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using Sandbox;
namespace MurderGame;
public partial class InventoryComponent : EntityComponent<Player>, ISingletonComponent
{
private const int MIN_SLOT = 1;
private const int MAX_SLOT = 2;
private const int UNARMED_SLOT = 1;
private 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()
{
var 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();
}
}
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