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68 lines
1.5 KiB
Lua
68 lines
1.5 KiB
Lua
--[[
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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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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--
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-- The baseclass module uses upvalues to give the impression of inheritence.
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--
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-- At the top of your class file add
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--
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-- DEFINE_BASECLASS( "base_class_name" )
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--
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-- Now the local variable BaseClass will be available.
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-- ( in engine DEFINE_BASECLASS is replaced with "local BaseClass = baseclass.Get" )
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--
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-- Baseclasses are added using baseclass.Set - this is done automatically for:
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--
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-- > widgets
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-- > panels
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-- > drive modes
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-- > entities
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-- > weapons
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--
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-- Classes don't have to be created in any particular order. The system is
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-- designed to work with whatever order the classes are defined.
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--
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-- The only caveat is that classnames must be unique.
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-- eg Creating a panel and widget with the same name will cause problems.
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--
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module( "baseclass", package.seeall )
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local BaseClassTable = {}
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function Get( name )
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if ( ENT ) then ENT.Base = name end
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if ( SWEP ) then SWEP.Base = name end
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BaseClassTable[name] = BaseClassTable[name] or {}
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return BaseClassTable[name]
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end
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function Set( name, tab )
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if ( !BaseClassTable[name] ) then
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BaseClassTable[name] = tab
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else
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table.Merge( BaseClassTable[name], tab )
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setmetatable( BaseClassTable[name], getmetatable(tab) )
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end
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BaseClassTable[name].ThisClass = name
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end |