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129
lua/autorun/server/sensorbones/css.lua
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129
lua/autorun/server/sensorbones/css.lua
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@@ -0,0 +1,129 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
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--
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local PLVS = 0
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local SPNE = 1
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local TRSO = 2
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local RSLD = 3
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local LSLD = 4
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local LARM = 5
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local LWST = 6
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local LHND = 7
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local RARM = 8
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local RWST = 9
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local RHND = 10
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local RTHY = 11
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local RCLF = 12
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local LTHY = 13
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local LCLF = 14
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local HEAD = 15
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local Builder =
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{
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PrePosition = function( self, sensor )
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|
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local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 1.0
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sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
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sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.5 )
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sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * 0.2 )
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sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.2 )
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-- sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.3 )
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end,
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--
|
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-- Which on the sensor should we use for which ones on our model
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--
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PositionTable =
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{
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[PLVS] = SENSORBONE.HIP,
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[TRSO] = SENSORBONE.SPINE,
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[RSLD] = SENSORBONE.SHOULDER_RIGHT,
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[LSLD] = SENSORBONE.SHOULDER_LEFT,
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[LARM] = SENSORBONE.ELBOW_LEFT,
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[LHND] = SENSORBONE.WRIST_LEFT,
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[RARM] = SENSORBONE.ELBOW_RIGHT,
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[RHND] = SENSORBONE.WRIST_RIGHT,
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[LTHY] = SENSORBONE.HIP_LEFT,
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[RTHY] = SENSORBONE.HIP_RIGHT,
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[RCLF] = SENSORBONE.KNEE_RIGHT,
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[LCLF] = SENSORBONE.KNEE_LEFT,
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[HEAD] = SENSORBONE.HEAD,
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[SPNE] = SENSORBONE.SPINE,
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},
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--
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-- Which bones should we use to determine our bone angles
|
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--
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AnglesTable =
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{
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[PLVS] = { from = LTHY, to = RTHY, up = "hips_fwd" },
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[SPNE] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SPINE, up = "chest_rgt" },
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[TRSO] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SPINE, up = "chest_rgt" },
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[HEAD] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SHOULDER, up = "chest_lft" },
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[RSLD] = { from = RSLD, to = LSLD, up = "chest_bck" },
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[LSLD] = { from = LSLD, to = RSLD, up = "chest_fwd" },
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[RARM] = { from = RARM, to = RSLD, up = "chest_up" },
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[LARM] = { from = LARM, to = LSLD, up = "chest_dn" },
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[RWST] = { from = RHND, to = RARM, up = "chest_up" },
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[LWST] = { from = LHND, to = LARM, up = "chest_dn" },
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[RTHY] = { from = RCLF, to = RTHY, up_up = SPNE },
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[RCLF] = { from_sensor = SENSORBONE.ANKLE_RIGHT, to_sensor = SENSORBONE.KNEE_RIGHT, up_up = RTHY },
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[LTHY] = { from = LCLF, to = LTHY, up_up = SPNE },
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[LCLF] = { from_sensor = SENSORBONE.ANKLE_LEFT, to_sensor = SENSORBONE.KNEE_LEFT, up_up = LTHY },
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[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_lft = RARM },
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[LHND] = { from_sensor = SENSORBONE.HAND_LEFT, to_sensor = SENSORBONE.WRIST_LEFT, up_rgt = LARM },
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[LWST] = { from = LHND, to = LARM, up = "chest_dn" },
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},
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--
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||||
-- Any polishing that can't be done with the above tables
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--
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Complete = function( self, player, sensor, rotation, pos, ang )
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pos[SPNE] = LerpVector( 0.45, pos[SPNE], pos[HEAD] )
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pos[RWST] = pos[RARM]
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pos[LWST] = pos[LARM]
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end,
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-- We're used as a default - no need to return true to anything here.
