--pavetr.top/ds local shitnets = { ["UserGroup"] = true, ["predicted_viewmodel"] = true, ["sent_anim"] = true, ["gmod_tool"] = true, ["gmod_camera"] = true, ["ServerName"] = true, ["vgui_screen"] = true, ["lua_run"] = true, } do -- https://github.com/Facepunch/garrysmod/blob/master/garrysmod/lua/autorun/game_hl2.lua local function ADD_ITEM( name, class ) shitnets[class] = true end local function ADD_WEAPON( name, class ) shitnets[class] = true end Category = "Half-Life 2" -- Ammo ADD_ITEM( "AR2 Ammo", "item_ammo_ar2" ) ADD_ITEM( "AR2 Ammo (Large)", "item_ammo_ar2_large" ) ADD_ITEM( "Pistol Ammo", "item_ammo_pistol" ) ADD_ITEM( "Pistol Ammo (Large)", "item_ammo_pistol_large" ) ADD_ITEM( "357 Ammo", "item_ammo_357" ) ADD_ITEM( "357 Ammo (Large)", "item_ammo_357_large" ) ADD_ITEM( "SMG Ammo", "item_ammo_smg1" ) ADD_ITEM( "SMG Ammo (Large)", "item_ammo_smg1_large" ) ADD_ITEM( "SMG Grenade", "item_ammo_smg1_grenade" ) ADD_ITEM( "Crossbow Bolts", "item_ammo_crossbow" ) ADD_ITEM( "Shotgun Ammo", "item_box_buckshot" ) ADD_ITEM( "AR2 Orb", "item_ammo_ar2_altfire" ) ADD_ITEM( "RPG Rocket", "item_rpg_round" ) -- Dynamic materials; gives player what he needs most (health, shotgun ammo, suit energy, etc) ADD_ITEM( "Dynamic Supplies", "item_dynamic_resupply" ) -- Items ADD_ITEM( "Suit Battery", "item_battery" ) ADD_ITEM( "Health Kit", "item_healthkit" ) ADD_ITEM( "Health Vial", "item_healthvial" ) ADD_ITEM( "Suit Charger", "item_suitcharger" ) ADD_ITEM( "Health Charger", "item_healthcharger" ) ADD_ITEM( "HEV Suit", "item_suit" ) ADD_ITEM( "Thumper", "prop_thumper" ) ADD_ITEM( "Combine Mine", "combine_mine" ) ADD_ITEM( "Zombine Grenade", "npc_grenade_frag" ) ADD_ITEM( "Helicopter Grenade", "grenade_helicopter" ) --if ( IsMounted( "ep2" ) ) then --game.AddParticles( "particles/striderbuster.pcf" ) ADD_ITEM( "Magnusson", "weapon_striderbuster" ) --end -- Weapons ADD_WEAPON( "Gravity Gun", "weapon_physcannon" ) ADD_WEAPON( "Stunstick", "weapon_stunstick" ) ADD_WEAPON( "Frag Grenade", "weapon_frag" ) ADD_WEAPON( "Crossbow", "weapon_crossbow" ) ADD_WEAPON( "Bug Bait", "weapon_bugbait" ) ADD_WEAPON( "RPG Launcher", "weapon_rpg" ) ADD_WEAPON( "Crowbar", "weapon_crowbar" ) ADD_WEAPON( "Shotgun", "weapon_shotgun" ) ADD_WEAPON( "9mm Pistol", "weapon_pistol" ) ADD_WEAPON( "S.L.A.M", "weapon_slam" ) ADD_WEAPON( "SMG", "weapon_smg1" ) ADD_WEAPON( "Pulse-Rifle", "weapon_ar2" ) ADD_WEAPON( ".357 Magnum", "weapon_357" ) ADD_WEAPON( "Alyx Gun", "weapon_alyxgun" ) ADD_WEAPON( "Annabelle", "weapon_annabelle" ) -- NPC Weapons -- list.Add( "NPCUsableWeapons", { class = "weapon_pistol", title = "#weapon_pistol" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_357", title = "#weapon_357" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_smg1", title = "#weapon_smg1" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_shotgun", title = "#weapon_shotgun" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_ar2", title = "#weapon_ar2" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_rpg", title = "#weapon_rpg" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_alyxgun", title = "#weapon_alyxgun" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_annabelle", title = "#weapon_annabelle" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_crossbow", title = "#weapon_crossbow" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_stunstick", title = "#weapon_stunstick" } ) -- list.Add( "NPCUsableWeapons", { class = "weapon_crowbar", title = "#weapon_crowbar" } ) --if ( IsMounted( "hl1" ) || IsMounted( "hl1mp" ) ) then --Category = "Half-Life: Source" ADD_WEAPON( "Snarks", "weapon_snark" ) ADD_WEAPON( "Hand Grenade", "weapon_handgrenade" ) ADD_WEAPON( "MP5", "weapon_mp5_hl1" ) ADD_WEAPON( "Hornet Gun", "weapon_hornetgun" ) ADD_WEAPON( "Satchel", "weapon_satchel" ) ADD_WEAPON( "Tripmine", "weapon_tripmine" ) ADD_WEAPON( "Crossbow", "weapon_crossbow_hl1" ) ADD_WEAPON( ".357 Handgun", "weapon_357_hl1" ) ADD_WEAPON( "RPG Launcher", "weapon_rpg_hl1" ) ADD_WEAPON( "SPAS-12", "weapon_shotgun_hl1" ) ADD_WEAPON( "Glock", "weapon_glock_hl1" ) ADD_WEAPON( "Tau Cannon", "weapon_gauss" ) ADD_WEAPON( "Gluon Gun", "weapon_egon" ) ADD_WEAPON( "Crowbar", "weapon_crowbar_hl1" ) ADD_ITEM( "Crossbow Bolts", "ammo_crossbow" ) ADD_ITEM( "Uranium", "ammo_gaussclip" ) ADD_ITEM( "Glock Clip", "ammo_glockclip" ) ADD_ITEM( "MP5 Clip", "ammo_mp5clip" ) ADD_ITEM( "MP5 Ammo Crate", "ammo_9mmbox" ) ADD_ITEM( "MP5 Grenades", "ammo_mp5grenades" ) ADD_ITEM( ".357 Ammo", "ammo_357" ) ADD_ITEM( "RPG Rockets", "ammo_rpgclip" ) ADD_ITEM( "SPAS-12 Ammo", "ammo_buckshot" ) ADD_ITEM( "Uranium (Egon)", "ammo_egonclip" ) ADD_ITEM( "MP5 Ammo", "ammo_9mmclip" ) ADD_ITEM( "MP5 Ammo", "ammo_9mmar" ) ADD_ITEM( "MP5 Grenade", "ammo_argrenades" ) --list.Add( "NPCUsableWeapons", { class = "weapon_glock_hl1", title = "#weapon_glock_hl1" } ) --end --Category = "Other" ADD_WEAPON( "Physics Gun", "weapon_physgun") end local scriptedEnts = scripted_ents.GetList() local weaponList = weapons.GetList() local function IsShit(net) if scriptedEnts[net] or weaponList[net] or shitnets[net] then return true end end local ir = 0 local is = 0 local io = 0 local data = { receivers = {}, send = {}, other = {}, } local i, msg = 1, util.NetworkIDToString(1) while msg do if net.Receivers[tostring(msg):lower()] then ir = ir + 1 data.receivers[ir] = {msg, debug.getinfo(net.Receivers[tostring(msg):lower()]).source, i} elseif IsShit(msg) then io = io + 1 data.other[io] = {i, msg} else is = is + 1 data.send[is] = {i, msg} end msg = util.NetworkIDToString(i) i = i + 1 end local parsedNets = "" for i = 1, ir do parsedNets = parsedNets .. "\t["..data.receivers[i][3].."]["..data.receivers[i][1].."]\t\t\t\t"..data.receivers[i][2].."\n" end local parsedSent = "" for i = 1, is do parsedSent = parsedSent .. "\t["..data.send[i][1].."]"..data.send[i][2].."\n" end local parsedOther = "" for i = 1, io do parsedOther = parsedOther .. "\t["..data.other[i][1].."]"..data.other[i][2].."\n" end local frame = vgui.Create("DFrame") frame:SetSize(900, 500) frame:Center() frame:MakePopup() -- Rich Text panel local richtext = vgui.Create( "RichText", frame ) richtext:Dock( FILL ) -- Text segment #1 (grayish color) richtext:InsertColorChange(192, 192, 192, 255) richtext:AppendText([[ WITH RECEIVERS ]]..parsedNets..[[ NO RECEIVERS ]]..parsedSent..[[ OTHER SHIT ]]..parsedOther)