Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/derma/menus/menu_character.lua

690 lines
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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
local menu = {}
local snm = Quantum.Client.Menu.GetAPI( "net" )
local page = Quantum.Client.Menu.GetAPI( "page" )
local theme = Quantum.Client.Menu.GetAPI( "theme" )
local fade = Quantum.Client.Menu.GetAPI( "fade" )
local qrender = Quantum.Client.Menu.GetAPI( "qrender" )
local resScale = Quantum.Client.ResolutionScale
local sw, sh = ScrW(), ScrH()
local padding = 10 * resScale
local padding_s = 4 * resScale
local errorMdl = "models/player.mdl"
local function getClassModels( class )
if( Quantum.Classes[class] ) then
return Quantum.Classes[class].Models
else
Quantum.Error( "Unable to get models from class[" .. tostring( class ) .. "]." )
end
end
local function getMaxModel( tbl, index ) return tbl[math.Clamp( index, 1, #tbl )] end
local function renderSelectedButton( b, sel )
if( sel ) then
b:SetTextColor( Color( 255, 239, 158 ) )
else
b:SetTextColor( Color( 255, 255, 255 ) )
end
end
local function getNextIndex( index, isNext, min, max )
if( isNext ) then
if( index + 1 > max ) then
return min -- integer overflow
else
return index + 1
end
else
if( index - 1 < min ) then -- integer underflow
return max
else
return index - 1
end
end
end
local function checkNameString( name )
local strTbl = string.Explode( "", name )
for i, char in pairs( strTbl ) do
if( i == 1 || strTbl[ math.Clamp( i-1, 1, #strTbl ) ] == " " ) then -- if it is the first letter then make it a capital one
strTbl[i] = string.upper( char ) -- or if it is a space inbetween make it a capital one aswell
end
for n, char_ in pairs( strTbl ) do
if( n >= #strTbl && char == " " && strTbl[n-1] ~= " " ) then strTbl[i] = " " end -- remove the spaces at the end
end
end
return table.concat( strTbl ) -- return the "fixed" name
end
local function isFirstTime( char )
return char.runIntro || false
end
local function runIntroCinematic( parent, char )
if( isFirstTime(char) ) then
Quantum.Debug( "Running intro cinematic..." )
fade.transition( parent, {}, 1.5, 2, 2.5, Color( 0,0,0,255 ), true, function() Quantum.Client.Menu.Menus["intro"].open( {} ) end, Quantum.EmptyFunction ) -- run the cinematic via fade in thing
else
char.runIntro = nil -- remove the unwanted var since it is taking space for no reason
end
end
local modelLocations = {
["rp_dunwood_eu"] = {
["charselect"] = {
pos = Vector( -7553.9194335938, 13563.834960938, 256.03125 ),
ang = Angle( 46.707160949707, -47.234722137451, 0 )
},
["charcreate"] = {
pos = Vector( -7553.9194335938, 13563.834960938, 256.03125 ),
ang = Angle( 46.707160949707, -47.234722137451, 0 )
}
}
}
local pages = {
charCreate = function( parent )
local pW, pH = parent:GetSize()
local args = {
CloseButtonText = "Return",
CloseButtonFont = "q_text",
}
local p, c = page.New( parent, args )
p:SetVisible( true )
p.w, p.h = p:GetSize()
c:SetSize( 85 * resScale, 25 * resScale )
c.w, c.h = c:GetSize()
c:SetPos( (p.w - c.w) - padding*4, (p.h - c.h) - padding*4 )
c.DoClick = function()
surface.PlaySound( "UI/buttonclick.wav" )
parent.page:SetVisible( true )
p:Remove()
end
p.scene = {
["rp_truenorth_v1a_livin"] = {
