Camera kissy
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0268d06360
commit
6fe7725ebd
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@ -0,0 +1,33 @@
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SWEP.Base = "weapon_base"
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SWEP.PrintName = "Benny Weapon Handler"
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SWEP.ViewModel = "models/weapons/c_pistol.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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function SWEP:PrimaryAttack()
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return true
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end
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function SWEP:SecondaryAttack()
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return true
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end
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function SWEP:Reload()
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return true
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end
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function SWEP:Think()
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self:SetWeaponHoldType("normal")
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self:SetHoldType("normal")
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return true
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Holster()
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return true
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end
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@ -3,9 +3,11 @@
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local debugcolor = Color( 255, 0, 255, 1 )
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BENNY.Cameras = {}
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tempmapcameras = {}
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BENNY.Cameras["main"] = {
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tempmapcameras["benny_test"] = {}
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tempmapcameras["benny_test"]["main"] = {
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Type = "Standard",
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Pos = Vector( -692, 0, 268 ),
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Ang = Angle( 55, 0, 0 ),
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@ -41,7 +43,7 @@ BENNY.Cameras["main"] = {
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end
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}
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BENNY.Cameras["grass"] = {
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tempmapcameras["benny_test"]["grass"] = {
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Pos = Vector( -1622, -214, 284 ),
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Ang = Angle( 70, 0, 0 ),
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FOV = 90,
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@ -94,7 +96,7 @@ BENNY.Cameras["grass"] = {
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end
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}
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BENNY.Cameras["barber"] = {
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tempmapcameras["benny_test"]["barber"] = {
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Pos = Vector( -64, -126, 54 ),
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Ang = Angle( 15, 45, 0 ),
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FOV = 90,
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@ -121,109 +123,69 @@ BENNY.Cameras["barber"] = {
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end
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}
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--[[ BENNY.Cameras["hall"] = {
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Type = "Fixed",
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Pos = Vector( 794, -40, 84 ),
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Ang = Angle( 29, 180, 0 ),
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Checks = {
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{
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Vector( 273, -111, 0 ),
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Vector( 751, 99, -130 ),
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},
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},
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v1 = Vector( 400, 0, -128 ),
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v2 = Vector( 630, 0, -128 ),
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FOV = 67,
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Special = function( self, ply )
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local pos = Vector()
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pos:Set( self.Pos )
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local ang = Angle()
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ang:Set( self.Ang )
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debugoverlay.Cross( self.v1, 8, 0, color_white, true )
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debugoverlay.Cross( self.v2, 8, 0, color_white, true )
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local amt = math.TimeFraction( self.v1.x, self.v2.x, ply:GetPos().x )
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amt = math.Clamp( amt, 0, 1 )
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ang.p = ang.p + ( 32 * amt )
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pos.x = pos.x - ( 50 * (1-amt) )
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return pos, ang, self.FOV
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end
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} ]]
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--[[ BENNY.Cameras["racks"] = {
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Type = "Standard",
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Pos = Vector( 120, 0, 280 ),
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Ang = Angle( 60, 180, 0 ),
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Checks = {
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{
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Vector( 890, 135, 0 ),
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Vector( -253, 765, -130 )
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},
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},
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v1 = Vector( 870, 135, -130 ),
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v2 = Vector( 760, 135, -130 ),
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v3 = Vector( 890, 135, -130 ),
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v4 = Vector( -253, 135, -130 ),
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FOV = 75,
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Special = function( self, ply )
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local pos = Vector()
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pos:Set( ply:GetPos() )
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pos:Add( self.Pos )
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local ang = Angle()
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ang:Set( self.Ang )
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debugoverlay.Cross( self.v1, 8, 0, color_white, true )
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debugoverlay.Cross( self.v2, 8, 0, color_white, true )
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pos.x = math.Clamp( pos.x, -200, 890 )
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pos.y = math.Clamp( pos.y, 300, 600 )
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do -- close to back wall
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local amt = math.TimeFraction( self.v1.x, self.v2.x, ply:GetPos().x )
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amt = math.Clamp( amt, 0, 1 )
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-- pos.x = pos.x - ( (150) * (1-amt) )
