Benny/gamemodes/benny/gamemode/modules/player/sh_movement_advanced.lua

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local small = Vector( 1, 1, 1 )
local smale = -small
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local moe = Vector( 0, 0, 1/16 )
local dmaxs = Vector( 16, 16, 48 )
local dmins = Vector( -16, -16, 0 )
local dW = Color( 255, 255, 255, 0 )
local dB = Color( 0, 0, 0, 0 )
local dS = Color( 255, 0, 0, 0 )
local dC = Color( 0, 0, 255, 0 )
hook.Add( "PlayerTick", "Benny_PlayerTick", function( ply, mv )
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if ply:GetVaultTransition() == 0 then
ply:SetVaultDebuff( math.Approach( ply:GetVaultDebuff(), 0, FrameTime()/0.4 ) )
end
end)
function VaultReady( ply, pos, ang, forw, side )
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if ply:NoclippingAndNotVaulting() then return false end
local wantdir = Vector( forw, -side, 0 ):GetNormalized()
wantdir:Rotate( Angle( 0, ang.y, 0 ) )
for i=1, 2 do
local cum = pos + wantdir*(((2-i)/2)*14)
local ts, te = cum + Vector( 0, 0, 22 ), cum + Vector( 0, 0, 65 )
local bottom, top = ply:GetHull()
if ply:Crouching() then bottom, top = ply:GetHullDuck() end
local tr = util.TraceHull( {
start = ts,
endpos = te,
mins = bottom,
maxs = top,
filter = ply,
} )
local accept = (ply:GetVaultDebuff() == 0 and tr.Hit and tr.StartSolid and !tr.AllSolid and tr.FractionLeftSolid>0)
if accept then
return tr, ts, te
end
end
return false
end
hook.Add( "SetupMove", "Benny_SetupMove", function( ply, mv, cmd )
if !ply:OnGround() and mv:KeyDown( IN_DUCK ) then
local newbuttons = bit.band(mv:GetButtons(), bit.bnot(IN_DUCK))
mv:SetButtons(newbuttons)
end
end)
hook.Add( "Move", "Benny_Move", function( ply, mv )
local ang = mv:GetMoveAngles()
local pos = mv:GetOrigin()
local vel = mv:GetVelocity()
local speed = mv:GetMaxSpeed() * (1-ply:GetVaultDebuff())
mv:SetMaxSpeed( speed )
mv:SetMaxClientSpeed( speed )
local vault, v2, v3 = VaultReady( ply, pos, ang, mv:GetForwardSpeed(), mv:GetSideSpeed() )
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if CLIENT then vaultsave = false end
if vault then
local epic = LerpVector( vault.FractionLeftSolid, v2, v3 )
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epic:Add( moe )
local bottom, top = ply:GetHull()
if ply:Crouching() then bottom, top = ply:GetHullDuck() end
local tr = util.TraceHull( {
start = epic,
endpos = epic,
mins = bottom,
maxs = top,
filter = ply,
} )
if !tr.AllSolid then
if CLIENT then vaultsave = true end
if mv:KeyDown( IN_JUMP ) then
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ply:SetVaultPos1( pos )
ply:SetVaultPos2( epic )
ply:SetVaultTransition( 1 )
-- mv:SetOrigin( epic )
-- mv:SetVelocity( Vector( 0, 0, 0 ) )
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ply:SetVaultDebuff( 1 )
end
end
end
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if ply:GetVaultTransition() != 0 then
ply:SetVaultTransition( math.Approach( ply:GetVaultTransition(), 0, FrameTime()/0.3 ) )
mv:SetOrigin( LerpVector( math.ease.OutCirc( 1-ply:GetVaultTransition() ), ply:GetVaultPos1(), ply:GetVaultPos2() ) )
mv:SetVelocity( Vector( 0, 0, 0 ) )
ply:SetVaultDebuff( 1 )
ply:SetMoveType( (ply:GetVaultTransition() == 0) and MOVETYPE_WALK or MOVETYPE_NOCLIP )
return true
end
end)