[1] = {
fov = 75,
velocity = 10,
pos1 = Vector(11504.430664, 3809.523193, 72.031250),
ang1 = Angle(5, 112.406662, 0.000000)
}
}
}
Quantum.Client.Cam.Start( p.scene[game.GetMap()], true )
p.OnRemove = function( self )
Quantum.Client.Cam.Start( parent.scene[game.GetMap()], true ) -- switch back to the parents scene
end
local banner = vgui.Create( "DImage", p )
banner:SetImage( Quantum.Client.ServerBannerPath )
banner:SizeToContents()
banner.w, banner.h = banner:GetSize()
banner:SetSize( (banner.w * resScale)/2.8, (banner.h * resScale)/2.8 )
banner.w, banner.h = banner:GetSize()
banner:SetPos( (p.w - banner.w) + padding*2, 0 )
local ip = vgui.Create( "DPanel", p ) -- input panel
ip:SetSize( 400 * resScale, p.h * 0.9 )
ip.w, ip.h = ip:GetSize()
ip:SetPos( padding*4, p.h/2 - ip.h/2 )
ip.Paint = function( self ) theme.blurpanel(self) end
ip.x, ip.y = ip:GetPos()
local header = vgui.Create( "DLabel", p )
header:SetText( "Character Creation" )
header:SetFont( "q_header" )
header:SetTextColor( Color( 255, 255, 255, 255 ) )
header:SizeToContents()
header.w, header.h = header:GetSize()
header:SetPos( (ip.x + ip.w/2) - header.w/2, header.h/2 + padding )
-- character model panel
local mdl = vgui.Create( "DModelPanel", p )
mdl:SetSize( 600 * resScale, 1000 * resScale )
mdl.w, mdl.h = mdl:GetSize()
mdl:SetPos( p.w/2 - mdl.w/2, p.h/2 - mdl.h/2 )
mdl.x, mdl.y = mdl:GetPos()
mdl:SetFOV( 55 )
function mdl:LayoutEntity( ent ) return end
local inputs = {
gender = "Male",
class = "Worker",
modelIndex = 1,
name = "",
job = {
title = "Unemployed",
level = -1
}
}
local name = vgui.Create( "DTextEntry", p )
name:SetPlaceholderText( "Character Name" )
name:SetPlaceholderColor( Color( 100, 100, 100, 100 ) )
name:SetFont( "q_button2" )
name:SetTextColor( Color( 255, 255, 255, 255 ) )
name:SetSize( 300 * resScale, 40 * resScale )
name.w, name.h = name:GetSize()
name:SetPos( p.w/2 - name.w/2, p.h*0.85 - name.h/2 )
name.x, name.y = name:GetPos()
name.maincolor = Color( 255, 255, 255, 255 )
name.Paint = function( self )
theme.blurpanel( self )
self:DrawTextEntryText( name.maincolor, Color( 150, 150, 150, 255 ), Color( 100, 100, 100, 255 ) )
end
name.OnEnter = function() checkNameString( name:GetText() ) end
name.OnChange = function( self )
if( #self:GetText() > Quantum.CharacterNameLimit || #self:GetText() < Quantum.CharacterNameMin ) then
self.maincolor = Color( 255, 100, 100, 255 )
else
self.maincolor = Color( 255, 255, 255, 255 )
end
end
-- input panel contens --
local rheader = vgui.Create( "DLabel", ip )
rheader:SetText("Select Class")
rheader:SetFont( "q_button2" )
rheader:SetTextColor( Color( 255, 255, 255, 255 ) )
rheader:SizeToContents()
rheader.w, rheader.h = rheader:GetSize()
rheader:SetPos( ip.w/2 - rheader.w/2, rheader.h )
rheader.x, rheader.y = rheader:GetPos()
local gbuttons = {}
gbuttons.female = vgui.Create( "DButton", ip )
local selectedGenderButton = gbuttons.female -- select itself
gbuttons.female:SetText( "Female" )
gbuttons.female:SetTextColor( Color( 255, 255, 255, 255 ) )
gbuttons.female:SetFont( "q_button2" )
gbuttons.female.Paint = function( self, w, h )
theme.sharpblurrbutton( self, Color( 0, 0, 0, 0 ) )
renderSelectedButton( self, selectedGenderButton == self )
end