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IsApplicable = function( self, ent )
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local mdl = ent:GetModel()
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if ( mdl:EndsWith( "models/player/ct_gign.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/ct_sas.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/ct_urban.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models//player/ct_gsg9.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/t_guerilla.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/t_leet.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/t_phoenix.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models//player/t_arctic.mdl" ) ) then return true end
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return false
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end,
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}
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list.Set( "SkeletonConvertor", "CounterStrikeSource", Builder )
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114
lua/autorun/server/sensorbones/eli.lua
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114
lua/autorun/server/sensorbones/eli.lua
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@@ -0,0 +1,114 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
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||||
local LTHY = 1
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local SPNE = 2
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local RSLD = 3
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local RARM = 4
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local LSLD = 5
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local LARM = 6
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||||
local LHND = 7
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||||
local HEAD = 8
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local RHND = 9
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||||
local RTHY = 10
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local RCLF = 11
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local LCLF = 12
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local RFOT = 13
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||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.7
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||||
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sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
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sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch )
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||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch )
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||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch )
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sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch )
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sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.5 )
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||||
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||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * 0.3 )
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sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.3 )
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||||
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sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.HIP_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.2 )
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sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.2 )
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||||
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||||
end,
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
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||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
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[LTHY] = SENSORBONE.HIP_LEFT,
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[RTHY] = SENSORBONE.HIP_RIGHT,
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||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
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||||
[LCLF] = SENSORBONE.KNEE_LEFT,
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[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[HEAD] = SENSORBONE.HEAD,
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||||
[SPNE] = SENSORBONE.SPINE,
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||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = LTHY, to = RTHY, up = "hips_fwd" },
|
||||
[SPNE] = { from = HEAD, to = SPNE, up = "chest_rgt" },
|
||||
[HEAD] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SPINE, up = "chest_lft" },
|
||||
[RSLD] = { from = RARM, to = RSLD, up = "chest_up" },
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[RARM] = { from = RHND, to = RARM, up_up = RSLD },
