Fluid - Incomplete RP Gamemode base

I’m not one to make really descriptive threads, so here I am giving you a incomplete gamemode base, with a incomplete thread.

This is made for Garry’s Mod 13, I started making this to adapt myself to Garry’s Mod 13’s new shit, it’s very far from completion and i’m releasing it because truthfully I just don’t work on it very often, it’s a side thing i just add new stuff here and there when i feel like it.

It has a plugin system, and a item system, I’ve created a inventory plugin to show how you’d utilize the item system to make stuff, the inventory included uses what i call a “stack based” system, with every item being a unique instance. It’s got some other random stuff thrown in it, nearly every function is commented i believe and i tried to make it as neat as possible as originally i planned on completing it and releasing it to the public. It also has a few development menus so you can see how you’d display information on the client etc.

It’s also got a shared variable system for players, and other random utility functions to make your life easier.

Anyway, it’s not amazing but i’m sure there is a large amount of people that can read over the code and learn new things, in what i believe is the best way of doing things( of course, it isn’t the BEST but it’s how i like to do things ).

Here is some functions, there is like 20 functions missing or so probably
[lua]
fluid.player.GetBuffer(player)
fluid.player.GetDefaultVars()
fluid.player.AddSharedVar( vartype, identifier, value )
fluid.player.SetSharedString( player,identifier,value )
fluid.player.SetSharedInteger( player,identifier,value )
fluid.player.SetSharedFloat(player,identifier,value)
fluid.player.SetSharedBool( player, identifier, value )
fluid.player.SetSharedTable( player, identifier, value )
fluid.player.GetSharedVar(player,identifier)
fluid.player.WriteToDataFile( player, filepath, text )
fluid.player.ReadDataFile( player, filepath )
fluid.player.GetData(player)
fluid.player.LoadData(player)
fluid.player.SetData(player,key,value,bSaveImmediate)

fluid.network.GetPlayerFile(player,sub)
fluid.network.GetPlayerID(player)

fluid.plugin.GetBuffer()
fluid.plugin.Register( identifier, description, data )
fluid.plugin.Get( identifier )
fluid.plugin.LoadData(plugin)
fluid.plugin.SetData( plugin, key, value, bSaveImmediate )
fluid.plugin.GetData(plugin)
fluid.plugin.WriteToDataFile( plugin, filepath, text )
fluid.plugin.ReadDataFile( plugin, filepath )

fluid.item.GetBuffer()
fluid.item.New( identifier, itemdata, base )
fluid.item.Get( identifier )
fluid.item.GetPlural(identifier)
fluid.item.GetOptions(identifier)
fluid.item.SpawnInWorld( item, pos, angle, uniqueData )
fluid.item.CallOption( player, identifier, option )
fluid.item.CallUse( player, identifier, uniqueid )
fluid.item.CanPlayerInteract( player, identifier, option )

PLAYER:GetInventory()
PLAYER:SaveInventory()
PLAYER:LoadInventory()
PLAYER:StackNeedsRebuild(item)
PLAYER:NetworkInventory()
PLAYER:OverrideInventory(override)
PLAYER:RebuildItemStack(item)
PLAYER:NetworkUniqueItem(item,key)
PLAYER:NetworkItemStack(item)
PLAYER:GiveItem( item, uniqueData )
PLAYER:TakeItem( item, uniqueID )
PLAYER:GetUniqueItem( item, key )
PLAYER:PickupItemByTrace()
PLAYER:DropItem( item, uniqueID )
PLAYER:UseItem(item,unique)
[/lua]

And a little fun fact before the download link, I had a tree system using my persistancy plugin, and i could have 1,500+ trees with no problems( tested with 2 players on the server ).

http://filesmelt.com/dl/FluidA0.9_.rar

have fun

Much appreciated lau

yep

also don’t even ask about the name it wasn’t suppose to stick

[editline]8th July 2012[/editline]

ps won’t work with the new update garry removed net functions that were being used. simple fix really, i’ll update the link later if anyone even cares

Would be appreciated.

swell script u have here sire!