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using Sandbox;
using System;
namespace MurderGame;
public partial class InventoryComponent : EntityComponent<Player>, ISingletonComponent
{
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();
}
}
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