Revision Difference
Tool_Information_Display#511855
This page describes how to use **TOOL.Information**.⤶
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**CLEAN ME UP**⤶
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You can find source code for it [here](https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/cl_init.lua#L103-L164).⤶
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You cannot have more than two key combinations displayed.⤶
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Here's an example:⤶
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```⤶
if CLIENT then⤶
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TOOL.Information = {⤶
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{ name = "info", stage = 1 },⤶
{ name = "left" },⤶
{ name = "right" },⤶
{ name = "right_use", icon2 = "gui/e.png" },⤶
{ name = "reload" },⤶
{ name = "reload_use", icon2 = "gui/e.png" },⤶
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}⤶
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language.Add( "tool.example.1", "See information in the context menu" )⤶
language.Add( "tool.example.left", "Select an object" )⤶
language.Add( "tool.example.right", "Select next mode" )⤶
language.Add( "tool.example.right_use", "Select previous mode" )⤶
language.Add( "tool.example.reload", "Select yourself" )⤶
language.Add( "tool.example.reload_use", "Select your view model" )⤶
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end⤶
```⤶
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For each table inside the TOOL.Information a new line of text is added on HUD. It will display "#tool.<toolclassname>.<namefromthename>" by default.⤶
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* <toolclassname> is the filename of your tool.⤶
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* **icon** key defines a path to the icon⤶
* **icon2** key defines a a second icon path⤶
* certain **name**s have a default fallback icon⤶
* **stage** key makes the text only appear for given stage ( <page>Tool:SetStage</page> )⤶
* **op** key makes the text only appear for given operation ( <page>Tool:SetOperation</page> )⤶
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* Default name is "info", which will display tool.example.<toolstage>, as all tools that do not use TOOL.Information do.⤶
* If your name ends on "use" and you do not override the icon2, icon2 will be E key. ( gui/e.png )⤶
* If your name starts with "info" - default icon is "gui/info"⤶
* If your name starts with "left" - default icon is LMB icon ( gui/lmb.png )⤶
* If your name starts with "right" - default icon is RMB icon ( gui/rmb.png )⤶
* If your name starts with "reload" - default icon is R key icon ( gui/r.png )