gbuttons.female:SizeToContents()
gbuttons.female.w, gbuttons.female.h = gbuttons.female:GetSize()
gbuttons.female:SetPos( (ip.w - gbuttons.female.w) - padding - gbuttons.female.w/2, rheader.y + gbuttons.female.h + padding )
gbuttons.female.x, gbuttons.female.y = gbuttons.female:GetPos()
gbuttons.female.DoClick = function( self )
if( selectedGenderButton ~= self ) then
selectedGenderButton = self
inputs.gender = "Female"
surface.PlaySound( "UI/buttonclick.wav" )
end
end
gbuttons.male = vgui.Create( "DButton", ip )
selectedGenderButton = gbuttons.male
gbuttons.male:SetText( "Male" )
gbuttons.male:SetTextColor( Color( 0, 0, 0, 255 ) )
gbuttons.male:SetFont( "q_button2" )
gbuttons.male:SetSize( gbuttons.female:GetSize() )
gbuttons.male.w, gbuttons.male.h = gbuttons.male:GetSize()
gbuttons.male:SetPos( padding + gbuttons.male.w/2, rheader.y + gbuttons.male.h + padding )
gbuttons.male.Paint = function( self, w, h )
theme.sharpblurrbutton( self, Color( 0, 0, 0, 0 ) )
renderSelectedButton( self, selectedGenderButton == self )
end
gbuttons.male.DoClick = function( self )
if( selectedGenderButton ~= self ) then
selectedGenderButton = self
inputs.gender = "Male"
surface.PlaySound( "UI/buttonclick.wav" )
end
end
--- Class buttons ---
local cscroll = vgui.Create( "DScrollPanel", ip )
cscroll:SetSize( ip.w, ip.h/5 )
cscroll.w, cscroll.h = cscroll:GetSize()
cscroll:SetPos( 0, ip.h/6 )
cscroll.x, cscroll.y = cscroll:GetPos()
cscroll:GetVBar():SetSize( 0, 0 )
local classButtons = {}
local classCount = 0
for id, class in pairs( Quantum.Classes ) do
classCount = classCount + 1 -- keep count
classButtons[classCount] = vgui.Create( "DButton", cscroll )
classButtons[classCount].class = id
classButtons[classCount]:SetText( class.Name )
classButtons[classCount]:SetFont( "q_button2" )
classButtons[classCount]:SetTextColor( Color( 255, 255, 255, 255 ) )
classButtons[classCount]:SizeToContents()
classButtons[classCount].w, classButtons[classCount].h = classButtons[classCount]:GetSize()
classButtons[classCount]:SetSize( ip.w - padding*2, classButtons[classCount].h )
classButtons[classCount].w, classButtons[classCount].h = classButtons[classCount]:GetSize()
classButtons[classCount]:SetPos( cscroll.w/2 - classButtons[classCount].w/2, (classCount-1) * ( padding + classButtons[classCount].h ) )
classButtons[classCount].Paint = function( self )
theme.sharpblurrbutton( self, Color( 0, 0, 0, 0 ) )
renderSelectedButton( self, inputs.class == self.class )
end
classButtons[classCount].DoClick = function( self )
if( inputs.class ~= id ) then
inputs.class = id
surface.PlaySound( "UI/buttonclick.wav" )
end
end
end
--- Model selector ---
local pmodel = vgui.Create( "DButton", p ) -- previous model
pmodel:SetText( "< Prev. Model" )
pmodel:SetFont( "q_button_m" )
pmodel:SetTextColor( Color( 255, 255, 255, 255 ) )
pmodel:SizeToContents()
pmodel.w, pmodel.h = pmodel:GetSize()
pmodel:SetPos( (mdl.x - pmodel.w) + padding*10, (mdl.y + mdl.h/2) - pmodel.h/2 )
pmodel.Paint = function( self ) theme.sharpblurrbutton( self, Color( 0, 0, 0, 100 ) ) end
pmodel.DoClick = function( self )
surface.PlaySound( "UI/buttonclick.wav" )
inputs.modelIndex = getNextIndex( inputs.modelIndex, false, 1, #getClassModels( inputs.class )[inputs.gender] )
