Benny/gamemodes/benny/gamemode/modules/player/sh_movement.lua

143 lines
4.0 KiB
Lua

-- Movement
local wa, wb = 0, 0
local blop = Angle()
local lastmoveangle = 0
local lastmoveangle_lerp
TPSOverride = TPSOverride or Angle()
hook.Add( "PlayerNoClip", "Benny_PlayerNoClip", function( ply, desiredNoClipState )
if CLIENT then
if desiredNoClipState then
ply:SetEyeAngles( TPSOverride )
else
TPSOverride:Set( LocalPlayer():EyeAngles() )
lastmoveangle = LocalPlayer():EyeAngles().y
lastmoveangle_lerp = LocalPlayer():EyeAngles().y
end
end
end)
hook.Add( "InputMouseApply", "Benny_InputMouseApply", function( cmd, x, y, ang )
if LocalPlayer():BennyCheck() and !LocalPlayer():NoclippingAndNotVaulting() then
TPSOverride:Add( Angle( y*0.022, -x*0.022, 0 ) )
return true
end
end)
hook.Add( "CreateMove", "Benny_CreateMove", function( cmd )
if false and BENNY_ACTIVECAMERA and !LocalPlayer():NoclippingAndNotVaulting() then
local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
local lx=input.GetAnalogValue(ANALOG_JOY_X) // Left X Axis: left -, right +
local ly=input.GetAnalogValue(ANALOG_JOY_Y) // Left Y Axis: up -, bottom +
local lr=input.GetAnalogValue(ANALOG_JOY_R) // Right X Axis: left -, right +
local lu=input.GetAnalogValue(ANALOG_JOY_U) // Right Y Axis: up -, bottom +
lx=lx/32768; ly=ly/32768; lr=lr/32768; lu=lu/32768; // Conversion to floats -1.0 - 1.0
if lx != 0 or ly != 0 then
x, y = ly * -320, lx * 320
end
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)
--cmd:ClearMovement()
cmd:SetForwardMove( ad.x )
cmd:SetSideMove( ad.y )
if x != 0 or y != 0 then
local thing = Vector( x, -y, 0 ):Angle()
thing.y = thing.y + an.y
blop.y = math.ApproachAngle( blop.y, thing.y, FrameTime() * 360 )
end
cmd:SetViewAngles( blop )
end
local p = LocalPlayer()
local w = p:GetActiveWeapon()
if p:BennyCheck() and !LocalPlayer():NoclippingAndNotVaulting() then -- FPS cam
local aimed = w:GetUserAim()
local opos, ang = p:CamSpot( TPSOverride )
local lx=input.GetAnalogValue(ANALOG_JOY_X) // Left X Axis: left -, right +
local ly=input.GetAnalogValue(ANALOG_JOY_Y) // Left Y Axis: up -, bottom +
local lr=input.GetAnalogValue(ANALOG_JOY_R) // Right X Axis: left -, right +
local lu=input.GetAnalogValue(ANALOG_JOY_U) // Right Y Axis: up -, bottom +
lx=lx/32768; ly=ly/32768; lr=lr/32768; lu=lu/32768; // Conversion to floats -1.0 - 1.0
local moveintent
if lx != 0 or ly != 0 then
moveintent = Vector( ly * -320, lx * 320, 0 )
else
moveintent = Vector( cmd:GetForwardMove(), cmd:GetSideMove(), 0 )
end
local dir_p, dir_y = lr>0, lu>0
dir_p = dir_p and 1 or -1
dir_y = dir_y and -1 or 1
local look_p, look_y = dir_p * math.ease.InCirc( math.abs(lr) ), dir_y * math.ease.InCirc( math.abs(lu) )
-- ang:Add( Angle( cmd:GetMouseY()*0.022, -cmd:GetMouseX()*0.022, 0 ) )
ang:Add( Angle( look_p * 180 * 0.5 * FrameTime(), look_y * 180 * FrameTime(), 0 ) )
ang.p = math.Clamp( ang.p, -89.9, 89.9 )
ang:Normalize()
if aimed then
local tr = util.TraceLine( {
start = opos,
endpos = opos+(ang:Forward()*(2^16)),
filter = p,
mask = MASK_SOLID,
} )
local planner = (tr.HitPos-p:EyePos()):Angle()
planner:Normalize()
cmd:SetViewAngles( planner )
lastmoveangle = planner.y
end
if !aimed then
if !moveintent:IsEqualTol( vector_origin, 1 ) then
lastmoveangle = ang.y - moveintent:Angle().y
end
lastmoveangle_lerp = math.ApproachAngle( lastmoveangle_lerp or lastmoveangle, lastmoveangle, FrameTime() * 360 )
cmd:SetViewAngles( Angle( ang.p, lastmoveangle_lerp, 0 ) )
else
lastmoveangle_lerp = lastmoveangle
end
local fixang = Angle()
fixang.y = cmd:GetViewAngles().y - ang.y
moveintent:Rotate( fixang )
-- cmd:ClearMovement()
cmd:SetForwardMove( moveintent.x )
cmd:SetSideMove( moveintent.y )
end
end)
function GM:PlayerNoClip()
return true
end