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wnsrc/lua/autorun/server/sensorbones/css.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

130 lines
4.3 KiB
Lua

--[[
| 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 TRSO = 2
local RSLD = 3
local LSLD = 4
local LARM = 5
local LWST = 6
local LHND = 7
local RARM = 8
local RWST = 9
local RHND = 10
local RTHY = 11
local RCLF = 12
local LTHY = 13
local LCLF = 14
local HEAD = 15
local Builder =
{
PrePosition = function( self, sensor )
local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 1.0
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 * 0.2 )
sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.2 )
-- sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * 0.3 )
end,
--
-- Which on the sensor should we use for which ones on our model
--
PositionTable =
{
[PLVS] = SENSORBONE.HIP,
[TRSO] = SENSORBONE.SPINE,
[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,
[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" },
[TRSO] = { 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 = RSLD, to = LSLD, up = "chest_bck" },
[LSLD] = { from = LSLD, to = RSLD, up = "chest_fwd" },
[RARM] = { from = RARM, to = RSLD, up = "chest_up" },
[LARM] = { from = LARM, to = LSLD, up = "chest_dn" },
[RWST] = { from = RHND, to = RARM, up = "chest_up" },
[LWST] = { from = LHND, to = LARM, up = "chest_dn" },
[RTHY] = { from = RCLF, to = RTHY, up_up = SPNE },
[RCLF] = { from_sensor = SENSORBONE.ANKLE_RIGHT, to_sensor = SENSORBONE.KNEE_RIGHT, up_up = RTHY },
[LTHY] = { from = LCLF, to = LTHY, up_up = SPNE },
[LCLF] = { from_sensor = SENSORBONE.ANKLE_LEFT, to_sensor = SENSORBONE.KNEE_LEFT, 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 },
[LWST] = { from = LHND, to = LARM, up = "chest_dn" },
},
--
-- 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] )
pos[RWST] = pos[RARM]
pos[LWST] = pos[LARM]
end,
-- We're used as a default - no need to return true to anything here.
IsApplicable = function( self, ent )
local mdl = ent:GetModel()
if ( mdl:EndsWith( "models/player/ct_gign.mdl" ) ) then return true end
if ( mdl:EndsWith( "models/player/ct_sas.mdl" ) ) then return true end
if ( mdl:EndsWith( "models/player/ct_urban.mdl" ) ) then return true end
if ( mdl:EndsWith( "models//player/ct_gsg9.mdl" ) ) then return true end
if ( mdl:EndsWith( "models/player/t_guerilla.mdl" ) ) then return true end
if ( mdl:EndsWith( "models/player/t_leet.mdl" ) ) then return true end
if ( mdl:EndsWith( "models/player/t_phoenix.mdl" ) ) then return true end
if ( mdl:EndsWith( "models//player/t_arctic.mdl" ) ) then return true end
return false
end,
}
list.Set( "SkeletonConvertor", "CounterStrikeSource", Builder )