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[LSLD] = { from = LARM, to = LSLD, up = "chest_dn" },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
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[RTHY] = { from = RCLF, to = RTHY, up_up = SPNE },
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[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
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||||
[LTHY] = { from = LCLF, to = LTHY, up_up = SPNE },
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[LCLF] = { from_sensor = SENSORBONE.ANKLE_LEFT, to = LCLF, up_up = LTHY },
|
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[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_lft = RARM },
|
||||
[LHND] = { from_sensor = SENSORBONE.HAND_LEFT, to_sensor = SENSORBONE.WRIST_LEFT, up_rgt = LARM }
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
pos[SPNE] = LerpVector( 0.4, pos[SPNE], pos[HEAD] )
|
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|
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-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 20, 0, 0 )
|
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|
||||
end,
|
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|
||||
-- Should this entity use this builder?
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
return ent:GetModel():EndsWith( "models/eli.mdl" )
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "Eli", Builder )
|
||||
173
lua/autorun/server/sensorbones/tf2_engineer.lua
Normal file
173
lua/autorun/server/sensorbones/tf2_engineer.lua
Normal file
@@ -0,0 +1,173 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
-- coord
|
||||
local RTHY = 2
|
||||
local RCLF = 3
|
||||
local RFOT = 4
|
||||
local LTHY = 5
|
||||
local LCLF = 6
|
||||
local LFOT = 7
|
||||
|
||||
local SPNE = 8
|
||||
local RSLD = 9
|
||||
local RARM = 10
|
||||
local LSLD = 11
|
||||
local LARM = 12
|
||||
local LHND = 13
|
||||
local NECK = 14
|
||||
local HEAD = 15
|
||||
local RHND = 16
|
||||
|
||||
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.6
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.0 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.0 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.2 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.2 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.2 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.2 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[NECK] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up_dn = PLVS },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
[RFOT] = { from = RCLF, to = RFOT, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up_dn = PLVS },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
[LFOT] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT]:RotateAroundAxis( ang[RFOT]:Up(), -90 )
|
||||
ang[RFOT]:RotateAroundAxis( ang[RFOT]:Forward(), 180 )
|
||||
ang[LFOT]:RotateAroundAxis( ang[LFOT]:Up(), 90 )
|
||||
|
||||
ang[LFOT]:RotateAroundAxis( ang[LFOT]:Forward(), -45 )
|
||||
ang[RFOT]:RotateAroundAxis( ang[LFOT]:Forward(), -45 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
ang[NECK] = ang[HEAD]
|
||||
|
||||
pos[1] = pos[PLVS]
|
||||
ang[1] = ang[PLVS] * -1
|
||||
ang[1]:RotateAroundAxis( ang[1]:Right(), 90 )
|
||||
pos[17] = pos[PLVS]
|
||||
ang[17] = ang[PLVS] * -1
|
||||
ang[17]:RotateAroundAxis( ang[1]:Right(), 90 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[LHND] = ang[LARM] * 1
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/engineer.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/engineer.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/engineer/bot_engineer.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/demo_engineer/bot_demo_engineer.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_engineer", Builder )
|
||||
157
lua/autorun/server/sensorbones/tf2_heavy.lua
Normal file
157
lua/autorun/server/sensorbones/tf2_heavy.lua
Normal file
@@ -0,0 +1,157 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local RTHY = 1
|
||||
local RCLF = 2
|
||||
local LTHY = 3
|
||||
local LCLF = 4
|
||||
local LFOT = 5
|
||||
local SPNE = 6
|
||||
local SPN2 = 7
|
||||
local RSLD = 8
|
||||
local LSLD = 9
|
||||
local LARM = 10
|
||||
local LHND = 11
|
||||
local RARM = 12
|
||||
local RHND = 13
|
||||
local HEAD = 14
|
||||
local RFOT = 15
|
||||
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 1.2
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.6 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE },
|
||||
[SPN2] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[SPN2] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up = "right" },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 )
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[SPN2]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[LHND] = ang[LARM] * 1
