More vault changes and fixes
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@ -223,8 +223,6 @@ local spacer_long = 2 -- screenscaled
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local gap = 24
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local gap = 24
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local trash_vec, trash_ang = Vector(), Angle()
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local trash_vec, trash_ang = Vector(), Angle()
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local vaultsave = false
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local nextvaultrecheck = 0
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bucket_selected = bucket_selected or 1
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bucket_selected = bucket_selected or 1
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item_selected = item_selected or 1
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item_selected = item_selected or 1
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@ -273,24 +271,6 @@ hook.Add( "HUDPaint", "Benny_HUDPaint", function()
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end
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end
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do -- Vaulting
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do -- Vaulting
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if nextvaultrecheck <= CurTime() then
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local forback, leright = 0, 0
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forback = forback + (p:KeyDown( IN_FORWARD ) and 1 or 0)
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forback = forback - (p:KeyDown( IN_BACK ) and 1 or 0)
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leright = leright + (p:KeyDown( IN_MOVELEFT ) and 1 or 0)
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leright = leright - (p:KeyDown( IN_MOVERIGHT ) and 1 or 0)
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trash_vec.x = forback
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trash_vec.y = leright
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trash_vec.z = 0
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trash_ang.p = 0
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trash_ang.y = TPSOverride.y
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trash_ang.z = 0
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trash_vec:Rotate( trash_ang )
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vaultsave = VaultReady( p, p:GetPos(), p:EyeAngles(), trash_vec.x, trash_vec.y )
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nextvaultrecheck = CurTime() + (0.1)
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end
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if vaultsave then
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if vaultsave then
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local tex = "[SPACE] VAULT OVER"
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local tex = "[SPACE] VAULT OVER"
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@ -13,7 +13,7 @@ function GM:PlayerSpawn( ply )
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ply:SetSlowWalkSpeed( 100 )
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ply:SetSlowWalkSpeed( 100 )
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ply:SetWalkSpeed( 160 )
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ply:SetWalkSpeed( 160 )
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ply:SetRunSpeed( 220 )
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ply:SetRunSpeed( 220 )
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ply:SetStepSize( 8 )
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ply:SetStepSize( 16 )
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end
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end
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if SERVER then
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if SERVER then
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@ -2,7 +2,7 @@
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local small = Vector( 1, 1, 1 )
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local small = Vector( 1, 1, 1 )
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local smale = -small
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local smale = -small
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local moe = Vector( 0, 0, 8 )
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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 dmaxs = Vector( 16, 16, 48 )
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local dmins = Vector( -16, -16, 0 )
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local dmins = Vector( -16, -16, 0 )
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@ -19,15 +19,17 @@ end)
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function VaultReady( ply, pos, ang, forw, side )
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function VaultReady( ply, pos, ang, forw, side )
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local wantdir = Vector( forw, -side, 0 ):GetNormalized()
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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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wantdir:Rotate( Angle( 0, ang.y, 0 ) )
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local cum = pos + wantdir*8
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local cum = pos + wantdir*16
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local ts, te = cum + Vector( 0, 0, 24 ), cum + Vector( 0, 0, 65 )
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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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local tr = util.TraceHull( {
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start = ts,
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start = ts,
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endpos = te,
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endpos = te,
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mins = dmins,
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mins = bottom,
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maxs = dmaxs,
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maxs = top,
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filter = ply
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filter = ply,
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} )
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} )
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return (ply:GetVaultDebuff() == 0 and tr.Hit and tr.StartSolid and !tr.AllSolid and tr.FractionLeftSolid>0) and tr, ts, te or false
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return (ply:GetVaultDebuff() == 0 and tr.Hit and tr.StartSolid and !tr.AllSolid and tr.FractionLeftSolid>0) and tr, ts, te or false
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@ -50,10 +52,27 @@ hook.Add( "Move", "Benny_Move", function( ply, mv )
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mv:SetMaxClientSpeed( speed )
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mv:SetMaxClientSpeed( speed )
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local vault, v2, v3 = VaultReady( ply, pos, ang, mv:GetForwardSpeed(), mv:GetSideSpeed() )
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local vault, v2, v3 = VaultReady( ply, pos, ang, mv:GetForwardSpeed(), mv:GetSideSpeed() )
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if mv:KeyDown( IN_JUMP ) and vault then
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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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local epic = LerpVector( vault.FractionLeftSolid, v2, v3 )
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mv:SetOrigin( epic + Vector(0, 0, 1/16) )
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epic:Add( moe )
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mv:SetVelocity( Vector( 0, 0, -100 ) )
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ply:SetVaultDebuff( 1 )
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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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filter = ply,
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} )
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if !tr.AllSolid 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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mv:SetOrigin( epic )
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mv:SetVelocity( Vector( 0, 0, -100 ) )
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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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end
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end)
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end)
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