Specialists-style stunt move!
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b973b4da70
commit
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@ -246,7 +246,7 @@ local lonk = {
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Spacer = true,
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Spacer = true,
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},
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},
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{
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{
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Glyph = "SPACE",
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Glyph = "SHIFT",
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Text1 = "STUNT",
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Text1 = "STUNT",
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Text2 = "Do a barrel roll",
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Text2 = "Do a barrel roll",
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},
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},
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@ -306,8 +306,8 @@ item_selected = item_selected or 1
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local sw, sh = ScrW(), ScrH()
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local sw, sh = ScrW(), ScrH()
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local Wb = ss(20)
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local Wb = sh*0.05--ss(20)
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local Hb = ss(20)
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local Hb = sh*0.05--ss(20)
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-- Wb = (sh*(4/3))
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-- Wb = (sh*(4/3))
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-- Wb = (sw-Wb)/2
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-- Wb = (sw-Wb)/2
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@ -1,12 +1,12 @@
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-- Movement
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-- Movement
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local wa, wb = 0, 0
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local blop = Angle()
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local blop = Angle()
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local lastmoveangle = 0
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if CLIENT then
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local lastmoveangle_lerp
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lastmoveangle = lastmoveangle or 0
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TPSOverride = TPSOverride or Angle()
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lastmoveangle_lerp = lastmoveangle_lerp or nil
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TPSOverride = TPSOverride or Angle()
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end
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hook.Add( "PlayerNoClip", "Benny_PlayerNoClip", function( ply, desiredNoClipState )
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hook.Add( "PlayerNoClip", "Benny_PlayerNoClip", function( ply, desiredNoClipState )
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if CLIENT then
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if CLIENT then
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@ -28,7 +28,7 @@ hook.Add( "InputMouseApply", "Benny_InputMouseApply", function( cmd, x, y, ang )
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if w and w:bWepClass( true ) and w:bWepClass( true ).Custom_DisableSpecialMovement and w:bWepClass( true ).Custom_DisableSpecialMovement( w ) then cdis = true end
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if w and w:bWepClass( true ) and w:bWepClass( true ).Custom_DisableSpecialMovement and w:bWepClass( true ).Custom_DisableSpecialMovement( w ) then cdis = true end
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if GetConVar("benny_cam_override"):GetString() != "" then cdis = true end
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if GetConVar("benny_cam_override"):GetString() != "" then cdis = true end
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if p:NoclippingAndNotVaulting() then cdis = true end
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if p:NoclippingAndNotVaulting() then cdis = true end
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if w and !cdis then
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if w and !cdis and (y!=0 or x!=0) then
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TPSOverride:Add( Angle( y*0.022, -x*0.022, 0 ) )
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TPSOverride:Add( Angle( y*0.022, -x*0.022, 0 ) )
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return true
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return true
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end
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end
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@ -50,8 +50,6 @@ hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
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x, y = ly * -320, lx * 320
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x, y = ly * -320, lx * 320
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end
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end
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wa, wb = x, y
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local ad = Vector( x, y, 0 )
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local ad = Vector( x, y, 0 )
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local an = Angle()
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local an = Angle()
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@ -38,6 +38,18 @@ local MAXVAULTHEIGHT = 64
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local MAXVAULTHEIGHT_FUCKERY = MAXVAULTHEIGHT+1
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local MAXVAULTHEIGHT_FUCKERY = MAXVAULTHEIGHT+1
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local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT_FUCKERY )
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local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT_FUCKERY )
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if CLIENT then
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hook.Add( "CreateMove", "Benny_ADV_CreateMove", function( cmd )
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local ply = LocalPlayer()
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if ply:KeyDown( IN_SPEED ) then
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cmd:AddKey( IN_ALT1 )
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end
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end)
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end
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hook.Add( "StartCommand", "Benny_StartCommand", function( ply, cmd )
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end)
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hook.Add( "Move", "Benny_Move", function( ply, mv )
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hook.Add( "Move", "Benny_Move", function( ply, mv )
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local ang = mv:GetMoveAngles()
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local ang = mv:GetMoveAngles()
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local pos = mv:GetOrigin()
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local pos = mv:GetOrigin()
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@ -166,5 +178,38 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
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mv:SetMaxSpeed( targetspeed )
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mv:SetMaxSpeed( targetspeed )
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mv:SetMaxClientSpeed( targetspeed )
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mv:SetMaxClientSpeed( targetspeed )
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end
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end
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if ply:GetJumpBoost() == 0 then
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if mv:KeyDown( IN_ALT1 ) then
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local dig = Vector( mv:GetForwardSpeed()+0.01, mv:GetSideSpeed(), 0 ):GetNormalized()
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local dug = Angle( 0, ply:EyeAngles().y, 0 )
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ply:SetGroundEntity( NULL )
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local upspeed = 100
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local movespeed = 200
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local pitch = ply:EyeAngles().p
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if pitch < -15 then
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upspeed = 250
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movespeed = 320
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elseif pitch < 15 then
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upspeed = 150
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movespeed = 260
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end
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dig:Mul( movespeed )
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mv:SetVelocity( dug:Forward()*dig.x + dug:Right()*dig.y + (vector_up*upspeed) )
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ply:AddFlags( FL_ANIMDUCKING )
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ply:SetJumpBoost( 1 )
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if CLIENT and IsFirstTimePredicted() then
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ply:EmitSound( "weapons/slam/throw.wav", 70, 200, 0.5 )
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end
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end
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elseif ply:OnGround() then
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if mv:KeyDown( IN_ALT1 ) then
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ply:SetJumpBoost( -1 )
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else
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ply:SetJumpBoost( 0 )
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end
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ply:RemoveFlags( FL_ANIMDUCKING )
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end
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--debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )
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--debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )
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end)
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end)
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@ -24,14 +24,16 @@ PLAYER.UseVMHands = true
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function PLAYER:SetupDataTables()
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function PLAYER:SetupDataTables()
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self.Player:NetworkVar( "Bool", 0, "Shoulder" )
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self.Player:NetworkVar( "Bool", 0, "Shoulder" )
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self.Player:NetworkVar( "Float", 0, "VaultDebuff" )
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self.Player:NetworkVar( "Int", 0, "JumpBoost" )
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self.Player:NetworkVar( "Float", 0, "VaultDebuff" )
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self.Player:NetworkVar( "Float", 1, "VaultTransition" )
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self.Player:NetworkVar( "Float", 1, "VaultTransition" )
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self.Player:NetworkVar( "Float", 2, "Stamina" )
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self.Player:NetworkVar( "Vector", 0, "VaultPos1")
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self.Player:NetworkVar( "Vector", 0, "VaultPos1")
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self.Player:NetworkVar( "Vector", 1, "VaultPos2")
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self.Player:NetworkVar( "Vector", 1, "VaultPos2")
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self.Player:NetworkVar( "Float", 2, "Stamina" )
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self.Player:NetworkVar( "String", 0, "ReqID1")
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self.Player:NetworkVar( "String", 0, "ReqID1")
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self.Player:NetworkVar( "String", 1, "ReqID2")
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self.Player:NetworkVar( "String", 1, "ReqID2")
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end
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end
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