Better way of handling mouse input?
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@ -7,6 +7,25 @@ local blop = Angle()
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local lastmoveangle = 0
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local lastmoveangle = 0
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local lastmoveangle_lerp
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local lastmoveangle_lerp
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TPSOverride = TPSOverride or Angle()
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TPSOverride = TPSOverride or Angle()
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hook.Add( "PlayerNoClip", "Benny_PlayerNoClip", function( ply, desiredNoClipState )
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if CLIENT then
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if desiredNoClipState then
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LocalPlayer():SetEyeAngles( TPSOverride )
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else
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lastmoveangle = LocalPlayer():EyeAngles().y
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lastmoveangle_lerp = LocalPlayer():EyeAngles().y
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end
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end
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end)
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hook.Add( "InputMouseApply", "Benny_InputMouseApply", function( cmd, x, y, ang )
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if LocalPlayer():BennyCheck() and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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TPSOverride:Add( Angle( y*0.022, -x*0.022, 0 ) )
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return true
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end
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end)
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hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
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hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
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if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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@ -78,7 +97,7 @@ hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
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dir_y = dir_y and -1 or 1
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dir_y = dir_y and -1 or 1
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local look_p, look_y = dir_p * math.ease.InCirc( math.abs(lr) ), dir_y * math.ease.InCirc( math.abs(lu) )
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local look_p, look_y = dir_p * math.ease.InCirc( math.abs(lr) ), dir_y * math.ease.InCirc( math.abs(lu) )
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ang:Add( Angle( cmd:GetMouseY()*0.022, -cmd:GetMouseX()*0.022, 0 ) )
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-- ang:Add( Angle( cmd:GetMouseY()*0.022, -cmd:GetMouseX()*0.022, 0 ) )
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ang:Add( Angle( look_p * 180 * 0.5 * FrameTime(), look_y * 180 * FrameTime(), 0 ) )
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ang:Add( Angle( look_p * 180 * 0.5 * FrameTime(), look_y * 180 * FrameTime(), 0 ) )
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ang.p = math.Clamp( ang.p, -89.9, 89.9 )
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ang.p = math.Clamp( ang.p, -89.9, 89.9 )
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ang:Normalize()
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ang:Normalize()
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