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121
garrysmod/gamemodes/helix/plugins/saveitems.lua
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121
garrysmod/gamemodes/helix/plugins/saveitems.lua
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PLUGIN.name = "Save Items"
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PLUGIN.author = "Chessnut"
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PLUGIN.description = "Saves items that were dropped."
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--[[
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function PLUGIN:OnSavedItemLoaded(items)
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for k, v in ipairs(items) do
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-- do something
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end
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end
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function PLUGIN:ShouldDeleteSavedItems()
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return true
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end
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]]--
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-- as title says.
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function PLUGIN:LoadData()
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local items = self:GetData()
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if (items) then
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local idRange = {}
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local info = {}
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for _, v in ipairs(items) do
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idRange[#idRange + 1] = v[1]
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info[v[1]] = {v[2], v[3], v[4]}
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end
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if (#idRange > 0) then
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if (hook.Run("ShouldDeleteSavedItems") == true) then
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-- don't spawn saved item and just delete them.
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local query = mysql:Delete("ix_items")
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query:WhereIn("item_id", idRange)
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query:Execute()
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print("Server Deleted Server Items (does not includes Logical Items)")
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else
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local query = mysql:Select("ix_items")
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query:Select("item_id")
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query:Select("unique_id")
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query:Select("data")
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query:WhereIn("item_id", idRange)
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query:Callback(function(result)
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if (istable(result)) then
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local loadedItems = {}
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local bagInventories = {}
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for _, v in ipairs(result) do
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local itemID = tonumber(v.item_id)
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local data = util.JSONToTable(v.data or "[]")
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local uniqueID = v.unique_id
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local itemTable = ix.item.list[uniqueID]
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if (itemTable and itemID) then
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local item = ix.item.New(uniqueID, itemID)
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item.data = data or {}
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local itemInfo = info[itemID]
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local position, angles, bMovable = itemInfo[1], itemInfo[2], true
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if (isbool(itemInfo[3])) then
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bMovable = itemInfo[3]
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end
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local itemEntity = item:Spawn(position, angles)
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itemEntity.ixItemID = itemID
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local physicsObject = itemEntity:GetPhysicsObject()
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if (IsValid(physicsObject)) then
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physicsObject:EnableMotion(bMovable)
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end
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item.invID = 0
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loadedItems[#loadedItems + 1] = item
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if (item.isBag) then
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local invType = ix.item.inventoryTypes[uniqueID]
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bagInventories[item:GetData("id")] = {invType.w, invType.h}
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end
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end
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end
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-- we need to manually restore bag inventories in the world since they don't have a current owner
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-- that it can automatically restore along with the character when it's loaded
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if (!table.IsEmpty(bagInventories)) then
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ix.inventory.Restore(bagInventories)
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end
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hook.Run("OnSavedItemLoaded", loadedItems) -- when you have something in the dropped item.
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end
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end)
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query:Execute()
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end
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end
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end
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end
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function PLUGIN:SaveData()
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local items = {}
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for _, v in ipairs(ents.FindByClass("ix_item")) do
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if (v.ixItemID and !v.bTemporary) then
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local physicsObject = v:GetPhysicsObject()
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local bMovable = nil
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if (IsValid(physicsObject)) then
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bMovable = physicsObject:IsMoveable()
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end
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items[#items + 1] = {
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v.ixItemID, v:GetPos(), v:GetAngles(), bMovable
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}
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end
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end
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self:SetData(items)
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end
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