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