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wnsrc/lua/drive/drive_noclip.lua

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2024-08-04 22:55:00 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile()
--
-- Note that this just controls what BaseClass provides.
-- If you're changing the base scroll to the bottom of the file too.
--
DEFINE_BASECLASS( "drive_base" )
drive.Register( "drive_noclip",
{
--
-- Called before each move. You should use your entity and cmd to
-- fill mv with information you need for your move.
--
StartMove = function( self, mv, cmd )
--
-- Use (E) was pressed - stop it.
--
if ( mv:KeyReleased( IN_USE ) ) then
self:Stop()
end
--
-- Update move position and velocity from our entity
--
mv:SetOrigin( self.Entity:GetNetworkOrigin() )
mv:SetVelocity( self.Entity:GetAbsVelocity() )
end,
--
-- Runs the actual move. On the client when there's
-- prediction errors this can be run multiple times.
-- You should try to only change mv.
--
Move = function( self, mv )
--
-- Set up a speed, go faster if shift is held down
--
local speed = 1
if ( mv:KeyDown( IN_SPEED ) ) then speed = 3 end
if ( mv:KeyDown( IN_DUCK ) ) then speed = 0.1 end
-- Simulate noclip's action when holding space
if ( mv:KeyDown( IN_JUMP ) ) then mv:SetUpSpeed( 10000 ) end
-- Doesn't work correctly
--[[if ( mv:KeyDown( IN_RELOAD ) ) then
local ang = mv:GetMoveAngles()
ang.r = 0
mv:SetMoveAngles( ang )
end]]
--
-- Get information from the movedata
--
local ang = mv:GetMoveAngles()
local pos = mv:GetOrigin()
local vel = mv:GetVelocity()
--
-- Calculate our velocity
--
local accel = speed * FrameTime() * 0.3
vel = vel + ang:Forward() * mv:GetForwardSpeed() * accel
vel = vel + ang:Right() * mv:GetSideSpeed() * accel
vel = vel + ang:Up() * mv:GetUpSpeed() * accel
local maxSpeed = 400 * speed
if ( vel:Length() > maxSpeed ) then
vel = vel:GetNormalized() * maxSpeed
end
--
-- Apply friction when we are not trying to move
--
if ( math.abs( mv:GetForwardSpeed() ) + math.abs( mv:GetSideSpeed() ) + math.abs( mv:GetUpSpeed() ) < 0.1 ) then
vel = vel * 0.86
end
--
-- Add the velocity to the position (this is the movement)
--
pos = pos + vel * FrameTime()
--
-- We don't set the newly calculated values on the entity itself
-- we instead store them in the movedata. These get applied in FinishMove.
--
mv:SetVelocity( vel )
mv:SetOrigin( pos )
end,
--
-- The move is finished. Use mv to set the new positions
-- on your entities/players.
--
FinishMove = function( self, mv )
--
-- Update our entity!
--
self.Entity:SetNetworkOrigin( mv:GetOrigin() )
self.Entity:SetAbsVelocity( mv:GetVelocity() )
self.Entity:SetAngles( mv:GetMoveAngles() )
--
-- If we have a physics object update that too. But only on the server.
--
if ( SERVER && IsValid( self.Entity:GetPhysicsObject() ) ) then
self.Entity:GetPhysicsObject():EnableMotion( true )
self.Entity:GetPhysicsObject():SetPos( mv:GetOrigin() )
self.Entity:GetPhysicsObject():Wake()
self.Entity:GetPhysicsObject():EnableMotion( false )
end
end
}, "drive_base" )