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- -- using local db now; much shorter code
- --[[
- loadPlayerData( Player ply )
- will load the player's data
- ]]
- local function loadPlayerData( ply )
- local data = {
- unspent = ply:GetPData( "skillsys_unspent", 0 ),
- speed = ply:GetPData( "skillsys_speed", 0 ),
- jump = ply:GetPData( "skillsys_jump", 0 ),
- health = ply:GetPData( "skillsys_health", 0 ),
- armor = ply:GetPData( "skillsys_armor", 0 )
- }
- ply._skills = _ssys.Skill( ply, data )
- ply._skills:Network()
- local s = ply._skills
- local totalSkillPts = s._unspent + s._speed + s._jump + s._health + s._armor
- if ( totalSkillPts < ply:getLevel() ) then
- local dif = ply:getLevel() - totalSkillsPts
- ply._skills:AddUnspent( dif )
- end
- ply._defaultspeed = ply:GetRunSpeed()
- ply._defaultjump = ply:GetJumpPower()
- ply._skills:UpdateOwnerSpeed()
- ply._skills:UpdateOwnerJump()
- ply._skills:UpdateOwnerHealth()
- ply._skills:UpdateOwnerArmor()
- end
- hook.Add( "PlayerInitialSpawn", "skillsys_ply_skills_init", loadPlayerData )
- --[[
- exportPlayerData( Player ply )
- will export the player's data
- ]]
- local function exportPlayerData( ply )
- ply:SetPData( "skillsys_unspent", ply._skills:GetUnspent() )
- ply:SetPData( "skillsys_speed", ply._skills:GetSpeed() )
- ply:SetPData( "skillsys_jump", ply._skills:GetJump() )
- ply:SetPData( "skillsys_health", ply._skills:GetHealth() )
- ply:SetPData( "skillsys_armor", ply._skills:GetArmor() )
- end
- hook.Add( "PlayerDisconnected", "skillsys_ply_skills_export", exportPlayerData )
- concommand.Add( "displayPts", function( ply )
- print( "\tUnspent: " .. ply._skills._unspent )
- print( "\tSpeed: " .. ply._skills._speed )
- print( "\tJump: " .. ply._skills._jump )
- print( "\tHealth: " .. ply._skills._health )
- print( "\tArmor: " .. ply._skills._armor )
- end )
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