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js4gm

v1.3.2

Published

JavaScript for Garry's Mod - A Nicer Way to Write Garry's Mod Addons

Readme

JS4GM - JavaScript for Garry's Mod

Build Status codecov Gratipay User license GitHub release dope semantic-release

A Nicer Way to Write Garry's Mod Addons

Why?

Lua sucks, Garry said it himself. And on a technical scale, JavaScript has more programming features (especially with ES6 and onward) that Lua simply doesn't have. Syntactically, JavaScript is superior and more recognizable with Java, C++, and C's syntax, making it more intuitive to program with than in Lua.

How will this work?

First is a ported Garry's Mod API, whether this is directly done or through a require(), I'm not certain yet.

This will port the GLua API to JavaScript through transpilation or through a JavaScript bridge for Garry's Mod written in Lua. The choice will ultimately come down to you and will output the same end result (the manner of said result will be different, is all).

The workflow will go something like this:

What if I chose to transpile?

As first, you would write a JavaScript file using my API (basically the Garry's Mod API for their addons, just with a JavaScript stripe down the side). Afterwards you would run a command using a CLI like so:

js2gm -o file.js

Which the output would be a ready-to-go Garry's Mod addon for you to stick in your addons folder or your server's addons folder.

What if I chose to use the bridge?

This would require you to use the JS4GM addon (not the CLI tool) on your server or your client, which would then process any addons in JS4GM/addons. This is the easiest method for most people, but the choice is ultimately yours.

What obstacles will be hit as a result?

Ideally, none. Conflicting addons will happen even with the normal addon system, so for this to create conflicts is equally as likely. As it would to make an addon for something that already exists in a different addon. Given how lightweight Lua is, I don't see this being too resource-intensive, nor overkill.

Licensing

While this is licensed under the Apache License 2.0, the TL;DR of it is:

NOTE: If any bit of code infringes on the copyrights of Facepunch Studio or Valve, Inc., consider that bit of code as unlicensed.