Fixed weapon loading to items

master
AlmTech Software 5 years ago
parent 9d243bd08e
commit 4d06c66bbe
  1. 2
      gamemode/init.lua
  2. 25
      plugins/plugin_addweaponsasitems.lua

@ -126,9 +126,9 @@ if SERVER then
MsgC( "\n" ) MsgC( "\n" )
Quantum.Debug( "Loading plugins...") Quantum.Debug( "Loading plugins...")
for _, file in pairs( pluginFiles ) do for _, file in pairs( pluginFiles ) do
Quantum.Debug( "Added plugin: " .. fol .. file )
AddCSLuaFile( fol .. file ) AddCSLuaFile( fol .. file )
include( fol .. file ) include( fol .. file )
Quantum.Debug( "Added plugin: " .. fol .. file )
end end
else else
MsgC( "\n" ) MsgC( "\n" )

@ -7,22 +7,39 @@
local plugin = {} local plugin = {}
plugin.AllowedTypes = {
["fas2"] = true,
["weapon"] = true,
["quantum"] = true,
["cw"] = true
}
function plugin.getAllWeaponID() function plugin.getAllWeaponID()
local returnTbl = {} local returnTbl = {}
for _, wep in pairs( weapons.GetList() ) do for _, ent in pairs( weapons.GetList() ) do
if( wep.ClassName != "weapon_base" && wep.ClassName != "quantum_hands" && wep.ClassName != "quantum_keys" ) then -- do not want them
returnTbl[ #returnTbl + 1 ] = wep.ClassName local classname = ent.ClassName
local splitTbl = string.Split( classname, "_" )
local entType = splitTbl[1]
if( plugin.AllowedTypes[entType] ) then
local wep = weapons.Get( classname )
if( classname != "weapon_base" && classname != "quantum_hands" && classname != "quantum_keys" ) then -- do not want them
returnTbl[ #returnTbl + 1 ] = classname
end end
end end
end
return returnTbl return returnTbl
end end
function plugin.CreateItems( weps ) function plugin.CreateItems( weps )
for _, wepID in pairs( weps ) do for _, wepID in pairs( weps ) do
local swepTbl = weapons.Get( wepID ) local swepTbl = weapons.Get( wepID )
Quantum.Debug( "Added " .. wepID .. " as an item!" )
Quantum.Item.Create( wepID, { Quantum.Item.Create( wepID, {
name = swepTbl.PrintName , name = swepTbl.PrintName,
desc = swepTbl.Purpose, desc = swepTbl.Purpose,
model = swepTbl.WorldModel, model = swepTbl.WorldModel,
rarity = Quantum.Rarity.Common, rarity = Quantum.Rarity.Common,

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