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ang.p = ang.p + ( 10 * (1-amt) )
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end
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do -- stretch
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local amt = math.TimeFraction( self.v3.x, self.v4.x, ply:GetPos().x )
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amt = math.Clamp( amt, 0, 1 )
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-- pos.x = pos.x - ( (1143) * (amt) )
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end
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return pos, ang, self.FOV
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end
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} ]]
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BENNY_ACTIVECAMERA = BENNY_ACTIVECAMERA or nil
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BENNY_ACTIVECAMERA = nil
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local c_over = CreateConVar( "benny_cam_override", "" )
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local c_unlock = CreateConVar( "benny_cam_unlock", 0 )
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local si = 4
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local ctrace = {
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start = nil,
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endpos = nil,
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mins = Vector( -si, -si, -si ),
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maxs = Vector( si, si, si ),
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mask = MASK_SHOT_HULL,
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filter = nil,
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}
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local tempcam = {
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FOV = 90,
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Special = function( self, ply )
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local pos = Vector()
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local ang = Angle()
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local fov = self.FOV
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local ppos = ply:GetPos()
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local pang = ply:EyeAngles()
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pos:Set( ppos )
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ang:Add( pang )
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pos.z = pos.z + 68
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ctrace.start = pos
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ctrace.endpos = pos + ( ang:Forward() * -60 ) + ( ang:Right() * 20 )
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ctrace.filter = ply
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local tr = util.TraceHull( ctrace )
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pos = tr.HitPos
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return pos, ang, fov
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end
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}
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local function decide_active()
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print( LocalPlayer():GetPos() )
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for name, camera in pairs( BENNY.Cameras ) do
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-- print( LocalPlayer():GetPos() )
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-- BENNY_ACTIVECAMERA = tempcam
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if tempmapcameras[ game.GetMap() ] then
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for name, camera in pairs( tempmapcameras[ game.GetMap() ] ) do
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if camera.Checks then
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for i, v in ipairs(camera.Checks) do
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if LocalPlayer():GetPos():WithinAABox( v[1], v[2] ) then
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debugoverlay.Box( vector_origin, v[1], v[2], 0, debugcolor )
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return name
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BENNY_ACTIVECAMERA = camera
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return true
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end
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end
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end
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end
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end
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return false
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end
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hook.Add( "CalcView", "MyCalcView", function( ply, pos, ang, fov )
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if c_unlock:GetBool() then return end
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if ply:GetMoveType() == MOVETYPE_NOCLIP then return end
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local da = decide_active()
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if da then
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BENNY_ACTIVECAMERA = da
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end
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local camera = BENNY.Cameras[BENNY_ACTIVECAMERA]
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decide_active()
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local camera = BENNY_ACTIVECAMERA
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if camera then
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local view = {
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origin = camera.Pos,
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@ -0,0 +1,23 @@
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-- HUD
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local hide = {
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["CHudHealth"] = true,
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["CHudBattery"] = true,
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["CHudAmmo"] = true,
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["CHudSecondaryAmmo"] = true,
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["CHudPoisonDamageIndicator"] = true,
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}
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hook.Add( "HUDShouldDraw", "HideHUD", function( name )
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if ( hide[ name ] ) then return false end
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end )
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function ss( scale )
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return scale * ( ScrH() / 480 )
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end
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hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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surface.SetDrawColor( 0, 0, 0, 0 )
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surface.DrawRect( 0, 0, 256, 256 )
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end )
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@ -0,0 +1,8 @@
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function GM:PlayerSetModel( ply )
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ply:SetModel( "models/player/group01/male_07.mdl" )
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end
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function GM:PlayerLoadout( ply )
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ply:Give( "benny" )
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end
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@ -0,0 +1,44 @@
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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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hook.Add( "CreateMove", "CamFuck", function( cmd )
