--[[ | 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 )