local small = Vector( 1, 1, 1 ) local smale = -small local moe = Vector( 0, 0, 1/16 ) 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 ) local dS = Color( 255, 0, 0, 0 ) 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()/0.25 ) ) end 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)) mv:SetButtons(newbuttons) end end) local function Vault_GetAngle( ply, pos, ang, vel ) return true end local VAULTCHECKDIST = 8 local VAULTMOVEDIST = 32 local MAXVAULTHEIGHT = 64 local MAXVAULTHEIGHT_FUCKERY = MAXVAULTHEIGHT+1 local MAXVAULTHEIGHT_V = Vector( 0, 0, MAXVAULTHEIGHT_FUCKERY ) if CLIENT then hook.Add( "CreateMove", "Benny_ADV_CreateMove", function( cmd ) local ply = LocalPlayer() if ply:KeyDown( IN_SPEED ) then cmd:AddKey( IN_ALT1 ) end end) end hook.Add( "StartCommand", "Benny_StartCommand", function( ply, cmd ) end) 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, } ) if CLIENT then vaultsave = false end 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( { start = Desire + MAXVAULTHEIGHT_V, endpos = Desire, mins = ba, maxs = bb, filter = ply, } ) -- 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 > ply:GetStepSize() and 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 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 local w = ply:BennyCheck() local hand = false if false and w and w:bWepClass( hand ) then local targetspeed = mv:GetMaxSpeed() targetspeed = targetspeed * w:GetStat( hand, "Speed_Move" ) targetspeed = targetspeed * Lerp( w:GetAim(), 1, w:GetStat( hand, "Speed_Aiming" ) ) local st = w:bGetShotTime( hand ) targetspeed = targetspeed * (st+w:GetStat( hand, "Speed_FiringTime" ) > CurTime() and w:GetStat( hand, "Speed_Firing" ) or 1) targetspeed = targetspeed * (w:bGetReloadTime( hand ) > 0 and w:GetStat( hand, "Speed_Reloading" ) or 1) mv:SetMaxSpeed( targetspeed ) mv:SetMaxClientSpeed( targetspeed ) end if ply:GetJumpBoost() == 0 then if mv:KeyDown( IN_ALT1 ) then local dig = Vector( mv:GetForwardSpeed()+0.01, mv:GetSideSpeed(), 0 ):GetNormalized() local dug = Angle( 0, ply:EyeAngles().y, 0 ) local upspeed = 180 local movespeed = 250 dig:Mul( movespeed ) if !ply:OnGround() then upspeed = mv:GetVelocity().z end ply:SetGroundEntity( NULL ) mv:SetVelocity( dug:Forward()*dig.x + dug:Right()*dig.y + (vector_up*upspeed) ) ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:SelectWeightedSequence( ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL ), 0.6, true ) ply:SetJumpBoost( 1 ) if CLIENT and IsFirstTimePredicted() then ply:EmitSound( "weapons/slam/throw.wav", 70, 200, 0.5 ) end end elseif ply:OnGround() then if mv:KeyDown( IN_ALT1 ) then ply:SetJumpBoost( -1 ) else ply:SetJumpBoost( 0 ) end end --debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR ) end)