mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
fix discord presence random error + remove unsued var
This commit is contained in:
parent
62e1d5fdb4
commit
7bb34efc96
45 changed files with 66 additions and 84 deletions
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@ -1,4 +1,4 @@
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if not util.IsBinaryModuleInstalled("gdiscord", "GAME") then return end
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if not util.IsBinaryModuleInstalled("gdiscord") then return end
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require("gdiscord")
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@ -8,6 +8,9 @@ local refresh_time = 60
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local discord_start = discord_start or -1
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function DiscordUpdate()
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local ply = LocalPlayer()
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if not ply.GetLevel then return end
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local rpc_data = {}
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if game.SinglePlayer() then
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@ -34,14 +37,10 @@ function DiscordUpdate()
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rpc_data["partyMax"] = 0
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end
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local level = LocalPlayer():GetLevel()
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local level = ply:GetLevel()
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local customname = hook.Run("BeatrunHUDCourse")
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local course = customname and customname or Course_Name ~= "" and Course_Name or "Freeplay"
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if course == nil then
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course = "Freeplay"
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end
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rpc_data["details"] = "Level: " .. level .. " | Map: " .. game.GetMap()
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rpc_data["startTimestamp"] = discord_start
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@ -1,4 +1,4 @@
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if not util.IsBinaryModuleInstalled("steamrichpresencer", "GAME") then return end
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if not util.IsBinaryModuleInstalled("steamrichpresencer") then return end
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require("steamrichpresencer")
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@ -10,14 +10,9 @@ local function UpdateRichPresence()
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if not ply.GetLevel then return end
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local map = game.GetMap()
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local level = LocalPlayer():GetLevel()
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local course = nil
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local level = ply:GetLevel()
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local customname = hook.Run("BeatrunHUDCourse")
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course = customname and customname or Course_Name ~= "" and Course_Name or "Freeplay"
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if course == nil then
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course = "Freeplay"
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end
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local course = customname and customname or Course_Name ~= "" and Course_Name or "Freeplay"
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local updatedtext = "Beatrun Lv. " .. level .. " (" .. map .. ") | " .. course
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@ -3,19 +3,6 @@ local playermeta = FindMetaTable("Player")
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CLoadout = {}
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function CLIENT_IFTP()
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return CLIENT and IsFirstTimePredicted()
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end
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--[[
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local matrixdatatmp = {
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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{0, 0, 0, 1}
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}
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]]
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local mtmp = {
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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@ -2,6 +2,7 @@ soundAdd_old = sound.Add
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local function soundAdd_detour(tbl)
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if not tbl.name then return end
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soundAdd_old(tbl)
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timer.Simple(2, function()
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@ -75,7 +75,7 @@ hook.Add("SetupMove", "Balance", function(ply, mv, cmd)
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ParkourEvent("walkbalancestill", ply)
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end
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if CLIENT_IFTP() and mv:KeyPressed(IN_ATTACK2) then
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if CLIENT and IsFirstTimePredicted() and mv:KeyPressed(IN_ATTACK2) then
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dircache.y = dircache.y - 180
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end
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@ -159,7 +159,7 @@ local function ClimbingThink(ply, mv, cmd)
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ParkourEvent("hangend", ply)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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lockang2 = false
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lockang = false
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BodyLimitX = 90
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@ -182,7 +182,7 @@ local function ClimbingThink(ply, mv, cmd)
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ply:SetSafetyRollKeyTime(CurTime() + 0.1)
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ParkourEvent("hangjump", ply)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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lockang2 = false
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lockang = false
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BodyLimitX = 90
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@ -716,7 +716,7 @@ local function ClimbingCheck(ply, mv, cmd)
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ply:EmitSound("Handsteps.ConcreteHard")
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ply:EmitSound("Cloth.RollLand")
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply.OrigEyeAng = wallang
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lockang2 = true
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@ -37,7 +37,7 @@ local function Dive(ply, mv, cmd)
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effectdata:SetOrigin(vPoint)
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util.Effect("WaterSurfaceExplosion", effectdata)
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elseif CLIENT_IFTP() then
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elseif CLIENT and IsFirstTimePredicted() then
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local vPoint = mv:GetOrigin()
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local effectdata = EffectData()
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@ -91,7 +91,7 @@ hook.Add("SetupMove", "Grapple", function(ply, mv, cmd)
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ply:SetNW2Entity("grappleEntity", trout.Entity)
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ply:SetNW2Bool("grappledNonCourse", true)
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:EmitSound("MirrorsEdge/Gadgets/ME_Magrope_Fire.wav", 40, 100 + math.random(-25, 10))
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end
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@ -131,7 +131,7 @@ hook.Add("SetupMove", "Grapple", function(ply, mv, cmd)
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ply:SetGrappling(false)
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:EmitSound("MirrorsEdge/zipline_detach.wav", 40, 100 + math.random(-25, 10))
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end
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@ -36,7 +36,7 @@ local function LadderCheck(ply, mv, cmd, ladder)
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ply:SendLua("BodyAnimSetEase(LocalPlayer():GetNW2Vector('SPBAEase'))")
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end
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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local ang = ply:EyeAngles()
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ang.y = ladder:GetAngles().y - 180
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ang.x = 0
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@ -141,7 +141,7 @@ local function LadderThink(ply, mv, cmd, ladder)
