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wnsrc/lua/entities/aw2_hk.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()
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
ENT.PrintName = "Hunter Killer"
ENT.Category = "Airwatch 2"
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.AutomaticFrameAdvance = true
ENT.firstPersonOffset = Vector(155, 0, -65)
ENT.thirdPersonOffset = Vector(-600, 0, 0)
ENT.pitchMultiplier = 1
ENT.rollMultiplier = 1.5
ENT.cannonMuzzle = 4
ENT.cannonPitch = 5
ENT.cannonYaw = 4
ENT.turretMuzzle1 = 5
ENT.turretMuzzle2 = 6
ENT.turretPitch = 7
ENT.turretYaw = 6
ENT.spotlightAttach1 = 7
ENT.spotlightAttach2 = 8
ENT.lightPitch = 9
ENT.lightYaw = 8
ENT.pitchIndex = 5
ENT.yawIndex = 4
ENT.accuracy = 1
ENT.damage = 20
ENT.delay = 0.12
ENT.cannonDelay = 1.5
util.PrecacheSound("NPC_AttackHelicopter.Rotors")
util.PrecacheSound("NPC_AttackHelicopter.BadlyDamagedAlert")
util.PrecacheSound("NPC_AttackHelicopter.MegabombAlert")
util.PrecacheSound("NPC_AttackHelicopter.Crash")
util.PrecacheSound("NPC_Strider.Shoot")
util.PrecacheSound("hk/plasma.wav")
function ENT:SpawnFunction(ply, tr, className)
if not tr.Hit then
return
end
local spawnPos = tr.HitPos + tr.HitNormal * 120
local ent = ents.Create(className)
ent:Spawn()
ent:Activate()
ent:SetPos(spawnPos)
ent.Owner = ply
return ent
end
function ENT:SetupDataTables()
self:NetworkVar("Entity", 0, "GunOperator")
self:NetworkVar("Int", 0, "SpeedMult")
end
function ENT:Think()
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
end
if SERVER then
self:aimCannon()
self:aimTurrets()
self:aimLights()
self:weaponThink()
local ply = self.driver
if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) then
if not self.isActive then
self:enableEffects()
self.isActive = true
end
else
if self.isActive then
self:disableEffects()
self.isActive = false
end
end
end
self:NextThink(CurTime())
return true
end
function ENT:hasLOS(origin)
local ply = self:GetGunOperator()
if ply and ply:IsValid() then
local barrel
if not origin then
barrel = self:GetAttachment(self.turretMuzzle1)
else
barrel = self:GetAttachment(origin)
end
local hitpos = self:getHitpos(ply)
local dot = barrel.Ang:Forward():Dot((hitpos - barrel.Pos):GetNormalized())
if dot >= 0.95 then
return true
end
end
return false
end
function ENT:getViewData(ply)
if not ply:IsValid() then
return
end
local eyeAng = ply:EyeAngles()
-- Hours wasted on trying to find what the issue was: 4.5
-- Hours wasted on trying to fix the issue before finding out the fix was the issue: Too many
if SERVER then
eyeAng = self:WorldToLocalAngles(eyeAng) -- Note to self: NEVER subtract angles when you can WorldToLocal/LocalToWorld
end
local thirdperson = ply:GetVehicle():GetThirdPersonMode()
local pos, ang
if thirdperson then
local trace = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() + eyeAng:Up() * self.thirdPersonOffset.z + eyeAng:Forward() * self.thirdPersonOffset.x,
filter = {self},
mask = MASK_SOLID_BRUSHONLY
})
pos = trace.HitPos + trace.HitNormal * 5
ang = eyeAng
else
local entAng = self:GetAngles()
entAng.p = 0
entAng.r = 0
local offset = self.firstPersonOffset
if self.useGunner and self:GetGunOperator() == ply then
offset = self.gunnerOffset
end
pos = self:LocalToWorld(offset)
ang = eyeAng
end
return pos, ang
end
function ENT:getHitpos(ply)
local pos, ang = self:getViewData(ply)
return util.QuickTrace(pos, ang:Forward() * 10000, {self}).HitPos
end
function ENT:CanPhysgun(ply)