end
local nmodel = vgui.Create( "DButton", p ) -- next model
nmodel:SetText( "Next Model >" )
nmodel:SetFont( "q_button_m" )
nmodel:SetTextColor( Color( 255, 255, 255, 255 ) )
nmodel:SetSize( pmodel.w, pmodel.h )
nmodel.w, nmodel.h = nmodel:GetSize()
nmodel:SetPos( (mdl.x + mdl.w) - padding*10, (mdl.y + mdl.h/2) - nmodel.h/2 )
nmodel.Paint = function( self ) theme.sharpblurrbutton( self, Color( 0, 0, 0, 100 ) ) end
nmodel.DoClick = function( self )
surface.PlaySound( "UI/buttonclick.wav" )
inputs.modelIndex = getNextIndex( inputs.modelIndex, true, 1, #getClassModels( inputs.class )[inputs.gender] )
end
-- Class info --
local mscroll = vgui.Create( "DScrollPanel", ip )
mscroll:SetSize( ip.w, ip.h/1.6 )
mscroll.w, mscroll.h = mscroll:GetSize()
mscroll:SetPos( 0, ip.h - mscroll.h )
mscroll:GetVBar():SetSize( 0, 0 )
mscroll.Paint = function( self )
theme.borderpanel( self )
end
--- Model viewer
if( modelLocations[ game.GetMap() ] == nil ) then
mdl:SetModel( Quantum.Models.Player.Citizen.Male[math.random(1, #Quantum.Models.Player.Citizen.Male)] ) -- set the char model
local minv, maxv = mdl.Entity:GetRenderBounds()
local ent = mdl.Entity
local eyepos = ent:GetBonePosition( ent:LookupBone( "ValveBiped.Bip01_Head1" ) )
eyepos:Add( Vector( 40, 0, -15 ) )
mdl:SetCamPos( eyepos - Vector( -10, 0, -2 ) )
mdl:SetLookAt( eyepos )
end
mdl.Think = function( self )
if( self:GetModel() ~= getMaxModel( getClassModels(inputs.class)[inputs.gender], inputs.modelIndex ) ) then
if( ( modelLocations[ game.GetMap() ] != nil ) ) then
qrender.model( getMaxModel( getClassModels(inputs.class)[inputs.gender], inputs.modelIndex ) )
else
self:SetModel( getMaxModel( getClassModels(inputs.class)[inputs.gender], inputs.modelIndex ) )
end
end
end
-- create char button --
local cr = vgui.Create( "DButton", p )
cr:SetText( "Create Character" )
cr:SetFont( "q_button2" )
cr:SetTextColor( Color( 255, 255, 255, 255 ) )
cr:SizeToContents()
cr.w, cr.h = cr:GetSize()
cr:SetPos( name.x + name.w/2 - cr.w/2, name.y + cr.h + padding )
cr.Paint = function( self ) theme.sharpblurrbutton( self ) end
cr.DoClick = function( self )
-- create char
inputs.name = checkNameString( name:GetText() )
if( #inputs.name > Quantum.CharacterNameLimit || #inputs.name < Quantum.CharacterNameMin ) then
surface.PlaySound( "common/wpn_denyselect.wav" )
return
else
-- send it to the server
surface.PlaySound( "UI/buttonclick.wav" )
snm.RunNetworkedFunc( "createChar", inputs )
---- save it on the client
inputs.model = Quantum.Classes[inputs.class].Models[inputs.gender][inputs.modelIndex] || Quantum.Classes[inputs.class].Models[inputs.gender][1]
Quantum.Client.Chars[#Quantum.Client.Chars + 1] = inputs
--refresh chars in dscrollpanel--
menu.charScroll.del( Quantum.Client.CharMenuList )
Quantum.Client.charPanels = menu.charScroll.add( Quantum.Client.Chars, Quantum.Client.CharMenuList, parent.page )
Quantum.Client.selectedChar = Quantum.Client.charPanels[#Quantum.Client.charPanels] -- select the newly created char
-- switching buttons & stuff
parent.page.info:Remove()
parent.page.mdl:SetVisible(true)
parent.page.mdl:SetModel( Quantum.Client.selectedChar.char.model )
local minv, maxv = parent.page.mdl.Entity:GetRenderBounds()
