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( 1, 1, 1 )
local dmins = -dmaxs
local dcol = Color( 255, 0, 255, 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()/0.25 ) )
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end
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)
local function Vault_GetAngle( ply, pos, ang, vel )
return true
end
local VAULTCHECKDIST = 8
local VAULTMOVEDIST = 32
local MAXVAULTHEIGHT = 64
local MAXVAULTHEIGHT_FUCKERY = MAXVAULTHEIGHT+1
local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT_FUCKERY )
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if CLIENT then
hook.Add( "CreateMove", "Benny_ADV_CreateMove", function( cmd )
local ply = LocalPlayer()
if ply:KeyDown( IN_SPEED ) then
cmd:AddKey( IN_ALT1 )
end
end)
end
hook.Add( "StartCommand", "Benny_StartCommand", function( ply, cmd )
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 forw, side = mv:GetForwardSpeed(), mv:GetSideSpeed()
local ba, bb = ply:GetHull()
if ply:Crouching() then ba, bb = ply:GetHullDuck() end
local WishDir = Vector( forw, -side, 0 ):GetNormalized()
WishDir:Rotate( Angle( 0, ang.y, 0 ) )
local Target = Vector( pos )
local TargetNor = Vector()
if !WishDir:IsZero() then
TargetNor:Set( WishDir )
elseif vel:Length2D() > 100 then
local NoZ = Vector( vel )
NoZ.z = 0
NoZ:Normalize()
TargetNor:Set( NoZ )
else
local NoUp = Angle( ang )
NoUp.p = 0
TargetNor = NoUp:Forward()
end
local CR = HSVToColor( math.Rand( 0, 360 ), 1, 1 )
CR.a = 8
--debugoverlay.Box( Target, ba, bb, 0, CR )
local Checker = Target + TargetNor*VAULTCHECKDIST
local Desire = Target + TargetNor*VAULTMOVEDIST
local T1 = util.TraceHull( {
start = Target,
endpos = Checker,
mins = ba,
maxs = bb,
filter = ply,
} )
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if CLIENT then vaultsave = false end
if ply:GetVaultDebuff() == 0 and !ply:NoclippingAndNotVaulting() and T1.Hit then -- A challenger approaches
-- How tall is it, basically? We still need to do a ledge check
local T2 = util.TraceHull( {
start = Desire + MAXVAULTHEIGHT_V,
endpos = Desire,
mins = ba,
maxs = bb,
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filter = ply,
} )
-- debugoverlay.Box( T2.HitPos, ba, bb, 0, CR )
-- Let's check our vertical clearance
local Clearance = Vector( Target.x, Target.y, T2.HitPos.z )
local T3 = util.TraceHull( {
start = Target,
endpos = Clearance,
mins = ba,
maxs = bb,
filter = ply,
} )
-- debugoverlay.SweptBox( T3.StartPos, T3.HitPos, ba, bb, angle_zero, 0, CR )
local VertClearance = T3.HitPos.z - T3.StartPos.z
-- If we try to go so high and it's TOO high then give up
if VertClearance > ply:GetStepSize() and VertClearance <= MAXVAULTHEIGHT then
-- Trace from clearance to final
local T4 = util.TraceHull( {
start = T3.HitPos,
endpos = T2.HitPos,
mins = ba,
maxs = bb,
filter = ply,
} )
-- debugoverlay.SweptBox( T4.StartPos, T4.HitPos, ba, bb, angle_zero, 0, CR )
local Compare1, Compare2 = Vector( Target.x, Target.y, 0 ), Vector( T4.HitPos.x, T4.HitPos.y, 0 )
if !Compare1:IsEqualTol( Compare2, 1/16 ) then
if CLIENT then vaultsave = true end
if mv:KeyDown( IN_JUMP ) then
ply:SetVaultPos1( ply:GetPos() )
ply:SetVaultPos2( T4.HitPos )
ply:SetVaultTransition( 1 )
ply:SetVaultDebuff( 1 )
ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:SelectWeightedSequence( ACT_GMOD_GESTURE_BOW ), 0.75, true )
--mv:SetOrigin( T4.HitPos )
return true
end
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end
end
end
if ply:GetVaultTransition() != 0 then
ply:SetVaultTransition( math.Approach( ply:GetVaultTransition(), 0, FrameTime()/0.25 ) )
local t, vp1, vp2 = ply:GetVaultTransition(), ply:GetVaultPos1(), ply:GetVaultPos2()
local Meow = Vector( Lerp( (1-t), vp1.x, vp2.x ), Lerp( (1-t), vp1.y, vp2.y ), Lerp( math.ease.OutQuint(1-t), vp1.z, vp2.z ) )
mv:SetOrigin( Meow )
mv:SetVelocity( Vector( 0, 0, 0 ) )
ply:SetVaultDebuff( 1 )
ply:SetMoveType( (ply:GetVaultTransition() == 0) and MOVETYPE_WALK or MOVETYPE_NOCLIP )
return true
end
local w = ply:BennyCheck()
local hand = false
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if w and w:bWepClass( hand ) then
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local targetspeed = mv:GetMaxSpeed()
targetspeed = targetspeed * w:GetStat( hand, "Speed_Move" )
targetspeed = targetspeed * Lerp( w:GetAim(), 1, w:GetStat( hand, "Speed_Aiming" ) )
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local st = w:bGetShotTime( hand )
targetspeed = targetspeed * (st+w:GetStat( hand, "Speed_FiringTime" ) > CurTime() and w:GetStat( hand, "Speed_Firing" ) or 1)
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targetspeed = targetspeed * (w:bGetReloadTime( hand ) > 0 and w:GetStat( hand, "Speed_Reloading" ) or 1)
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mv:SetMaxSpeed( targetspeed )
mv:SetMaxClientSpeed( targetspeed )
end
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if ply:GetJumpBoost() == 0 then
if mv:KeyDown( IN_ALT1 ) then
local dig = Vector( mv:GetForwardSpeed()+0.01, mv:GetSideSpeed(), 0 ):GetNormalized()
local dug = Angle( 0, ply:EyeAngles().y, 0 )
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local upspeed = 180
local movespeed = 250
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dig:Mul( movespeed )
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if !ply:OnGround() then upspeed = mv:GetVelocity().z end
ply:SetGroundEntity( NULL )
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mv:SetVelocity( dug:Forward()*dig.x + dug:Right()*dig.y + (vector_up*upspeed) )
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ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:SelectWeightedSequence( ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL ), 0.6, true )
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ply:SetJumpBoost( 1 )
if CLIENT and IsFirstTimePredicted() then
ply:EmitSound( "weapons/slam/throw.wav", 70, 200, 0.5 )
end
end
elseif ply:OnGround() then
if mv:KeyDown( IN_ALT1 ) then
ply:SetJumpBoost( -1 )
else
ply:SetJumpBoost( 0 )
end
end
--debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )
end)