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224 lines
5.5 KiB
Lua
224 lines
5.5 KiB
Lua
--[[
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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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| 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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AddCSLuaFile()
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--
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--
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-- This is the default drive type for when you right click -> drive in sandbox
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--
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--
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DEFINE_BASECLASS( "drive_base" )
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drive.Register( "drive_sandbox",
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{
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--
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-- Called on creation
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--
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Init = function( self )
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self.CameraDist = 4
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self.CameraDistVel = 0.1
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end,
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--
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-- Calculates the view when driving the entity
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--
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CalcView = function( self, view )
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--
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-- Use the utility method on drive_base.lua to give us a 3rd person view
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--
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local idealdist = math.max( 10, self.Entity:BoundingRadius() ) * self.CameraDist
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self:CalcView_ThirdPerson( view, idealdist, 2, { self.Entity } )
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view.angles.roll = 0
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end,
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SetupControls = function( self, cmd )
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--
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-- If we're holding the reload key down then freeze the view angles
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--
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if ( cmd:KeyDown( IN_RELOAD ) ) then
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self.CameraForceViewAngles = self.CameraForceViewAngles or cmd:GetViewAngles()
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cmd:SetViewAngles( self.CameraForceViewAngles )
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else
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self.CameraForceViewAngles = nil
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end
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--
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-- Zoom out when we use the mouse wheel (this is completely clientside, so it's ok to use a lua var!!)
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--
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self.CameraDistVel = self.CameraDistVel + cmd:GetMouseWheel() * -0.5
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self.CameraDist = self.CameraDist + self.CameraDistVel * FrameTime()
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self.CameraDist = math.Clamp( self.CameraDist, 2, 20 )
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self.CameraDistVel = math.Approach( self.CameraDistVel, 0, self.CameraDistVel * FrameTime() * 2 )
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end,
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--
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-- Called before each move. You should use your entity and cmd to
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-- fill mv with information you need for your move.
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--
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StartMove = function( self, mv, cmd )
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--
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-- Set the observer mode to chase so that the entity is drawn
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--
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self.Player:SetObserverMode( OBS_MODE_CHASE )
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--
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-- Use (E) was pressed - stop it.
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--
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if ( mv:KeyReleased( IN_USE ) ) then
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self:Stop()
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end
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--
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-- Update move position and velocity from our entity
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--
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mv:SetOrigin( self.Entity:GetNetworkOrigin() )
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mv:SetVelocity( self.Entity:GetAbsVelocity() )
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mv:SetMoveAngles( mv:GetAngles() ) -- Always move relative to the player's eyes
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local entity_angle = mv:GetAngles()
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entity_angle.roll = self.Entity:GetAngles().roll
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--
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-- Right mouse button is down, don't change the angle of the object
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--
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if ( mv:KeyDown( IN_ATTACK2 ) or mv:KeyReleased( IN_ATTACK2 ) ) then
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entity_angle = self.Entity:GetAngles()
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end
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--
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-- If reload is down then spin the object around
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--
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if ( mv:KeyDown( IN_RELOAD ) ) then
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entity_angle.roll = entity_angle.roll + cmd:GetMouseX() * 0.01
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end
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--
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-- Right mouse button was released
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--
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if ( mv:KeyReleased( IN_ATTACK2 ) ) then
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self.Player:SetEyeAngles( self.Entity:GetAngles() )
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end
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mv:SetAngles( entity_angle )
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end,
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--
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-- Runs the actual move. On the client when there's
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-- prediction errors this can be run multiple times.
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-- You should try to only change mv.
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--
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Move = function( self, mv )
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--
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-- Set up a speed, go faster if shift is held down
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--
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local speed = 0.0005 * FrameTime()
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if ( mv:KeyDown( IN_SPEED ) ) then speed = 0.005 * FrameTime() end
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if ( mv:KeyDown( IN_DUCK ) ) then speed = 0.00005 * FrameTime() end
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-- Simulate noclip's action when holding space
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if ( mv:KeyDown( IN_JUMP ) ) then mv:SetUpSpeed( 10000 ) end
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--
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-- Get information from the movedata
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--
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local ang = mv:GetMoveAngles()
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local pos = mv:GetOrigin()
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local vel = mv:GetVelocity()
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-- Cancel out the roll
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ang.roll = 0
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--
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-- Add velocities. This can seem complicated. On the first line
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-- we're basically saying get the forward vector, then multiply it
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-- by our forward speed (which will be > 0 if we're holding W, < 0 if we're
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-- holding S and 0 if we're holding neither) - and add that to velocity.
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-- We do that for right and up too, which gives us our free movement.
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--
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vel = vel + ang:Forward() * mv:GetForwardSpeed() * speed
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vel = vel + ang:Right() * mv:GetSideSpeed() * speed
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vel = vel + ang:Up() * mv:GetUpSpeed() * speed
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--
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-- We don't want our velocity to get out of hand so we apply
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-- a little bit of air resistance. If no keys are down we apply
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-- more resistance so we slow down more.
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--
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if ( math.abs( mv:GetForwardSpeed() ) + math.abs( mv:GetSideSpeed() ) + math.abs( mv:GetUpSpeed() ) < 0.1 ) then
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vel = vel * 0.90
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else
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vel = vel * 0.99
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end
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--
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-- Add the velocity to the position (this is the movement)
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--
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pos = pos + vel
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--
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-- We don't set the newly calculated values on the entity itself
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-- we instead store them in the movedata. These get applied in FinishMove.
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--
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mv:SetVelocity( vel )
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mv:SetOrigin( pos )
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end,
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--
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-- The move is finished. Use mv to set the new positions
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-- on your entities/players.
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--
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FinishMove = function( self, mv )
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--
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-- Update our entity!
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--
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self.Entity:SetNetworkOrigin( mv:GetOrigin() )
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self.Entity:SetAbsVelocity( mv:GetVelocity() )
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self.Entity:SetAngles( mv:GetAngles() )
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--
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-- If we have a physics object update that too. But only on the server.
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--
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if ( SERVER && IsValid( self.Entity:GetPhysicsObject() ) ) then
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self.Entity:GetPhysicsObject():EnableMotion( true )
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self.Entity:GetPhysicsObject():SetPos( mv:GetOrigin() )
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self.Entity:GetPhysicsObject():Wake()
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self.Entity:GetPhysicsObject():EnableMotion( false )
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end
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end
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}, "drive_base" )
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