if ply and ply:IsValid() then
return ply:IsAdmin()
end
return false
end
if SERVER then
function ENT:Initialize()
self:SetModel("models/inaki/props_vehicles/terminator_aerialhk.mdl")
self:SetBodyGroups("1")
self:ResetSequence("idle")
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetUseType(SIMPLE_USE)
local phys = self:GetPhysicsObject()
if phys:IsValid() then
phys:SetMass(500000)
end
self.seatDriver = ents.Create("prop_vehicle_prisoner_pod")
self.seatDriver:SetModel("models/props_lab/cactus.mdl")
self.seatDriver:SetPos(self:GetPos())
self.seatDriver:SetAngles(self:GetAngles())
self.seatDriver:SetSolid(SOLID_NONE)
self.seatDriver:SetKeyValue("limitview", 0, 0)
self.seatDriver:SetNoDraw(true)
self.seatDriver:Spawn()
self.seatDriver:SetParent(self)
self.seatDriver:SetNotSolid(true)
self:DeleteOnRemove(self.seatDriver)
self.seatDriver.aw2Ent = self
if self.useGunner then
self.seatGunner = ents.Create("prop_vehicle_prisoner_pod")
self.seatGunner:SetModel("models/props_lab/cactus.mdl")
self.seatGunner:SetPos(self:GetPos())
self.seatGunner:SetAngles(self:GetAngles())
self.seatGunner:SetSolid(SOLID_NONE)
self.seatGunner:SetKeyValue("limitview", 0, 0)
self.seatGunner:SetNoDraw(true)
self.seatGunner:Spawn()
self.seatGunner:SetParent(self)
self.seatGunner:SetNotSolid(true)
self:DeleteOnRemove(self.seatGunner)
self.seatGunner.aw2Ent = self
end
self:initLights()
self:StartMotionController()
self:SetSubMaterial(1, "phoenix_storms/glass")
self:SetPlaybackRate(0)
self:SetMaxHealth(GetConVar("aw2_hk_health"):GetInt())
self:SetHealth(self:GetMaxHealth())
self.healthStatus = AW2_HEALTHY
self.lastPercentage = 100
self.driver, self.gunner = nil
self.storedPos = Vector(0, 0, 0)
self.storedVel = Vector(0, 0, 0)
self.storedLocalVel = Vector(0, 0, 0)
self.storedPitch = 0
self.storedYaw = 0
self.isActive = false
self.bulletSide = false
self.spotlightActive = false
self.nextShot = 0
self.nextCannon = 0
self.passengers = {}
self:SetSpeedMult(GetConVar("aw2_hk_speedmult"):GetInt())
end
function ENT:Use(ply)
if self.healthStatus ~= AW2_HEALTHY then
return
end
if not self.driver then
ply:EnterVehicle(self.seatDriver)
ply:SetNoDraw(true)
self.driver = ply
if not self.useGunner then
self:SetGunOperator(ply)
end
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
elseif self.useGunner and not self.gunner then
ply:EnterVehicle(self.seatGunner)
ply:SetNoDraw(true)
self.gunner = ply
self:SetGunOperator(ply)
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
else
local seat = ents.Create("prop_vehicle_prisoner_pod")
seat:SetModel("models/props_lab/cactus.mdl")
seat:SetPos(self:GetPos())
seat:SetAngles(self:GetAngles())
seat:SetSolid(SOLID_NONE)
seat:SetKeyValue("limitview", 0, 0)
seat:SetNoDraw(true)
seat:Spawn()
seat:SetParent(self)
seat:SetNotSolid(true)
self:DeleteOnRemove(seat)
seat.aw2Ent = self
table.insert(self.passengers, seat)
ply:EnterVehicle(seat)
ply:SetNoDraw(true)
ply.aw2Ent = self
net.Start("aw2Enter")
net.WriteEntity(self)
net.Send(ply)
end
end
function ENT:OnRemove()
self:StopSound("NPC_AttackHelicopter.Rotors")
self:StopSound("NPC_AttackHelicopter.Crash")
self:StopSound("NPC_CombineDropship.FireLoop")
self.spotlight1:SetParent()
self.spotlight1:Fire("lightoff")
self.spotlight1:Fire("kill",self.spotlight1, 0.5)
self.spotlight2:SetParent()
self.spotlight2:Fire("lightoff")
self.spotlight2:Fire("kill",self.spotlight2, 0.5)
end
function ENT:enableEffects()
self:SetPlaybackRate(1)