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if LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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wa, wb = x, y
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local ad = Vector( x, y, 0 )
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local an = Angle()
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an:Set( RenderAngles() )
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an.p = 0
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local am = Angle()
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am:Set( cmd:GetViewAngles() )
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am.p = 0
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ad:Rotate( am )
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ad:Rotate( -an )
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ad:Normalize()
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ad:Mul(320)
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cmd:SetForwardMove( ad.x )
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cmd:SetSideMove( ad.y )
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if x != 0 or y != 0 then
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local thing = Vector( x, -y, 0 ):Angle()
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thing.y = thing.y + an.y
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blop.y = math.ApproachAngle( blop.y, thing.y, FrameTime() * 360 )
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end
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cmd:SetViewAngles( blop )
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end
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end)
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function GM:PlayerNoClip()
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return true
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end
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@ -1,100 +0,0 @@
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local wa, wb = 0, 0
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hook.Add( "CreateMove", "CamFuck", function( cmd )
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if LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
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local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
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wa, wb = x, y
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local ad = Vector( x, y, 0 )
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local an = Angle()
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an:Set( RenderAngles() )
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an.p = 0
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local am = Angle()
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am:Set( cmd:GetViewAngles() )
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am.p = 0
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ad:Rotate( am )
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ad:Rotate( -an )
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ad:Normalize()
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ad:Mul(320)
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--print(ad.x, ad.y)
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cmd:SetForwardMove( ad.x )
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cmd:SetSideMove( ad.y )
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end
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end)
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function GM:PlayerNoClip()
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return true
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end
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if CLIENT then
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local function ss( scale )
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return scale * ( ScrH() / 480 )
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end
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local w25, w50, w75, w100 = Color( 255, 255, 255, 0.25*255 ), Color( 255, 255, 255, 0.50*255 ), Color( 255, 255, 255, 0.75*255 ), Color( 255, 255, 255, 1.00*255 )
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local g25, g50, g75, g100 = Color( 0, 0, 0, 0.25*255 ), Color( 0, 0, 0, 0.50*255 ), Color( 0, 0, 0, 0.75*255 ), Color( 0, 0, 0, 1.00*255 )
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hook.Add( "HUDPaint", "HUDFuck", function()
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local bo = ss( 20 )
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local cr, cd = ss( 50 ), ss( 100 )
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surface.SetDrawColor( g100 )
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surface.DrawRect( bo, ScrH() - bo + cr, cd, cd )
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surface.SetDrawColor( w25 )
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surface.DrawLine( bo + cr, ScrH() - bo - cd, bo + cr, ScrH() - bo )
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surface.DrawLine( bo, ScrH() - bo - cr, bo + cd, ScrH() - bo - cr )
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surface.SetDrawColor( w100 )
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surface.DrawCircle( bo + cr, ScrH() - bo - cr, cr )
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local ox, oy = 0, 0
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local msp = 300
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ox = wb/msp
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oy = -wa/msp
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ox = math.Clamp( ox, -1, 1 ) * cr
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oy = math.Clamp( oy, -1, 1 ) * cr
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surface.DrawCircle( bo + cr + ox, ScrH() - bo - cr + oy, ss( 2 ) )
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-- local x, y, w, h = 0, 0, 360, 240
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-- local ow, oh = 512, 512
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-- local camera = BENNY.Cameras[BENNY_ACTIVECAMERA]
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-- local view = {
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-- origin = camera.Pos,
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-- angles = camera.Ang,
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-- fov = camera.FOV or 60,
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-- drawviewer = true
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-- }
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-- if camera.Special then
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-- view.origin, view.angles, view.fov = camera.Special( camera, LocalPlayer() )
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-- end
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-- view.angles.p = 0
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-- view.angles.r = 0
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-- local aratio = w/h
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-- render.RenderView( {
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-- origin = view.origin + Vector( 0, 0, 64 ),
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-- angles = Angle( 90, view.angles.y, 0 ),
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-- aspect = 1,
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-- fov = 90,
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-- x = x, y = y,
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-- w = w, h = h,
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-- ortho = {
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-- left = -ow, right = ow,
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-- top = -oh / aratio, bottom = oh / aratio,
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-- },
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-- } )
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end)
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end
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