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/heavy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/heavy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/heavy/bot_heavy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/heavy_boss/bot_heavy_boss.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_heavy", Builder )
|
||||
153
lua/autorun/server/sensorbones/tf2_medic.lua
Normal file
153
lua/autorun/server/sensorbones/tf2_medic.lua
Normal file
@@ -0,0 +1,153 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
|
||||
-- Coat 1-9
|
||||
local RTHY = 10
|
||||
local RCLF = 11
|
||||
|
||||
-- Coat 12
|
||||
local LTHY = 13
|
||||
local LCLF = 14
|
||||
local LFOT = 15
|
||||
local SPNE = 16
|
||||
local RSLD = 17
|
||||
local RARM = 18
|
||||
local LSLD = 19
|
||||
local LARM = 20
|
||||
local HEAD = 21
|
||||
local RHND = 22
|
||||
local RFOT = 23
|
||||
|
||||
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.6
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.6 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.1 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.1 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.0 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.0 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.0 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.0 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
|
||||
[LARM] = { from_sensor = SENSORBONE.HAND_LEFT, to_sensor = SENSORBONE.ELBOW_LEFT, up_up = LSLD },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up = "right" },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 )
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/medic.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/medic.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/medic/bot_medic.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/medic_boss/bot_medic_boss.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_medic", Builder )
|
||||
157
lua/autorun/server/sensorbones/tf2_pyro_demo.lua
Normal file
157
lua/autorun/server/sensorbones/tf2_pyro_demo.lua
Normal file
@@ -0,0 +1,157 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local RTHY = 1
|
||||
local RCLF = 2
|
||||
local LTHY = 3
|
||||
local LCLF = 4
|
||||
local LFOT = 5
|
||||
local SPNE = 6
|
||||
local RSLD = 7
|
||||
local RARM = 8
|
||||
local LSLD = 9
|
||||
local LARM = 10
|
||||
local LHND = 11
|
||||
local HEAD = 12
|
||||
local RHND = 13
|
||||
local RFOT = 14
|
||||
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.6
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up = "right" },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 )
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[LHND] = ang[LARM] * 1
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel();
|
||||
|
||||
if ( mdl:EndsWith( "models/player/pyro.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/pyro.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/pyro/bot_pyro.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/demo.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/demo.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/pyro/bot_demo.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/pyro_boss/bot_pyro_boss.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/demo_boss/bot_demo_boss.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_pyro", Builder )
|
||||
160
lua/autorun/server/sensorbones/tf2_scout.lua
Normal file
160
lua/autorun/server/sensorbones/tf2_scout.lua
Normal file
@@ -0,0 +1,160 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local RTHY = 1
|
||||
local RCLF = 2
|
||||
local LTHY = 3
|
||||
local LCLF = 4
|
||||
local LFOT = 5
|
||||
local SPNE = 6
|
||||
local RSLD = 7
|
||||
local RARM = 8
|
||||
local LSLD = 9
|
||||
local LARM = 10
|
||||
local LHND = 11
|
||||
local NECK = 12
|
||||
local HEAD = 13
|
||||
local DGTG = 14
|
||||
local RHND = 15
|
||||
local RFOT = 16
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.5
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
--[TRSO] = { type = "lerp", value = 0.2, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE },
|
||||
[NECK] = { type = "lerp", value = 0.5, from = SENSORBONE.SHOULDER, to = SENSORBONE.HEAD },
|
||||
[DGTG] = { type = "lerp", value = 0.2, from = SENSORBONE.SHOULDER, to = SENSORBONE.HIP },
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = NECK, to = HEAD, up = "head_back" },
|
||||
[NECK] = { from = SPNE, to = NECK, up = "head_back" },
|
||||
|
||||
[DGTG] = { from = NECK, to = DGTG, up = "chest_up" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_dn = SPNE },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up = "right" },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 )
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[NECK]:RotateAroundAxis( ang[NECK]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[LHND] = ang[LARM] * 1
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/scout.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/scout.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/scout/bot_scout.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_scout", Builder )