self.wash = ents.Create("env_rotorwash_emitter")
self.wash:SetPos(self:GetPos())
self.wash:SetAngles(self:GetAngles())
self.wash:SetParent(self)
self.wash:Spawn()
self:EmitSound("NPC_AttackHelicopter.Rotors")
end
function ENT:disableEffects()
self:SetPlaybackRate(0)
if self.wash and self.wash:IsValid() then
self.wash:Remove()
end
self:StopSound("NPC_AttackHelicopter.Rotors")
end
function ENT:initLights()
local spotlight1 = ents.Create("point_spotlight")
spotlight1:SetPos(self:GetAttachment(self.spotlightAttach1).Pos)
spotlight1:SetKeyValue("spotlightlength", "500")
spotlight1:SetKeyValue("spotlightwidth", "45")
spotlight1:SetKeyValue("spawnflags", 3)
spotlight1:SetParent(self)
spotlight1:Spawn()
spotlight1:Activate()
self.spotlight1 = spotlight1
local spotlight2 = ents.Create("point_spotlight")
spotlight2:SetPos(self:GetAttachment(self.spotlightAttach2).Pos)
spotlight2:SetKeyValue("spotlightlength", "500")
spotlight2:SetKeyValue("spotlightwidth", "45")
spotlight2:SetKeyValue("spawnflags", 3)
spotlight2:SetParent(self)
spotlight2:Spawn()
spotlight2:Activate()
self.spotlight2 = spotlight2
spotlight1:Fire("lightoff")
spotlight2:Fire("lightoff")
end
function ENT:createBomb(vel)
local bomb = ents.Create("grenade_helicopter")
bomb:SetPos(self:GetAttachment(self.bombAttach).Pos)
bomb:SetOwner(self)
bomb:Spawn()
bomb:GetPhysicsObject():SetVelocity(vel)
bomb:GetPhysicsObject():SetBuoyancyRatio(1)
return bomb
end
function ENT:weaponThink()
if self.healthStatus ~= AW2_HEALTHY then
return
end
local ply = self:GetGunOperator()
if not IsValid(ply) then
return
end
local fire = ply:KeyDown(IN_ATTACK) and not ply:KeyDown(IN_RELOAD)
if fire and self:hasLOS() and self.nextShot <= CurTime() then
self.nextShot = CurTime() + self.delay
local attach = self.bulletSide and self.turretMuzzle1 or self.turretMuzzle2
self.bulletSide = not self.bulletSide
local spread = math.sin(self.accuracy * 0.5 * (math.pi / 180))
local pos = self:GetAttachment(attach).Pos
local bullet = {}
bullet.Num = 1
bullet.Src = pos
bullet.Dir = (self:getHitpos(ply) - pos):Angle():Forward()
bullet.Spread = Vector(spread, spread, 0)
bullet.Tracer = 0
bullet.Force = 20
bullet.Damage = self.damage
bullet.Attacker = ply
bullet.Callback = function(attacker, trace, dmginfo)
if not trace.HitPos or not trace.HitNormal then
return
end
dmginfo:SetDamageType(DMG_AIRBOAT)
local e = EffectData()
e:SetOrigin(trace.HitPos)
e:SetEntity(self)
e:SetAttachment(attach)
e:SetNormal(trace.HitNormal)
e:SetScale(32)
util.Effect("hk_laser", e)
end
self:FireBullets(bullet)
self:EmitSound("hk/plasma.wav", 140)
end
local altFire = ply:KeyDown(IN_ATTACK2) and not ply:KeyDown(IN_RELOAD)
if altFire and self.nextCannon <= CurTime() and self:hasLOS(self.cannonMuzzle) then
self.nextCannon = CurTime() + self.cannonDelay
local pos = self:GetAttachment(self.cannonMuzzle).Pos
local bullet = {}
bullet.Num = 1
bullet.Src = pos
bullet.Dir = (self:getHitpos(ply) - pos):GetNormalized():Angle():Forward()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 20
bullet.Damage = 1000
bullet.Attacker = ply
bullet.Callback = function(attacker, trace, dmginfo)
if not trace.HitPos or not trace.HitNormal then
return
end
util.ParticleTracerEx("Weapon_Combine_Ion_Cannon", pos, trace.HitPos, true, self:EntIndex(), self.cannonMuzzle)
local explosion = ents.Create("env_explosion")
explosion:SetPos(trace.HitPos)
explosion:SetKeyValue("iMagnitude", 120)
explosion:Spawn()
explosion:Activate()
