Fucking infinitely better rewrite of vaulting
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@ -273,6 +273,7 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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do -- Vaulting
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if vaultsave then
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local tex = "[SPACE] VAULT OVER"
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if vaultsave == 2 then tex = "[SPACE] MANTLE OVER" end
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surface.SetFont( "Benny_16" )
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local tox, toy = surface.GetTextSize( tex )
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@ -440,8 +441,11 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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local item_gap_sel = ss(36+2)
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local inventorylist = p:INV_Buckets()
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local bump = 0
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-- PROTO: Maybe check this every 10hz instead
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for i, bucket in ipairs( inventorylist ) do
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surface.SetDrawColor( scheme["bg"] )
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surface.DrawRect( bump + b, b, size_num, size_num )
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@ -4,8 +4,9 @@ local smale = -small
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local moe = Vector( 0, 0, 1/16 )
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local dmaxs = Vector( 16, 16, 48 )
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local dmins = Vector( -16, -16, 0 )
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local dmaxs = Vector( 1, 1, 1 )
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local dmins = -dmaxs
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local dcol = Color( 255, 0, 255, 0 )
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local dW = Color( 255, 255, 255, 0 )
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local dB = Color( 0, 0, 0, 0 )
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@ -18,33 +19,6 @@ hook.Add( "PlayerTick", "Benny_PlayerTick", function( ply, mv )
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end
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end)
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function VaultReady( ply, pos, ang, forw, side )
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if ply:NoclippingAndNotVaulting() then return false end
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local wantdir = Vector( forw, -side, 0 ):GetNormalized()
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wantdir:Rotate( Angle( 0, ang.y, 0 ) )
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for i=1, 2 do
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local cum = pos + wantdir*(((2-i)/2)*14)
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local ts, te = cum + Vector( 0, 0, 22 ), cum + Vector( 0, 0, 65 )
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local bottom, top = ply:GetHull()
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if ply:Crouching() then bottom, top = ply:GetHullDuck() end
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local tr = util.TraceHull( {
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start = ts,
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endpos = te,
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mins = bottom,
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maxs = top,
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filter = ply,
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} )
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local accept = (ply:GetVaultDebuff() == 0 and tr.Hit and tr.StartSolid and !tr.AllSolid and tr.FractionLeftSolid>0)
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if accept then
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return tr, ts, te
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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( "SetupMove", "Benny_SetupMove", function( ply, mv, cmd )
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if !ply:OnGround() and mv:KeyDown( IN_DUCK ) then
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local newbuttons = bit.band(mv:GetButtons(), bit.bnot(IN_DUCK))
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@ -52,48 +26,105 @@ hook.Add( "SetupMove", "Benny_SetupMove", function( ply, mv, cmd )
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end
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end)
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local function Vault_GetAngle( ply, pos, ang, vel )
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return true
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end
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local VAULTCHECKDIST = 16
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local VAULTMOVEDIST = 16
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local MAXVAULTHEIGHT = 66
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local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT )
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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 pos = mv:GetOrigin()
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local vel = mv:GetVelocity()
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local speed = mv:GetMaxSpeed() * (1-ply:GetVaultDebuff())
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mv:SetMaxSpeed( speed )
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mv:SetMaxClientSpeed( speed )
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local forw, side = mv:GetForwardSpeed(), mv:GetSideSpeed()
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local ba, bb = ply:GetHull()
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if ply:Crouching() then ba, bb = ply:GetHullDuck() end
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local vault, v2, v3 = VaultReady( ply, pos, ang, mv:GetForwardSpeed(), mv:GetSideSpeed() )
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if CLIENT then vaultsave = false end
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if vault then
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local epic = LerpVector( vault.FractionLeftSolid, v2, v3 )
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epic:Add( moe )
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local WishDir = Vector( forw, -side, 0 ):GetNormalized()
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WishDir:Rotate( Angle( 0, ang.y, 0 ) )
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local bottom, top = ply:GetHull()
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if ply:Crouching() then bottom, top = ply:GetHullDuck() end
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local tr = util.TraceHull( {
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start = epic,
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endpos = epic,
