-
Notifications
You must be signed in to change notification settings - Fork 0
/
weapon_AutoSwitch.lua
108 lines (92 loc) · 3 KB
/
weapon_AutoSwitch.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
require "base/internal/ui/reflexcore"
weapon_AutoSwitch = {canPosition = false; canHide = false;}
registerWidget("weapon_AutoSwitch");
local WEAPON_AXE = 1
local WEAPON_BURST = 2
local WEAPON_SHOTGUN = 3
local WEAPON_GRENADE = 4
local WEAPON_PLASMA = 5
local WEAPON_ROCKET = 6
local WEAPON_LG = 7
local WEAPON_RAIL = 8
local ownedWeapons = {}
local weaponPriority = {}
weaponPriority[1] = WEAPON_ROCKET
weaponPriority[2] = WEAPON_LG
weaponPriority[3] = WEAPON_SHOTGUN
weaponPriority[4] = WEAPON_PLASMA
weaponPriority[5] = WEAPON_RAIL
weaponPriority[6] = WEAPON_GRENADE
weaponPriority[7] = WEAPON_BURST
weaponPriority[8] = WEAPON_AXE
local bestWeapon
local function getBestWeaponIndex(priority, weapons)
local best
for i=1,#priority do
if weapons[priority[i]] then
best = i
break;
end
end
return best
end
function weapon_AutoSwitch:initialize()
self.userData = loadUserData()
CheckSetDefaultValue(self,"userData","table",{})
CheckSetDefaultValue(self.userData,"pickupSwitch","boolean",true)
CheckSetDefaultValue(self.userData,"emptySwitch","boolean",true)
end
function weapon_AutoSwitch:draw()
local pickupSwitch = self.userData.pickupSwitch
local emptySwitch = self.userData.emptySwitch
local player = getPlayer()
local active = (playerIndexCameraAttachedTo == playerIndexLocalPlayer)
if isRaceMode() or not shouldShowHUD() or not player or player.state ~= PLAYER_STATE_INGAME then return end;
---------------------------
--Switch on Pickup---------
---------------------------
if active and pickupSwitch then
if next(ownedWeapons) == nil then
for i=1,#weaponPriority do
if weaponPriority[i] == WEAPON_BURST then bestWeapon = i; break; end
end
end
for i=1,#weaponPriority do
if not ownedWeapons[weaponPriority[i]] and player.weapons[weaponPriority[i]].pickedup and i < bestWeapon then
consolePerformCommand("weapon "..weaponPriority[i])
end
end
end
ownedWeapons = {}
for w, weapon in pairs(player.weapons) do
if w == WEAPON_AXE or (weapon.ammo > 0 and weapon.pickedup) then
ownedWeapons[w] = weapon
end
end
bestWeapon = getBestWeaponIndex(weaponPriority, ownedWeapons)
--------------------------
--Switch on Empty---------
--------------------------
if active and emptySwitch then
if player.weaponIndexSelected > WEAPON_AXE and player.weapons[player.weaponIndexSelected].ammo == 0 then
local switch = nil
for i=1,#weaponPriority do
local w = weaponPriority[i]
if w == WEAPON_AXE or (player.weapons[w].pickedup and player.weapons[w].ammo > 0) then
switch = w
break;
end
end
if switch then consolePerformCommand("weapon "..switch) end;
end
end
end
function weapon_AutoSwitch:drawOptions(x, y, intensity)
local optargs = {}
optargs.intensity = intensity
local user = self.userData
user.pickupSwitch = ui2RowCheckbox(x,y,WIDGET_PROPERTIES_COL_INDENT,"Switch on Pickup",user.pickupSwitch,optargs);
y = y + 60
user.emptySwitch = ui2RowCheckbox(x,y,WIDGET_PROPERTIES_COL_INDENT,"Switch on Empty",user.emptySwitch,optargs);
saveUserData(user)
end