local eyepos = parent.page.mdl.Entity:GetBonePosition( parent.page.mdl.Entity:LookupBone( "ValveBiped.Bip01_Head1" ) )
eyepos:Add( Vector( 40, 0, -15 ) )
parent.page.mdl:SetCamPos( eyepos - Vector( -10, 0, -2 ) )
parent.page.mdl:SetLookAt( eyepos )
-- Initialize intro cinematic vars for later
Quantum.Client.Chars[#Quantum.Client.Chars].runIntro = true -- run the intro on first time spawn
-- Page switching
parent.page.enter:SetVisible(true)
parent.page.dl:SetVisible(true)
--close the page
parent.page:SetVisible( true )
p:Remove()
end
end
return p, c
end
}
menu.charScroll = {}
menu.charScroll.del = function( clist )
for n, panel in pairs( clist.panels ) do
panel:Remove()
end
end
menu.charScroll.add = function( chars, clist, p )
local count = 0
local cpanels = {}
for k, v in pairs( chars ) do
count = count + 1
cpanels[count] = vgui.Create( "DButton", clist )
cpanels[count].index = count
cpanels[count].char = v -- give the panel it's character
if( !Quantum.Client.selectedChar ) then Quantum.Client.selectedChar = cpanels[1] end -- select the first one
cpanels[count]:SetText( "" )
cpanels[count]:SetSize( clist.w - padding, 100 * resScale )
cpanels[count].w, cpanels[count].h = cpanels[count]:GetSize()
cpanels[count]:SetPos( padding/2, (padding)*count + (cpanels[count].h * (count-1)) )
cpanels[count].Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 0 )
surface.DrawRect( 0, 0, w, h )
if( self == Quantum.Client.selectedChar ) then
surface.SetDrawColor( 252, 186, 3, 100 )
else
surface.SetDrawColor( 255, 255, 255, 100 )
end
surface.DrawOutlinedRect( 0, 0, w, h )
end
cpanels[count].DoClick = function( self ) -- if you press the char, then select it
Quantum.Client.selectedChar = self
surface.PlaySound( "UI/buttonclick.wav" )
p.mdl:SetModel( self.char.model || errorMdl )
end
local txt = vgui.Create( "DLabel", cpanels[count] )
txt:SetText( v.name || "[ERROR] NAME=nil" )
txt:SetFont( "q_charNameText" )
txt:SetTextColor( Color( 200, 200, 200, 220 ) )
txt:SizeToContents()
local txtW, txtH = txt:GetSize()
txt:SetPos( padding, cpanels[count].h/4 - txtH/2 )
local txtX, txtY = txt:GetPos()
local lvlTxt
if( v.job.level >= 0 ) then
lvlTxt = "Level " .. v.job.level .. " "
else
lvlTxt = ""
end
local lvl = vgui.Create( "DLabel", cpanels[count] )
lvl:SetText( lvlTxt .. v.job.title )
lvl:SetFont( "q_text2" )
lvl:SetTextColor( Color( 180, 180, 180, 225 ) )
lvl:SizeToContents()
local lvlW, lvlH = lvl:GetSize()
lvl:SetPos( txtX, txtY + lvlH )
local lvlX, lvlY = lvl:GetPos()
local class = vgui.Create( "DLabel", cpanels[count] )
class:SetText( v.class )
class:SetFont( "q_text2" )
class:SetTextColor( Color( 252, 186, 3, 180 ) )
class:SizeToContents()
local classW, classH = class:GetSize()
class:SetPos( txtX, lvlY + classH )
end
clist.panels = cpanels
return clist.panels
end
function menu.open( dt )
Quantum.Client.IsInMenu = true -- hide the hud
Quantum.Client.Chars = dt.cont.chars
if( !f ) then
local f = vgui.Create( "DFrame" )
f:SetTitle( "" )
f:SetSize( sw, sh )
f.Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 120 )
surface.DrawRect( 0, 0, w, h )
end
f:SetDraggable( false )
f:ShowCloseButton( false )
f:MakePopup()
function f:OnClose()
Quantum.Client.Chars = nil
