local wa, wb = 0, 0 hook.Add( "CreateMove", "CamFuck", function( cmd ) if LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then local x, y = cmd:GetForwardMove(), cmd:GetSideMove() wa, wb = x, y local ad = Vector( x, y, 0 ) local an = Angle() an:Set( RenderAngles() ) an.p = 0 local am = Angle() am:Set( cmd:GetViewAngles() ) am.p = 0 ad:Rotate( am ) ad:Rotate( -an ) ad:Normalize() ad:Mul(320) --print(ad.x, ad.y) cmd:SetForwardMove( ad.x ) cmd:SetSideMove( ad.y ) end end) function GM:PlayerNoClip() return true end if CLIENT then local function ss( scale ) return scale * ( ScrH() / 480 ) end 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 ) 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 ) hook.Add( "HUDPaint", "HUDFuck", function() local bo = ss( 20 ) local cr, cd = ss( 50 ), ss( 100 ) surface.SetDrawColor( g100 ) surface.DrawRect( bo, ScrH() - bo + cr, cd, cd ) surface.SetDrawColor( w25 ) surface.DrawLine( bo + cr, ScrH() - bo - cd, bo + cr, ScrH() - bo ) surface.DrawLine( bo, ScrH() - bo - cr, bo + cd, ScrH() - bo - cr ) surface.SetDrawColor( w100 ) surface.DrawCircle( bo + cr, ScrH() - bo - cr, cr ) local ox, oy = 0, 0 local msp = 300 ox = wb/msp oy = -wa/msp ox = math.Clamp( ox, -1, 1 ) * cr oy = math.Clamp( oy, -1, 1 ) * cr surface.DrawCircle( bo + cr + ox, ScrH() - bo - cr + oy, ss( 2 ) ) -- local x, y, w, h = 0, 0, 360, 240 -- local ow, oh = 512, 512 -- local camera = BENNY.Cameras[BENNY_ACTIVECAMERA] -- local view = { -- origin = camera.Pos, -- angles = camera.Ang, -- fov = camera.FOV or 60, -- drawviewer = true -- } -- if camera.Special then -- view.origin, view.angles, view.fov = camera.Special( camera, LocalPlayer() ) -- end -- view.angles.p = 0 -- view.angles.r = 0 -- local aratio = w/h -- render.RenderView( { -- origin = view.origin + Vector( 0, 0, 64 ), -- angles = Angle( 90, view.angles.y, 0 ), -- aspect = 1, -- fov = 90, -- x = x, y = y, -- w = w, h = h, -- ortho = { -- left = -ow, right = ow, -- top = -oh / aratio, bottom = oh / aratio, -- }, -- } ) end) end