mirror of
https://github.com/lifestorm/wnsrc.git
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183 lines
4.2 KiB
Lua
183 lines
4.2 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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ITEM.name = "PAC Outfit"
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ITEM.description = "A PAC 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 = "hat"
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ITEM.pacData = {}
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--[[
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ITEM.pacData = {
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[1] = {
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["children"] = {
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[1] = {
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["children"] = {
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},
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["self"] = {
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["Angles"] = Angle(12.919322967529, 6.5696062847564e-006, -1.0949343050015e-005),
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["Position"] = Vector(-2.099609375, 0.019973754882813, 1.0180969238281),
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["UniqueID"] = "4249811628",
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["Size"] = 1.25,
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["Bone"] = "eyes",
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["Model"] = "models/Gibs/HGIBS.mdl",
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["ClassName"] = "model",
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},
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},
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},
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["self"] = {
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["ClassName"] = "group",
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["UniqueID"] = "907159817",
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["EditorExpand"] = true,
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},
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},
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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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-- Draw camo if it is available.
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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.DrawRect(w - 14, h - 14, 8, 8)
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end
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end
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end
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function ITEM:RemovePart(client)
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local char = client:GetCharacter()
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self:SetData("equip", false)
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client:RemovePart(self.uniqueID)
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if (self.attribBoosts) then
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for k, _ in pairs(self.attribBoosts) do
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char:RemoveBoost(self.uniqueID, k)
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end
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end
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self:OnUnequipped()
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end
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-- On item is dropped, Remove a weapon from the player and keep the ammo in the item.
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ITEM:Hook("drop", function(item)
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if (item:GetData("equip")) then
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item:RemovePart(item:GetOwner())
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end
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end)
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-- On player uneqipped the item, Removes a weapon from the player and keep the ammo in the item.
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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)
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item:RemovePart(item.player)
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return false
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end,
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OnCanRun = function(item)
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local client = item.player
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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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-- On player eqipped the item, Gives a weapon to player and load the ammo data from the item.
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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)
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local char = item.player: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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item.player: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:SetData("equip", true)
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item.player:AddPart(item.uniqueID, item)
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if (item.attribBoosts) then
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for k, v in pairs(item.attribBoosts) do
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char:AddBoost(item.uniqueID, k, v)
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end
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end
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item:OnEquipped()
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return false
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end,
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OnCanRun = function(item)
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local client = item.player
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return !IsValid(item.entity) and IsValid(client) and item:GetData("equip") != true 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 (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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local inventory = ix.item.inventories[self.invID]
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local owner = inventory.GetOwner and inventory:GetOwner()
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if (IsValid(owner) and owner:IsPlayer()) then
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if (self:GetData("equip")) then
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self:RemovePart(owner)
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end
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end
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end
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function ITEM:OnEquipped()
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end
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function ITEM:OnUnequipped()
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end
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