explosion:Fire("explode")
end
self:FireBullets(bullet)
self:EmitSound("NPC_Strider.Shoot")
end
end
function ENT:keyPress(ply, key)
if ply:KeyDown(IN_RELOAD) and key == IN_ATTACK then
if ply == self:GetGunOperator() then
if self.spotlightActive then
self.spotlight1:Fire("lightoff")
self.spotlight2:Fire("lightoff")
self.spotlightActive = false
else
self.spotlight1:Fire("lighton")
self.spotlight2:Fire("lighton")
self.spotlightActive = true
end
end
ply:EmitSound("buttons/lightswitch2.wav")
end
end
function ENT:aimTurrets()
local ply = self:GetGunOperator()
local pitch = 0
local yaw = 0
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
local rad2deg = 180 / math.pi
local turretMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.turretMuzzle1).Pos) - self:WorldToLocal(self:GetAttachment(self.turretMuzzle2).Pos))
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), turretMiddle, self:GetAngles())
local len = pos:Length()
if len < 0.0000001000000 then
pitch = 0
else
pitch = rad2deg * math.asin(pos.z / len)
end
yaw = rad2deg * math.atan2(pos.y, pos.x)
end
local pitchMin, pitchMax = self:GetPoseParameterRange(self.turretPitch)
local yawMin, yawMax = self:GetPoseParameterRange(self.turretYaw)
pitch = math.Clamp(pitch, pitchMin, pitchMax)
yaw = math.Clamp(yaw, yawMin, yawMax)
self:SetPoseParameter(self:GetPoseParameterName(self.turretPitch), -pitch)
self:SetPoseParameter(self:GetPoseParameterName(self.turretYaw), -yaw)
end
function ENT:aimCannon()
local ply = self:GetGunOperator()
local pitch = 0
local yaw = 0
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
local rad2deg = 180 / math.pi
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), self:GetAttachment(self.cannonMuzzle).Pos, self:GetAngles())
local len = pos:Length()
if len < 0.0000001000000 then
pitch = 0
else
pitch = rad2deg * math.asin(pos.z / len)
end
yaw = rad2deg * math.atan2(pos.y, pos.x)
end
local pitchMin, pitchMax = self:GetPoseParameterRange(self.cannonPitch)
local yawMin, yawMax = self:GetPoseParameterRange(self.cannonYaw)
pitch = math.Clamp(pitch, pitchMin, pitchMax)
yaw = math.Clamp(yaw, yawMin, yawMax)
self:SetPoseParameter(self:GetPoseParameterName(self.cannonPitch), pitch)
self:SetPoseParameter(self:GetPoseParameterName(self.cannonYaw), -yaw)
end
function ENT:aimLights()
local ply = self:GetGunOperator()
local pitch = 0
local yaw = 0
if IsValid(ply) and self.healthStatus == AW2_HEALTHY then
local rad2deg = 180 / math.pi
local lightMiddle = self:LocalToWorld(self:WorldToLocal(self:GetAttachment(self.spotlightAttach1).Pos) - self:WorldToLocal(self:GetAttachment(self.spotlightAttach2).Pos))
local pos, _ = WorldToLocal(self:getHitpos(ply), self:GetAngles(), lightMiddle, self:GetAngles())
local len = pos:Length()
if len < 0.0000001000000 then
pitch = 0
else
pitch = rad2deg * math.asin(pos.z / len)
end
yaw = rad2deg * math.atan2(pos.y, pos.x)
end
local pitchMin, pitchMax = self:GetPoseParameterRange(self.lightPitch)
local yawMin, yawMax = self:GetPoseParameterRange(self.lightYaw)
pitch = math.Clamp(pitch + 90, pitchMin, pitchMax + 35)
yaw = math.Clamp(yaw, yawMin, yawMax)
self:SetPoseParameter(self:GetPoseParameterName(self.lightPitch), -pitch)
self:SetPoseParameter(self:GetPoseParameterName(self.lightYaw), -yaw)
self.spotlight1:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0))
self.spotlight2:SetAngles(self:GetAngles() + Angle(-pitch + 90, yaw, 0))
end
function ENT:ejectPlayer(ply, vehicle)