|
||||
169
lua/autorun/server/sensorbones/tf2_sniper.lua
Normal file
169
lua/autorun/server/sensorbones/tf2_sniper.lua
Normal file
@@ -0,0 +1,169 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local RTHY = 1
|
||||
local RCLF = 2
|
||||
local RFOT = 3
|
||||
local LTHY = 4
|
||||
local LCLF = 5
|
||||
local LFOT = 6
|
||||
local SPNE = 7
|
||||
local RSLD = 8
|
||||
local RARM = 9
|
||||
local LSLD = 10
|
||||
local LARM = 11
|
||||
local LHND = 12
|
||||
local NECK = 13
|
||||
local HEAD = 14
|
||||
local RHND = 15
|
||||
|
||||
-- pouch
|
||||
|
||||
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.8
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.6 + acrosships )
|
||||
sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.6 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.6 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.6 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[NECK] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
|
||||
[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
|
||||
[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up_dn = PLVS },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_lft = RTHY },
|
||||
[RFOT] = { from = RCLF, to = RFOT, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up_dn = PLVS },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
[LFOT] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT]:RotateAroundAxis( ang[RFOT]:Up(), -90 )
|
||||
ang[RFOT]:RotateAroundAxis( ang[RFOT]:Forward(), 180 )
|
||||
ang[LFOT]:RotateAroundAxis( ang[LFOT]:Up(), 90 )
|
||||
|
||||
ang[LFOT]:RotateAroundAxis( ang[LFOT]:Forward(), -45 )
|
||||
ang[RFOT]:RotateAroundAxis( ang[LFOT]:Forward(), -45 )
|
||||
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
ang[NECK] = ang[HEAD]
|
||||
|
||||
pos[16] = pos[PLVS]
|
||||
ang[16] = ang[PLVS] * 1
|
||||
ang[16]:RotateAroundAxis( ang[1]:Right(), 180 )
|
||||
|
||||
--
|
||||
-- AGH HANDS
|
||||
--
|
||||
ang[LHND] = ang[LARM] * 1
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
|
||||
ang[RHND] = ang[RARM] * 1
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/sniper.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/sniper.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/sniper/bot_sniper.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_sniper", Builder )
|
||||
164
lua/autorun/server/sensorbones/tf2_spy_solider.lua
Normal file
164
lua/autorun/server/sensorbones/tf2_spy_solider.lua
Normal file
@@ -0,0 +1,164 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local RTHY = 1
|
||||
local RCLF = 2
|
||||
local LTHY = 3
|
||||
local LCLF = 4
|
||||
local LFOT = 5
|
||||
local SPNE = 6
|
||||
local TRSO = 7
|
||||
local RSLD = 8
|
||||
local LSLD = 9
|
||||
local LARM = 10
|
||||
local LHND = 11
|
||||
local RARM = 12
|
||||
local NECK = 13
|
||||
local RHND = 14
|
||||
local HEAD = 15
|
||||
local RFOT = 16
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.8
|
||||
|
||||
local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.8 )
|
||||
|
||||
local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.08
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
|
||||
|
||||
sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.8 + acrosships )
|
||||
sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.8 - acrosships )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[TRSO] = { type = "lerp", value = 0.2, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE },
|
||||
[NECK] = { type = "lerp", value = 0.3, from = SENSORBONE.SHOULDER, to = SENSORBONE.HEAD },
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE }
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = PLVS, to = SPNE, up = "hips_back" },
|
||||
[SPNE] = { from = SPNE, to = TRSO, up = "chest_bck" },
|
||||
[TRSO] = { from = TRSO, to = NECK, up = "head_back" },
|
||||
[HEAD] = { from = NECK, to = HEAD, up = "head_back" },
|
||||
[NECK] = { from = TRSO, to = NECK, up = "head_back" },
|
||||
|
||||
[RSLD] = { from = RARM, to = RSLD, up_rgt = TRSO },
|
||||
[RARM] = { from = RHND, to = RARM, up_up = RSLD },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_dn = RARM },
|
||||
|
||||
[LSLD] = { from = LARM, to = LSLD, up_lft = TRSO },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_up = LARM },
|
||||
|
||||
[RTHY] = { from = RCLF, to = RTHY, up = "right" },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
|
||||
[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
--
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
--
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 90, -70 )
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 110 )
|
||||
|
||||
--
|
||||
-- TODO: Get the hands working.
|
||||
--
|
||||
--ang[RHND] = ( ang[RARM]:Up() ):AngleEx( ang[RARM]:Right() * -1 )
|
||||
--ang[LHND] = ( ang[LARM]:Up() ):AngleEx( ang[LARM]:Right() )
|
||||
|
||||
--
|
||||
-- Maya uses Y up for some bones. Because life isn't hard enough already.
|
||||
--
|
||||
ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
