From 1e5c6393a6b29eb00dbb8fb137d86647cb0c356b Mon Sep 17 00:00:00 2001 From: Leonardo Bishop Date: Fri, 28 Jul 2023 22:06:03 +0100 Subject: Add TryUnstuck and death overlay --- code/pawn/PlayerInventory.cs | 126 ------------------------------------------- 1 file changed, 126 deletions(-) delete mode 100644 code/pawn/PlayerInventory.cs (limited to 'code/pawn/PlayerInventory.cs') diff --git a/code/pawn/PlayerInventory.cs b/code/pawn/PlayerInventory.cs deleted file mode 100644 index 55fa3ed..0000000 --- a/code/pawn/PlayerInventory.cs +++ /dev/null @@ -1,126 +0,0 @@ -using Sandbox; -using System; - -namespace MurderGame; - -public partial class PlayerInventory : EntityComponent -{ - const int MIN_SLOT = 1; - const int MAX_SLOT = 2; - - const int UNARMED_SLOT = 1; - const int PRIMARY_SLOT = 2; - - [Net] - public Weapon PrimaryWeapon { get; private set; } - - [Net] - public int ActiveSlot { get; set; } - - [Net] - public bool AllowPickup { get; set; } = true; - - public Weapon GetCurrentWeapon() - { - return ActiveSlot switch - { - PRIMARY_SLOT => PrimaryWeapon, - _ => null, - }; - } - - public void SetPrimaryWeapon( Weapon weapon ) - { - PrimaryWeapon?.OnHolster(); - PrimaryWeapon?.Delete(); - PrimaryWeapon = weapon; - if (weapon != null) - { - weapon.ChangeOwner( Entity ); - } - if (ActiveSlot == PRIMARY_SLOT) - { - weapon?.OnEquip( Entity ); - } - } - - private void PrevSlot() - { - if (ActiveSlot > MIN_SLOT) - { - --ActiveSlot; - } - else - { - ActiveSlot = MAX_SLOT; - } - } - private void NextSlot() - { - if (ActiveSlot < MAX_SLOT) - { - ++ActiveSlot; - } - else - { - ActiveSlot = MIN_SLOT; - } - } - - public void Simulate(IClient cl) - { - var currentWeapon = GetCurrentWeapon(); - var currentSlot = ActiveSlot; - - if (Input.Released("SlotPrev")) - { - PrevSlot(); - } - else if (Input.Released("SlotNext")) - { - NextSlot(); - } - else if (Input.Down("Slot1")) - { - ActiveSlot = 1; - } - else if (Input.Down("Slot2")) - { - ActiveSlot = 2; - } - - if (ActiveSlot != currentSlot) - { - currentWeapon?.OnHolster(); - GetCurrentWeapon()?.OnEquip( Entity ); - } - GetCurrentWeapon()?.Simulate( cl ); - } - - public void Holster() - { - Weapon weapon = GetCurrentWeapon(); - weapon?.OnHolster(); - } - - public void Clear() - { - Holster(); - SetPrimaryWeapon( null ); - } - - public void SpillContents(Vector3 location, Vector3 velocity) - { - Holster(); - if (PrimaryWeapon is not null and Pistol ) - { - PrimaryWeapon.ChangeOwner( null ); - DroppedWeapon droppedWeapon = new( (Pistol)PrimaryWeapon ); - droppedWeapon.CopyFrom( PrimaryWeapon ); - droppedWeapon.Position = location; - droppedWeapon.Velocity = velocity; - } - Clear(); - } - -} -- cgit v1.2.3-70-g09d2