ply:SetNoDraw(false)
ply.aw2Ent = nil
net.Start("aw2Eject")
net.Send(ply)
if self.driver == ply then
self.driver = nil
if not self.useGunner then
self:SetGunOperator(nil)
end
elseif self.gunner == ply then
self.gunner = nil
self:SetGunOperator(nil)
else
for k, v in pairs(self.passengers) do
if v == vehicle then
table.remove(self.passengers, k)
vehicle:Remove()
break
end
end
end
ply:SetVelocity(self:GetVelocity())
end
function ENT:OnTakeDamage(dmgInfo)
local ply = self.driver
if not ply or not ply:IsValid() then
return
end
if self.healthStatus ~= AW2_HEALTHY then
return
end
if GetConVar("aw2_hk_rocketonly"):GetBool() and not dmgInfo:IsDamageType(DMG_BLAST) and not dmgInfo:IsDamageType(DMG_AIRBOAT) then
return
end
local health = self:Health()
if health <= 0 then
return
end
self:SetHealth(health - dmgInfo:GetDamage())
health = self:Health()
local percentage = (health / self:GetMaxHealth()) * 100
local addSmoke = false
local attachPoint = 0
local doSound = ""
if percentage <= 75 and self.lastPercentage > 75 then
addSmoke = true
attachPoint = 11
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
elseif percentage <= 50 and self.lastPercentage > 50 then
addSmoke = true
attachPoint = 12
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
elseif percentage <= 25 and self.lastPercentage > 25 then
addSmoke = true
attachPoint = 13
doSound = "NPC_AttackHelicopter.BadlyDamagedAlert"
elseif percentage <= 15 and self.lastPercentage > 15 then
addSmoke = true
attachPoint = 14
doSound = "NPC_AttackHelicopter.MegabombAlert"
end
if health <= 0 then
addSmoke = true
attachPoint = 15
self.healthStatus = AW2_CRASHING
self:EmitSound("NPC_AttackHelicopter.CrashingAlarm1")
self:StopSound("NPC_CombineDropship.FireLoop")
end
if addSmoke then
local explosion = ents.Create("env_explosion")
explosion:SetPos(self:GetAttachment(attachPoint).Pos)
explosion:SetKeyValue("iMagnitude", 100)
explosion:SetKeyValue("iRadiusOverride", 128)
explosion:SetKeyValue("spawnflags", 1)
explosion:SetParent(self)
explosion:Spawn()
explosion:Activate()
explosion:Fire("explode")
local smoke = ents.Create("env_smoketrail")
smoke:SetPos(self:GetAttachment(attachPoint).Pos)
smoke:SetKeyValue("opacity", 0.2)
smoke:SetKeyValue("spawnrate", 48)
smoke:SetKeyValue("lifetime", 0.5)
smoke:SetKeyValue("minspeed", 16)
smoke:SetKeyValue("maxspeed", 64)
smoke:SetKeyValue("startcolor", "0.15 0.15 0.15")
smoke:SetKeyValue("endcolor", "0 0 0")
smoke:SetKeyValue("startsize", 16)
smoke:SetKeyValue("endsize", 64)
smoke:SetKeyValue("spawnradius", 8)
smoke:SetParent(self)
smoke:Spawn()
smoke:Activate()
local fire = ents.Create("env_fire_trail")
fire:SetPos(self:GetAttachment(attachPoint).Pos)
fire:SetParent(self)
fire:Spawn()
fire:Activate()
self:EmitSound(doSound)
end
self.lastPercentage = percentage
end
function ENT:PhysicsCollide(colData, phys)
if self.healthStatus == AW2_CRASHING then
self.healthStatus = AW2_DEAD
self:disableEffects()
self:StopMotionController()
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_PUSH)
self:SetSolid(SOLID_VPHYSICS)
self:SetPos(colData.HitPos - (colData.HitPos - self:GetPos()) * 0.25)
self:StopSound("NPC_AttackHelicopter.CrashingAlarm1")
self:EmitSound("NPC_AttackHelicopter.Crash")
local effect = ents.Create("env_ar2explosion")
effect:SetPos(colData.HitPos)
effect:Spawn()
effect:Activate()
effect:Fire("explode")
self.spotlight1:Fire("lightoff")
self.spotlight2:Fire("lightoff")
end
end
function ENT:PhysicsSimulate(phys, delta)
