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lua/autorun/server/sensorbones/tf2_pyro_demo.lua
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157
lua/autorun/server/sensorbones/tf2_pyro_demo.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--
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-- These are the physics bone numbers
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--
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local PLVS = 0
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local RTHY = 1
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local RCLF = 2
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local LTHY = 3
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local LCLF = 4
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local LFOT = 5
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local SPNE = 6
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local RSLD = 7
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local RARM = 8
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local LSLD = 9
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local LARM = 10
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local LHND = 11
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local HEAD = 12
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local RHND = 13
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local RFOT = 14
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local Builder =
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{
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PrePosition = function( self, sensor )
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local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.6
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local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08
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sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.7 )
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sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders )
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sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders )
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sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders )
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sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders )
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sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders )
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sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders )
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sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders )
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sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders )
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sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 )
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local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06
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sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships )
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sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 )
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sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.3 + acrosships )
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sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.3 - acrosships )
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sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
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sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
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sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.2 + acrosships )
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sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.2 - acrosships )
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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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[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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[RFOT] = SENSORBONE.ANKLE_RIGHT,
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[LFOT] = SENSORBONE.ANKLE_LEFT,
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[HEAD] = SENSORBONE.HEAD,
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[SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = 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 = PLVS, to = SPNE, up = "hips_back" },
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[SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" },
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[HEAD] = { from = SPNE, to = HEAD, up = "head_back" },
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[RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE },
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[RARM] = { from = RHND, to = RARM, up_rgt = RSLD },
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[RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM },
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[LSLD] = { from = LARM, to = LSLD, up_lft = SPNE },
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[LARM] = { from = LHND, to = LARM, up_up = LSLD },
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[LHND] = { from_sensor = SENSORBONE.WRIST_LEFT, to_sensor = SENSORBONE.HAND_LEFT, up_bck = LARM },
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[RTHY] = { from = RCLF, to = RTHY, up = "right" },
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[RCLF] = { from = RFOT, to = RCLF, up_up = RTHY },
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[LTHY] = { from = LCLF, to = LTHY, up = "forward" },
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[LCLF] = { from = LFOT, to = LCLF, up_up = LTHY },
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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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--
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-- Feet are insanely spazzy, so we lock the feet to the angle of the calf
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--
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ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 )
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ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 )
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ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 )
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ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 )
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ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 )
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--
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-- AGH HANDS
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--
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ang[LHND] = ang[LARM] * 1
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ang[LHND]:RotateAroundAxis( ang[LHND]:Up(), 90 )
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ang[RHND] = ang[RARM] * 1
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ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 )
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ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 )
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end,
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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/pyro.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/hwm/pyro.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/bots/pyro/bot_pyro.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/demo.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/player/hwm/demo.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/bots/pyro/bot_demo.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/bots/pyro_boss/bot_pyro_boss.mdl" ) ) then return true end
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if ( mdl:EndsWith( "models/bots/demo_boss/bot_demo_boss.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", "TF2_pyro", Builder )
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