Quantum.Client.IsInMenu = false -- show the hud when closed
Quantum.Client.Cam.Stop()
end
f.scene = {
["rp_truenorth_v1a_livin"] = {
[1] = {
fov = 70,
velocity = 10,
pos1 = Vector(9807.226563, -9093.957031, 5560.153809),
ang1 = Angle(5.702401, -42.888149, 0.000000)
}
}
}
Quantum.Client.Cam.Start( f.scene[game.GetMap()], true )
local args = {
CloseButtonText = "Return",
CloseButtonFont = "q_text"
}
local p, c = page.New( f, args )
f.page = p
f.page:SetVisible( true )
Quantum.Client.CharMenuList = vgui.Create( "DScrollPanel", p )
Quantum.Client.CharMenuList:SetSize( 380 * resScale, sh - padding*15 )
Quantum.Client.CharMenuList.w, Quantum.Client.CharMenuList.h = Quantum.Client.CharMenuList:GetSize()
Quantum.Client.CharMenuList:SetPos( (sw - Quantum.Client.CharMenuList.w) - padding*2, padding*6 )
Quantum.Client.CharMenuList.x, Quantum.Client.CharMenuList.y = Quantum.Client.CharMenuList:GetPos()
Quantum.Client.CharMenuList.Paint = function( self, w, h )
theme.blurpanel( self )
end
local sbar = Quantum.Client.CharMenuList:GetVBar()
sbar:SetSize( 0, 0 ) -- Remove the scroll bar
--- Close/quit button stuff ---
local cW, cH = c:GetSize()
c:SetPos( (Quantum.Client.CharMenuList.x + Quantum.Client.CharMenuList.w) - cW, Quantum.Client.CharMenuList.y + Quantum.Client.CharMenuList.h + cH )
c.Paint = function( self ) theme.sharpblurrbutton( self ) end
c:SetTextColor( Color( 255, 255, 255, 255 ) )
c.DoClick = function()
surface.PlaySound( "UI/buttonclick.wav" )
f:Close()
Quantum.Client.Menu.Menus["main"].open(dt)
end
---
local banner = vgui.Create( "DImage", p )
banner:SetImage( Quantum.Client.ServerBannerPath )
banner:SizeToContents()
banner.w, banner.h = banner:GetSize()
banner:SetSize( (banner.w * resScale)/2.8, (banner.h * resScale)/2.8 )
banner:SetPos( padding, padding )
local header = vgui.Create( "DLabel", p )
header:SetText( "Characters" )
header:SetFont( "q_header" )
header:SizeToContents()
local headerW, headerH = header:GetSize()
header:SetPos( Quantum.Client.CharMenuList.x + ( Quantum.Client.CharMenuList.w/2 - headerW/2 ), (Quantum.Client.CharMenuList.y - headerH) + padding/2 )
header:SetTextColor( Color( 255, 255, 255, 255 ) )
header.Paint = function( self, w, h ) end
local chars = dt.cont -- set the char table
local cpanels = {}
-- Char model
p.mdl = vgui.Create( "DModelPanel", p )
p.mdl:SetSize( 600 * resScale, 1000 * resScale )
p.mdl.w, p.mdl.h = p.mdl:GetSize()
p.mdl:SetPos( p.w/2 - p.mdl.w/2, p.h/2 - p.mdl.h/2 )
p.mdl:SetFOV( 55 )
function p.mdl:LayoutEntity( ent ) return end
p.mdl:SetVisible( false )
-- No char found text
local titles = {
"404 - Characters not found :(",
"No Characters Found"
}
p.info = vgui.Create( "DLabel", p )
p.info:SetText( titles[ math.random( 1, #titles ) ] )
p.info:SetFont( "q_header" )
p.info:SizeToContents()
p.info.w, p.info.h = p.info:GetSize()
p.info:SetPos( p.w/2 - p.info.w/2, p.h/2 - p.info.h/2 )
p.info:SetVisible( false )
if( table.Count( Quantum.Client.Chars ) >= 1 ) then
p.mdl:SetVisible( true )
p.info:SetVisible( false )
else
p.mdl:SetVisible( false )
p.info:SetVisible( true )
end
-----------------------------------------------------
Quantum.Client.charPanels = menu.charScroll.add( Quantum.Client.Chars, Quantum.Client.CharMenuList, p ) -- add the panels