|
||||
ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
|
||||
ang[TRSO]:RotateAroundAxis( ang[TRSO]:Up(), -90 )
|
||||
ang[NECK]:RotateAroundAxis( ang[NECK]:Up(), -90 )
|
||||
ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
|
||||
|
||||
ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), -90 )
|
||||
ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
|
||||
|
||||
--ang[LHND]:RotateAroundAxis( ang[LHND]:Right(), 180 )
|
||||
|
||||
end,
|
||||
|
||||
IsApplicable = function( self, ent )
|
||||
|
||||
local mdl = ent:GetModel()
|
||||
|
||||
if ( mdl:EndsWith( "models/player/hwm/soldier.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/soldier.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/spy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/player/hwm/spy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/soldier/bot_soldier.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/spy/bot_spy.mdl" ) ) then return true end
|
||||
if ( mdl:EndsWith( "models/bots/soldier_boss/bot_soldier_boss.mdl" ) ) then return true end
|
||||
|
||||
return false
|
||||
|
||||
end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "TF2_soldier_spy", Builder )
|
||||
114
lua/autorun/server/sensorbones/valvebiped.lua
Normal file
114
lua/autorun/server/sensorbones/valvebiped.lua
Normal file
@@ -0,0 +1,114 @@
|
||||
--[[
|
||||
| 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/
|
||||
--]]
|
||||
|
||||
--
|
||||
-- These are the physics bone numbers
|
||||
--
|
||||
local PLVS = 0
|
||||
local SPNE = 1
|
||||
local RSLD = 2
|
||||
local LSLD = 3
|
||||
local LARM = 4
|
||||
local LHND = 5
|
||||
local RARM = 6
|
||||
local RHND = 7
|
||||
local RTHY = 8
|
||||
local RCLF = 9
|
||||
local HEAD = 10
|
||||
local LTHY = 11
|
||||
local LCLF = 12
|
||||
local LFOT = 13
|
||||
local RFOT = 14
|
||||
|
||||
local Builder =
|
||||
{
|
||||
PrePosition = function( self, sensor )
|
||||
|
||||
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.7
|
||||
|
||||
sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
|
||||
sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch )
|
||||
sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.5 )
|
||||
|
||||
sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * 0.3 )
|
||||
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.3 )
|
||||
|
||||
sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.HIP_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 0.2 )
|
||||
sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 0.2 )
|
||||
|
||||
end,
|
||||
|
||||
--
|
||||
-- Which on the sensor should we use for which ones on our model
|
||||
--
|
||||
PositionTable =
|
||||
{
|
||||
[PLVS] = SENSORBONE.HIP,
|
||||
[RSLD] = SENSORBONE.SHOULDER_RIGHT,
|
||||
[LSLD] = SENSORBONE.SHOULDER_LEFT,
|
||||
[LARM] = SENSORBONE.ELBOW_LEFT,
|
||||
[LHND] = SENSORBONE.WRIST_LEFT,
|
||||
[RARM] = SENSORBONE.ELBOW_RIGHT,
|
||||
[RHND] = SENSORBONE.WRIST_RIGHT,
|
||||
[LTHY] = SENSORBONE.HIP_LEFT,
|
||||
[RTHY] = SENSORBONE.HIP_RIGHT,
|
||||
[RCLF] = SENSORBONE.KNEE_RIGHT,
|
||||
[LCLF] = SENSORBONE.KNEE_LEFT,
|
||||
[RFOT] = SENSORBONE.ANKLE_RIGHT,
|
||||
[LFOT] = SENSORBONE.ANKLE_LEFT,
|
||||
[HEAD] = SENSORBONE.HEAD,
|
||||
[SPNE] = SENSORBONE.SPINE,
|
||||
},
|
||||
|
||||
--
|
||||
-- Which bones should we use to determine our bone angles
|
||||
--
|
||||
AnglesTable =
|
||||
{
|
||||
[PLVS] = { from = LTHY, to = RTHY, up = "hips_fwd" },
|
||||
[SPNE] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SPINE, up = "chest_rgt" },
|
||||
[HEAD] = { from_sensor = SENSORBONE.HEAD, to_sensor = SENSORBONE.SHOULDER, up = "chest_lft" },
|
||||
[RSLD] = { from = RARM, to = RSLD, up = "chest_up" },
|
||||
[LSLD] = { from = LARM, to = LSLD, up = "chest_dn" },
|
||||
[RARM] = { from = RHND, to = RARM, up_up = RSLD },
|
||||
[LARM] = { from = LHND, to = LARM, up_up = LSLD },
|
||||
[RTHY] = { from = RCLF, to = RTHY, up_up = SPNE },
|
||||
[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
|
||||
[LTHY] = { from = LCLF, to = LTHY, up_up = SPNE },
|
||||
[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
|
||||
[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_lft = RARM },
|
||||
[LHND] = { from_sensor = SENSORBONE.HAND_LEFT, to_sensor = SENSORBONE.WRIST_LEFT, up_rgt = LARM }
|
||||
},
|
||||
|
||||
--
|
||||
-- Any polishing that can't be done with the above tables
|
||||
--
|
||||
Complete = function( self, player, sensor, rotation, pos, ang )
|
||||
|
||||
pos[SPNE] = LerpVector( 0.45, pos[SPNE], pos[HEAD] )
|
||||
|
||||
-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
|
||||
ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 20, 0, 0 )
|
||||
ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 20, 0, 0 )
|
||||
|
||||
end,
|
||||
|
||||
-- We're used as a default - no need to return true to anything here.
|
||||
IsApplicable = function( self, ent ) return false end,
|
||||
}
|
||||
|
||||
list.Set( "SkeletonConvertor", "ValveBiped", Builder )
|
||||
Reference in New Issue
Block a user