-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ Quantum.Server.Crafting = {} local function setPlayerIsCrafting( pl, iscrafting ) pl.iscrafting = iscrafting pl:SetNWBool( "Quantum_Craft_IsCrafting", iscrafting ) end local function isPlayerCrafting( pl ) return pl.iscrafting end local function cancelCrafting( pl ) if( timer.Exists( "Quantum_Crafting_" .. pl:SteamID64() ) ) then timer.Stop( "Quantum_Crafting_" .. pl:SteamID64() ) end end function Quantum.Server.Crafting.MakeItem( pl, itemid ) local recipe = Quantum.Recipe.Get( itemid ) local char = Quantum.Server.Char.GetCurrentCharacter( pl ) local inv = Quantum.Server.Char.GetInventory( char ) if( recipe != nil ) then local canMake, failedReq = Quantum.Recipe.CanMake( inv, itemid ) if( canMake ) then cancelCrafting( pl ) -- stop the crafting if the player is allready crafting something -- and then craft this item instead setPlayerIsCrafting( pl, true ) timer.Create( "Quantum_Crafting_" .. pl:SteamID64(), recipe.delay, 1, function() -- remove the ingridients from the players inv Quantum.Server.Inventory.FindItemSlots( pl, itemid, inv ) for k, reqItem in pairs( recipe.recipe ) do print( "##", k, reqItem.item ) end -- create item end) else -- Dont make the item Quantum.Notify.Deny( pl, "You don not have sufficient resources to create that item!" ) end end setPlayerIsCrafting( pl, false ) -- when everything is done then set this to false end local function isMoving( vec ) return vec.x != 0 || vec.y != 0 || vec.z != 0 end hook.Add( "Move", "Quantum_Velocity_test", function( ply, mv ) -- a hook to check if the player is moving when crafting if( ply.isloaded ) then if( isPlayerCrafting( ply ) ) then if( isMoving( mv:GetVelocity() ) ) then cancelCrafting( ply ) -- if so then make the player stop crafting end end end end)