local avel = phys:GetAngleVelocity()
local lvel = WorldToLocal(phys:GetVelocity(), Angle(), Vector(), phys:GetAngles())
local gvel = phys:GetVelocity()
local desiredPitch = -(self.storedVel:Dot(self:GetForward()) - gvel:Dot(self:GetForward())) * self.pitchMultiplier
local desiredRoll = -(self.storedVel:Dot(self:GetRight()) - gvel:Dot(self:GetRight())) * self.rollMultiplier
local pLerp = 1 - math.sin(delta * math.pi * 0.5)
desiredPitch = Lerp(pLerp * delta + delta, self.storedPitch, desiredPitch)
self.storedPitch = desiredPitch
self.storedVel = gvel
if self.isActive then
local paramL = self:GetPoseParameter("rotor_left")
local paramR = self:GetPoseParameter("rotor_right")
local accel = math.Remap(lvel.x - self.storedLocalVel.x, -15, 15, 90, -90)
local vel = math.Remap(lvel.x, -2200, 2200, 90, -90)
local rot = math.Clamp(avel:Dot(Vector(0, 0, 1)), -90, 90)
local targetL = accel + vel + rot
local targetR = accel + vel - rot
paramL = math.Approach(paramL, targetL, (paramL - targetL) * FrameTime() * math.pi)
paramR = math.Approach(paramR, targetR, (paramR - targetR) * FrameTime() * math.pi)
self:SetPoseParameter("rotor_left", paramL)
self:SetPoseParameter("rotor_right", paramR)
local sway = math.Remap(lvel.y, -1600, 1600, -45, 45)
self:SetPoseParameter("move_yaw", -sway)
else
self:SetPoseParameter("rotor_left", 0)
self:SetPoseParameter("rotor_right", 0)
self:SetPoseParameter("move_yaw", 0)
end
self.storedLocalVel = lvel
local desiredPos = self:GetPos()
local desiredYaw = self:GetAngles().y
local ply = self.driver
if ply and ply:IsValid() then
local addPos = Vector(0, 0, 0)
if ply:KeyDown(IN_FORWARD) then
addPos.x = 0.7
elseif ply:KeyDown(IN_BACK) then
addPos.x = -0.7
end
if ply:KeyDown(IN_MOVELEFT) then
addPos.y = 0.5
elseif ply:KeyDown(IN_MOVERIGHT) then
addPos.y = -0.5
end
if ply:KeyDown(IN_JUMP) then
addPos.z = 0.3
elseif ply:KeyDown(IN_SPEED) then
addPos.z = -0.3
end
local ang = self:GetAngles()
ang.r = 0
ang.p = 0
if ply:KeyDown(IN_WALK) then
desiredYaw = self.storedYaw
else
desiredYaw = self:WorldToLocalAngles(ply:EyeAngles()).y
end
if ply:KeyDown(IN_WALK) then
addPos:Rotate(Angle(0, self.storedYaw, 0))
else
addPos:Rotate(Angle(0, desiredYaw, 0))
self.storedYaw = desiredYaw
end
local mult = self:GetSpeedMult()
addPos:Mul(mult)
local dist = math.Clamp(self.storedPos:Distance(addPos), 0, mult)
local time = math.Remap(dist, 0, mult, 0, 1)
local lerp = 1 - math.sin(time * math.pi * 0.5)
addPos = LerpVector(lerp * delta + (delta * 0.4), self.storedPos, addPos)
self.storedPos = addPos
desiredPos = desiredPos + addPos
end
local randPos = Vector(math.sin(math.cos(CurTime())) * 10, math.sin(math.sin(CurTime())) * 10, 0)
randPos:Rotate(self:GetAngles())
desiredPos = desiredPos + randPos
if self.healthStatus == AW2_CRASHING then
desiredYaw = self:GetAngles().y + 90
local vec = Vector(100, 0, 0)
vec:Rotate(self:GetAngles())
vec.z = -300
desiredPos = desiredPos + vec
end
local move = {}
move.secondstoarrive = 0.5
move.pos = desiredPos
move.angle = Angle(desiredPitch, desiredYaw, desiredRoll)
move.maxangular = 12000
move.maxangulardamp = 10000
move.maxspeed = 12000
move.maxspeeddamp = 10000
move.dampfactor = 0.6
move.teleportdistance = 0
move.deltatime = delta
if ply and ply:IsValid() or self.healthStatus == AW2_CRASHING or (GetConVar("aw2_alwayson"):GetBool() and self.healthStatus ~= AW2_DEAD) then
phys:ComputeShadowControl(move)
else
self.storedPos = Vector(0, 0, 0)
end
end
end