Quantum.Client.selectedChar = Quantum.Client.charPanels[1]
-----------------------------------------------------
if( Quantum.Client.selectedChar && p.mdl ~= nil ) then
p.mdl:SetModel( Quantum.Client.selectedChar.char.model ) -- set the char model
local minv, maxv = p.mdl.Entity:GetRenderBounds()
local eyepos = p.mdl.Entity:GetBonePosition( p.mdl.Entity:LookupBone( "ValveBiped.Bip01_Head1" ) )
eyepos:Add( Vector( 40, 0, -15 ) )
p.mdl:SetCamPos( eyepos - Vector( -10, 0, -2 ) )
p.mdl:SetLookAt( eyepos )
end
-- create char button
local cr = vgui.Create( "DButton", p )
cr:SetText("Create New Character")
cr:SetFont( "q_button" )
cr:SetTextColor( Color( 255, 255, 255, 255 ) )
cr:SizeToContents()
cr.w, cr.h = cr:GetSize()
cr:SetPos( Quantum.Client.CharMenuList.x + ( Quantum.Client.CharMenuList.w/2 - cr.w/2 ), Quantum.Client.CharMenuList.y + ( ( Quantum.Client.CharMenuList.h - cr.h ) - padding*2 ) )
cr.Paint = function( self )
theme.sharpblurrbutton( self )
end
cr.Think = function( self )
if( table.Count(Quantum.Client.Chars) >= Quantum.CharacterLimit ) then
self:SetVisible( false )
else
self:SetVisible( true )
end
end
cr.DoClick = function()
surface.PlaySound( "UI/buttonclick.wav" )
p:SetVisible( false )
local crPage = pages.charCreate( f )
end
cr.OnCursorEntered = function() surface.PlaySound( "UI/buttonrollover.wav" ) end
if( table.Count(Quantum.Client.Chars) >= Quantum.CharacterLimit ) then
cr:SetVisible( false ) -- hide if max chars are set
end
-- Delete char button
p.dl = vgui.Create( "DButton", p )
p.dl:SetText("Delete Character")
p.dl:SetFont( "q_text" )
p.dl:SetTextColor( Color( 255, 100, 100, 255 ) )
p.dl:SizeToContents()
p.dl.w, p.dl.h = p.dl:GetSize()
p.dl:SetPos( Quantum.Client.CharMenuList.x, Quantum.Client.CharMenuList.y + ( Quantum.Client.CharMenuList.h + p.dl.h ) )
p.dl.Paint = function( self )
theme.sharpblurrbutton( self )
end
p.dl.DoClick = function()
surface.PlaySound( "UI/buttonclick.wav" )
LocalPlayer():ChatPrint( "Comming soon!" )
end
p.dl.OnCursorEntered = function() surface.PlaySound( "UI/buttonrollover.wav" ) end
p.dl:SetVisible(false)
-- Enter world button --
p.enter = vgui.Create( "DButton", p )
p.enter:SetText( "Enter World" )
p.enter:SetFont( "q_button2" )
p.enter:SetTextColor( Color( 255, 255, 255, 255 ) )
p.enter:SizeToContents()
p.enter.w, p.enter.h = p.enter:GetSize()
p.enter:SetPos( p.w/2 - p.enter.w/2, p.h*0.925 - p.enter.h/2 )
p.enter.Paint = function( self ) theme.sharpblurrbutton( self ) end
p.enter.DoClick = function()
surface.PlaySound( "UI/buttonclick.wav" )
-- enter world --
local dt = { index = Quantum.Client.selectedChar.index }
snm.RunNetworkedFunc( "enterWorldChar", dt )
if( !isFirstTime( Quantum.Client.selectedChar.char ) ) then
fade.transition( f, {}, 1, 2, 1, Color( 0, 0, 0, 255 ), true, Quantum.EmptyFunction, Quantum.EmptyFunction ) -- close the frame
end
-- Open the intro cinematic
runIntroCinematic( f, Quantum.Client.selectedChar.char ) -- run the cinematic if it is the first time
-- else do nothing
end
p.enter.OnCursorEntered = function() surface.PlaySound( "UI/buttonrollover.wav" ) end
p.enter:SetVisible(false)
if( Quantum.Client.selectedChar ) then
p.enter:SetVisible(true)
p.dl:SetVisible(true)
end
end
end
return menu