-- restore bodygroups saved to the item
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if (!table.IsEmpty(groups) and self:ShouldRestoreBodygroups()) then
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for k, v in pairs(groups) do
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client:SetBodygroup(k, v)
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end
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-- apply default item bodygroups if none are saved
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elseif (istable(self.bodyGroups)) then
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for k, v in pairs(self.bodyGroups) do
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local index = client:FindBodygroupByName(k)
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if (index > -1) then
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client:SetBodygroup(index, v)
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end
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end
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end
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local materials = self:GetData("submaterial", {})
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if (!table.IsEmpty(materials) and self:ShouldRestoreSubMaterials()) then
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for k, v in pairs(materials) do
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if (!isnumber(k) or !isstring(v)) then
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continue
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end
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client:SetSubMaterial(k - 1, v)
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end
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end
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if (istable(self.attribBoosts)) then
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for k, v in pairs(self.attribBoosts) do
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character:AddBoost(self.uniqueID, k, v)
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end
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end
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self:OnEquipped(client)
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end
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local function ResetSubMaterials(client)
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for k, _ in ipairs(client:GetMaterials()) do
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if (client:GetSubMaterial(k - 1) != "") then
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client:SetSubMaterial(k - 1)
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end
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end
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end
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function ITEM:RemoveOutfit(client)
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local character = client:GetCharacter()
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self:SetData("equip", false)
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local materials = {}
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for k, _ in ipairs(client:GetMaterials()) do
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if (client:GetSubMaterial(k - 1) != "") then
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materials[k] = client:GetSubMaterial(k - 1)
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end
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end
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-- save outfit submaterials
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if (!table.IsEmpty(materials)) then
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self:SetData("submaterial", materials)
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end
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-- remove outfit submaterials
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ResetSubMaterials(client)
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local groups = {}
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for i = 0, (client:GetNumBodyGroups() - 1) do
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local bodygroup = client:GetBodygroup(i)
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if (bodygroup > 0) then
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groups[i] = bodygroup
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end
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end
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-- save outfit bodygroups
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if (!table.IsEmpty(groups)) then
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self:SetData("groups", groups)
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end
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-- remove outfit bodygroups
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client:ResetBodygroups()
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-- restore the original player model
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if (character:GetData("oldModel" .. self.outfitCategory)) then
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character:SetModel(character:GetData("oldModel" .. self.outfitCategory))
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character:SetData("oldModel" .. self.outfitCategory, nil)
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end
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-- restore the original player model skin
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if (self.newSkin) then
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if (character:GetData("oldSkin" .. self.outfitCategory)) then
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client:SetSkin(character:GetData("oldSkin" .. self.outfitCategory))
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character:SetData("oldSkin" .. self.outfitCategory, nil)
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else
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client:SetSkin(0)
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end
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end
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-- get character original bodygroups
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groups = character:GetData("oldGroups" .. self.outfitCategory, {})
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-- restore original bodygroups
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if (!table.IsEmpty(groups)) then
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for k, v in pairs(groups) do
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client:SetBodygroup(k, v)
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end
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character:SetData("groups", character:GetData("oldGroups" .. self.outfitCategory, {}))
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character:SetData("oldGroups" .. self.outfitCategory, nil)
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end
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if (istable(self.attribBoosts)) then
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for k, _ in pairs(self.attribBoosts) do
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character:RemoveBoost(self.uniqueID, k)
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end
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end
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for k, _ in pairs(self:GetData("outfitAttachments", {})) do
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self:RemoveAttachment(k, client)
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end
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self:OnUnequipped(client)
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end
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-- makes another outfit depend on this outfit in terms of requiring this item to be equipped in order to equip the attachment
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-- also unequips the attachment if this item is dropped
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function ITEM:AddAttachment(id)
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local attachments = self:GetData("outfitAttachments", {})
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attachments[id] = true
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self:SetData("outfitAttachments", attachments)
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end
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function ITEM:RemoveAttachment(id, client)
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local item = ix.item.instances[id]
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local attachments = self:GetData("outfitAttachments", {})
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if (item and attachments[id]) then
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item:OnDetached(client)
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end
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attachments[id] = nil
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self:SetData("outfitAttachments", attachments)
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end
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ITEM:Hook("drop", function(item)
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local character = ix.char.loaded[item.owner]
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local client = character and character:GetPlayer() or item:GetOwner()
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if hook.Run("CanPlayerUnequipItem", client, item) == false then
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return
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end
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if (item:GetData("equip")) then
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item.player = client
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item:RemoveOutfit(item:GetOwner())
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end
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end)
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ITEM.functions.EquipUn = { -- sorry, for name order.
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name = "Unequip",
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tip = "equipTip",
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icon = "icon16/cross.png",
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OnRun = function(item, creationClient)
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local client = item.player or creationClient
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item:RemoveOutfit(client)
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return false
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end,
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OnCanRun = function(item, creationClient)
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local client = item.player or creationClient
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return !IsValid(item.entity) and IsValid(client) and item:GetData("equip") == true and
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hook.Run("CanPlayerUnequipItem", client, item) != false
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end
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}
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ITEM.functions.Equip = {
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name = "Equip",
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tip = "equipTip",
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icon = "icon16/tick.png",
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OnRun = function(item, creationClient)
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local client = item.player or creationClient
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local char = client:GetCharacter()
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local items = char:GetInventory():GetItems()
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for _, v in pairs(items) do
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if (v.id != item.id) then
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local itemTable = ix.item.instances[v.id]
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if (itemTable.pacData and v.outfitCategory == item.outfitCategory and itemTable:GetData("equip")) then
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client:NotifyLocalized(item.equippedNotify or "outfitAlreadyEquipped")
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return false
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end
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end
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end
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item:AddOutfit(client)
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return false
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end,
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OnCanRun = function(item, creationClient)
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local client = item.player or creationClient
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return !IsValid(item.entity) and IsValid(client) and item:GetData("equip") != true and item:CanEquipOutfit(client) and
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hook.Run("CanPlayerEquipItem", client, item) != false
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end
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}
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function ITEM:CanTransfer(oldInventory, newInventory)
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if (hook.Run("CanTransferBGClothes", oldInventory, newInventory) != false) then
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return true
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end
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if (newInventory and self:GetData("equip")) then
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return false
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end
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return true
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end
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function ITEM:OnRemoved()
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if (self.invID != 0 and self:GetData("equip")) then
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self.player = self:GetOwner()
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self:RemoveOutfit(self.player)
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self.player = nil
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end
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end
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function ITEM:OnEquipped(client)
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if client and IsValid(client) then
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local replacements = self.replacement or client:GetModel()
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local skin = self.newSkin or client:GetSkin()
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local bodygroups = client:GetBodyGroups()
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net.Start("ixRefreshBodygroupsInventoryModel")
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net.WriteString(replacements)
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net.WriteUInt(skin, 5)
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net.WriteTable(bodygroups)
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net.Send(client)
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end
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end
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function ITEM:OnUnequipped(client)
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if client and IsValid(client) then
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local replacements = client:GetModel()
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local skin = client:GetSkin()
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local bodygroups = client:GetBodyGroups()
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net.Start("ixRefreshBodygroupsInventoryModel")
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net.WriteString(replacements)
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net.WriteUInt(skin, 5)
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net.WriteTable(bodygroups)
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net.Send(client)
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end
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end
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function ITEM:CanEquipOutfit()
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return true
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end
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function ITEM:ShouldRestoreBodygroups()
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return true
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end
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function ITEM:ShouldRestoreSubMaterials()
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return true
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end
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