AddCSLuaFile() DEFINE_BASECLASS( "base_wire_entity" ) ENT.PrintName = "Wire Numpad Input" ENT.WireDebugName = "Numpad Input" if CLIENT then return end -- No more client //As input.GetKeyName is Clientside only, the following list is generated by: //lua_run_cl local a="{\"" for k=1, KEY_LAST do a=a..input.GetKeyName(k).."\",\"" end print(string.sub(a,0,-3).."}") local keylist = {"0","1","2","3","4","5","6","7","8","9","a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","KP_INS","KP_END","KP_DOWNARROW","KP_PGDN","KP_LEFTARROW","KP_5","KP_RIGHTARROW","KP_HOME","KP_UPARROW","KP_PGUP","KP_SLASH","KP_MULTIPLY","KP_MINUS","KP_PLUS","KP_ENTER","KP_DEL","[","]","SEMICOLON","'","`",",",".","/","\\","-","=","ENTER","SPACE","BACKSPACE","TAB","CAPSLOCK","NUMLOCK","ESCAPE","SCROLLLOCK","INS","DEL","HOME","END","PGUP","PGDN","PAUSE","SHIFT","RSHIFT","ALT","RALT","CTRL","RCTRL","LWIN","RWIN","APP","UPARROW","LEFTARROW","DOWNARROW","RIGHTARROW","F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12","CAPSLOCKTOGGLE","NUMLOCKTOGGLE","SCROLLLOCKTOGGLE"} local function keyname(keygroup) return keylist[keygroup] or "" end function ENT:Initialize() self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) // Used to keep track of numpad.OnUp/Down returns // Fixes bug where player cannot change numpad key (TheApathetic) self.OnUpImpulse = nil self.OnDownImpulse = nil self.Outputs = Wire_CreateOutputs(self, { "Out" }) end function ENT:Setup(keygroup, toggle, value_off, value_on) self.keygroup = keygroup self.toggle = (toggle == 1 || toggle == true) self.value_off = value_off self.value_on = value_on self.Value = value_off if (self.OnUpImpulse) then numpad.Remove(self.OnUpImpulse) numpad.Remove(self.OnDownImpulse) end local pl = self:GetPlayer() self.OnDownImpulse = numpad.OnDown( pl, keygroup, "WireInput_On", self, 1 ) self.OnUpImpulse = numpad.OnUp( pl, keygroup, "WireInput_Off", self, 1 ) self:ShowOutput(self.value_off) Wire_TriggerOutput(self, "Out", self.value_off) end function ENT:InputActivate( mul ) if ( self.toggle ) then return self:Switch( !self.On, mul ) end return self:Switch( true, mul ) end function ENT:InputDeactivate( mul ) if ( self.toggle ) then return true end return self:Switch( false, mul ) end function ENT:Switch( on, mul ) if (!self:IsValid()) then return false end self.On = on if (on) then self:ShowOutput(self.value_on) self.Value = self.value_on else self:ShowOutput(self.value_off) self.Value = self.value_off end Wire_TriggerOutput(self, "Out", self.Value) return true end function ENT:ShowOutput(value) self:SetOverlayText( "("..keyname(self.keygroup)..")\n(" .. tostring(self.value_off) .. " - " .. tostring(self.value_on) .. ") = " .. tostring(value) ) end local function On( pl, ent, mul ) if (!ent:IsValid()) then return false end pl = player.GetBySteamID(pl) if not gamemode.Call("PlayerUse", pl, ent) then return end return ent:InputActivate( mul ) end local function Off( pl, ent, mul ) if (!ent:IsValid()) then return false end pl = player.GetBySteamID(pl) if not gamemode.Call("PlayerUse", pl, ent) then return end return ent:InputDeactivate( mul ) end numpad.Register( "WireInput_On", On ) numpad.Register( "WireInput_Off", Off ) duplicator.RegisterEntityClass("gmod_wire_input", WireLib.MakeWireEnt, "Data", "keygroup", "toggle", "value_off", "value_on")