Fucking infinitely better rewrite of vaulting

This commit is contained in:
Fesiug 2023-11-15 21:46:57 -05:00
parent 6d2fdf2191
commit d741067f44
2 changed files with 97 additions and 62 deletions

View File

@ -273,6 +273,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
do -- Vaulting
if vaultsave then
local tex = "[SPACE] VAULT OVER"
if vaultsave == 2 then tex = "[SPACE] MANTLE OVER" end
surface.SetFont( "Benny_16" )
local tox, toy = surface.GetTextSize( tex )
@ -440,8 +441,11 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
local item_gap_sel = ss(36+2)
local inventorylist = p:INV_Buckets()
local bump = 0
-- PROTO: Maybe check this every 10hz instead
for i, bucket in ipairs( inventorylist ) do
surface.SetDrawColor( scheme["bg"] )
surface.DrawRect( bump + b, b, size_num, size_num )

View File

@ -4,8 +4,9 @@ local smale = -small
local moe = Vector( 0, 0, 1/16 )
local dmaxs = Vector( 16, 16, 48 )
local dmins = Vector( -16, -16, 0 )
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 )
@ -18,33 +19,6 @@ hook.Add( "PlayerTick", "Benny_PlayerTick", function( ply, mv )
end
end)
function VaultReady( ply, pos, ang, forw, side )
if ply:NoclippingAndNotVaulting() then return false end
local wantdir = Vector( forw, -side, 0 ):GetNormalized()
wantdir:Rotate( Angle( 0, ang.y, 0 ) )
for i=1, 2 do
local cum = pos + wantdir*(((2-i)/2)*14)
local ts, te = cum + Vector( 0, 0, 22 ), cum + Vector( 0, 0, 65 )
local bottom, top = ply:GetHull()
if ply:Crouching() then bottom, top = ply:GetHullDuck() end
local tr = util.TraceHull( {
start = ts,
endpos = te,
mins = bottom,
maxs = top,
filter = ply,
} )
local accept = (ply:GetVaultDebuff() == 0 and tr.Hit and tr.StartSolid and !tr.AllSolid and tr.FractionLeftSolid>0)
if accept then
return tr, ts, te
end
end
return false
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))
@ -52,48 +26,105 @@ hook.Add( "SetupMove", "Benny_SetupMove", function( ply, mv, cmd )
end
end)
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 )
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,
} )
debugoverlay.Line( T1.StartPos, T1.HitPos, 0, T1.Hit and CR or color_white )
local vault, v2, v3 = VaultReady( ply, pos, ang, mv:GetForwardSpeed(), mv:GetSideSpeed() )
if CLIENT then vaultsave = false end
if vault then
local epic = LerpVector( vault.FractionLeftSolid, v2, v3 )
epic:Add( moe )
local bottom, top = ply:GetHull()
if ply:Crouching() then bottom, top = ply:GetHullDuck() end
local tr = util.TraceHull( {
start = epic,
endpos = epic,
mins = bottom,
maxs = top,
if 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,
filter = ply,
} )
if !tr.AllSolid then
if CLIENT then vaultsave = true end
if mv:KeyDown( IN_JUMP ) then
ply:SetVaultPos1( pos )
ply:SetVaultPos2( epic )
ply:SetVaultTransition( 1 )
-- mv:SetOrigin( epic )
-- mv:SetVelocity( Vector( 0, 0, 0 ) )
ply:SetVaultDebuff( 1 )
-- 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 != 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
mv:SetOrigin( T4.HitPos )
return true
end
end
end
end
if ply:GetVaultTransition() != 0 then
ply:SetVaultTransition( math.Approach( ply:GetVaultTransition(), 0, FrameTime()/0.3 ) )
mv:SetOrigin( LerpVector( math.ease.OutCirc( 1-ply:GetVaultTransition() ), ply:GetVaultPos1(), ply:GetVaultPos2() ) )
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)