Lots of improvements, min height check, fuckery

This commit is contained in:
Fesiug 2023-11-15 22:19:56 -05:00
parent 565d9ef170
commit 2fefc88b86
1 changed files with 32 additions and 8 deletions

View File

@ -15,7 +15,7 @@ local dC = Color( 0, 0, 255, 0 )
hook.Add( "PlayerTick", "Benny_PlayerTick", function( ply, mv )
if ply:GetVaultTransition() == 0 then
ply:SetVaultDebuff( math.Approach( ply:GetVaultDebuff(), 0, FrameTime()/0.4 ) )
ply:SetVaultDebuff( math.Approach( ply:GetVaultDebuff(), 0, FrameTime()/0.25 ) )
end
end)
@ -30,20 +30,28 @@ local function Vault_GetAngle( ply, pos, ang, vel )
return true
end
local VAULTCHECKDIST = 16
local VAULTMOVEDIST = 16
local MAXVAULTHEIGHT = 66
local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT )
local VAULTCHECKDIST = 8
local VAULTMOVEDIST = 32
local MAXVAULTHEIGHT = 64
local MAXVAULTHEIGHT_FUCKERY = MAXVAULTHEIGHT+1
local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT_FUCKERY )
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 ) )
@ -77,7 +85,7 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
filter = ply,
} )
if CLIENT then vaultsave = false end
if T1.Hit then -- A challenger approaches
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( {
@ -102,7 +110,7 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
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
if VertClearance > ply:GetStepSize() and VertClearance <= MAXVAULTHEIGHT then
-- Trace from clearance to final
local T4 = util.TraceHull( {
start = T3.HitPos,
@ -118,11 +126,27 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
if CLIENT then vaultsave = true end
if mv:KeyDown( IN_JUMP ) then
mv:SetOrigin( T4.HitPos )
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
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
--debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )
end)