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mins = bottom,
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maxs = top,
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local Target = Vector( pos )
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local TargetNor = Vector()
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if !WishDir:IsZero() then
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TargetNor:Set( WishDir )
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elseif vel:Length2D() > 100 then
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local NoZ = Vector( vel )
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NoZ.z = 0
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NoZ:Normalize()
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TargetNor:Set( NoZ )
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else
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local NoUp = Angle( ang )
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NoUp.p = 0
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TargetNor = NoUp:Forward()
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end
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local CR = HSVToColor( math.Rand( 0, 360 ), 1, 1 )
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CR.a = 8
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--debugoverlay.Box( Target, ba, bb, 0, CR )
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local Checker = Target + TargetNor*VAULTCHECKDIST
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local Desire = Target + TargetNor*VAULTMOVEDIST
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local T1 = util.TraceHull( {
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start = Target,
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endpos = Checker,
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mins = ba,
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maxs = bb,
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filter = ply,
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} )
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if !tr.AllSolid then
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debugoverlay.Line( T1.StartPos, T1.HitPos, 0, T1.Hit and CR or color_white )
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if CLIENT then vaultsave = false end
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if T1.Hit then -- A challenger approaches
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-- How tall is it, basically? We still need to do a ledge check
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local T2 = util.TraceHull( {
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start = Desire + MAXVAULTHEIGHT_V,
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endpos = Desire,
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mins = ba,
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maxs = bb,
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filter = ply,
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} )
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-- debugoverlay.Box( T2.HitPos, ba, bb, 0, CR )
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-- Let's check our vertical clearance
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local Clearance = Vector( Target.x, Target.y, T2.HitPos.z )
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local T3 = util.TraceHull( {
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start = Target,
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endpos = Clearance,
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mins = ba,
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maxs = bb,
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filter = ply,
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} )
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-- debugoverlay.SweptBox( T3.StartPos, T3.HitPos, ba, bb, angle_zero, 0, CR )
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local VertClearance = T3.HitPos.z - T3.StartPos.z
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-- If we try to go so high and it's TOO high then give up
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if VertClearance != MAXVAULTHEIGHT then
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-- Trace from clearance to final
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local T4 = util.TraceHull( {
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start = T3.HitPos,
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endpos = T2.HitPos,
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mins = ba,
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maxs = bb,
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filter = ply,
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} )
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-- debugoverlay.SweptBox( T4.StartPos, T4.HitPos, ba, bb, angle_zero, 0, CR )
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local Compare1, Compare2 = Vector( Target.x, Target.y, 0 ), Vector( T4.HitPos.x, T4.HitPos.y, 0 )
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if !Compare1:IsEqualTol( Compare2, 1/16 ) then
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if CLIENT then vaultsave = true end
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if mv:KeyDown( IN_JUMP ) then
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ply:SetVaultPos1( pos )
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ply:SetVaultPos2( epic )
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ply:SetVaultTransition( 1 )
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-- mv:SetOrigin( epic )
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-- mv:SetVelocity( Vector( 0, 0, 0 ) )
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ply:SetVaultDebuff( 1 )
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end
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end
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end
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if ply:GetVaultTransition() != 0 then
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ply:SetVaultTransition( math.Approach( ply:GetVaultTransition(), 0, FrameTime()/0.3 ) )
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mv:SetOrigin( LerpVector( math.ease.OutCirc( 1-ply:GetVaultTransition() ), ply:GetVaultPos1(), ply:GetVaultPos2() ) )
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mv:SetVelocity( Vector( 0, 0, 0 ) )
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ply:SetVaultDebuff( 1 )
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ply:SetMoveType( (ply:GetVaultTransition() == 0) and MOVETYPE_WALK or MOVETYPE_NOCLIP )
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mv:SetOrigin( T4.HitPos )
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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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--debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )
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end)
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