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elseif ply.LadderDown and ply:GetLadderDelay() < CurTime() then
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ply.LadderDown = false
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(5, 0, 0))
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BodyAnim:SetSequence("ladderclimbuprighthandstill")
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elseif game.SinglePlayer() then
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@ -233,7 +233,7 @@ local function LadderThink(ply, mv, cmd, ladder)
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mv:SetOrigin(newpos)
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mv:SetVelocity(vector_origin)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpfast")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpfast')")
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@ -19,7 +19,7 @@ local meleedata = {
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},
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{
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"meleeslide", 0.175, 0.6, function(ply, mv, cmd)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(0.05, 0, -1))
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elseif game.SinglePlayer() then
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ply:ViewPunch(Angle(0.1, 0, -1.5))
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@ -29,7 +29,7 @@ local meleedata = {
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},
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{
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"meleeairstill", 0.1, 1, function(ply, mv, cmd)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(0.5, 0, -0.1))
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elseif game.SinglePlayer() then
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ply:ViewPunch(Angle(1, 0, -0.25))
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@ -39,7 +39,7 @@ local meleedata = {
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},
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{
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"meleeair", 0.15, 1, function(ply, mv, cmd)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(0.05, 0, -1))
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elseif game.SinglePlayer() then
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ply:ViewPunch(Angle(0.1, 0, -1.5))
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@ -51,7 +51,7 @@ local meleedata = {
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meleedata[5] = {
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"meleewrleft", 0.2, 0.75, function(ply, mv, cmd)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(0.075, 0, 1))
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elseif game.SinglePlayer() then
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ply:ViewPunch(Angle(0.1, 0, 1.5))
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@ -64,7 +64,7 @@ meleedata[5] = {
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mv:SetVelocity(vel)
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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local ang = ply:EyeAngles()
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ang.y = ang.y + (CurTime() - ply:GetMeleeDelay()) / 0.15 * 0.25
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@ -76,7 +76,7 @@ meleedata[5] = {
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meleedata[6] = {
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"meleewrright", 0.2, 0.75, function(ply, mv, cmd)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(Angle(0.075, 0, -1))
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elseif game.SinglePlayer() then
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ply:ViewPunch(Angle(0.1, 0, -1.5))
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@ -89,7 +89,7 @@ meleedata[6] = {
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mv:SetVelocity(vel)
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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local ang = ply:EyeAngles()
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ang.y = ang.y - (CurTime() - ply:GetMeleeDelay()) / 0.15 * 0.25
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@ -29,7 +29,7 @@ hook.Add("PlayerNoClip", "BlockNoClip", function(ply, enabled)
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if enabled and Course_Name ~= "" and ply:GetNW2Int("CPNum", 1) ~= -1 then
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ply:SetNW2Int("CPNum", -1)
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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notification.AddLegacy("Noclip Detected! Respawn to restart the course", NOTIFY_ERROR, 4)
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elseif SERVER and game.SinglePlayer() then
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ply:SendLua("notification.AddLegacy(\"Noclip Detected! Respawn to restart the course\", NOTIFY_ERROR, 4)")
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@ -158,7 +158,7 @@ local function SwingbarThink(ply, mv, cmd)
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ply:SetSBDelay(CurTime() + 1)
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:EmitSound("Cloth.VaultSwish")
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end
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@ -96,7 +96,7 @@ local function Quickturn(ply, mv, cmd)
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if not lookahead and not lookbehind and ply:WaterLevel() < 3 and not IsValid(ply:GetSwingbar()) and not IsValid(ply:GetZipline()) then
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return
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elseif (lookahead or lookbehind) and ply:WaterLevel() < 3 and not IsValid(ply:GetSwingbar()) and not IsValid(ply:GetZipline()) then
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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DoJumpTurn(lookbehind)
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elseif SERVER and game.SinglePlayer() then
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ply:SendLua("DoJumpTurn(" .. tostring(lookbehind) .. ")")
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@ -212,7 +212,7 @@ local function Quickturn(ply, mv, cmd)
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standpunch.z = 0
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end
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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ply:CLViewPunch(standpunch)
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elseif game.SinglePlayer() then
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ply:ViewPunch(standpunch)
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@ -236,7 +236,7 @@ local function Quickturn(ply, mv, cmd)
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target.y = lerp
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if CLIENT_IFTP() or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:SetEyeAngles(target)
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end
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@ -91,12 +91,12 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
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if SERVER and not land then
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ply:EmitSound("Cloth.Roll")
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ply:EmitSound("Cloth.RollLand")
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elseif CLIENT_IFTP() or game.SinglePlayer() then
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elseif CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:EmitSound("Handsteps.ConcreteHard")
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ply:EmitSound("Land.Concrete")
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end
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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CacheBodyAnim()
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RemoveBodyAnim()
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StartBodyAnim(roll)
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@ -155,12 +155,12 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
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if SERVER and not land then
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ply:EmitSound("Cloth.Roll")
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ply:EmitSound("Cloth.RollLand")
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elseif CLIENT_IFTP() or game.SinglePlayer() then
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elseif CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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ply:EmitSound("Handsteps.ConcreteHard")
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ply:EmitSound("Land.Concrete")
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end
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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CacheBodyAnim()
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RemoveBodyAnim()
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StartBodyAnim(roll)
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@ -2,13 +2,13 @@ local qslide_duration = 3
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local qslide_speedmult = 1
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local slide_sounds = {
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[MAT_DIRT] = {"datae/fol_slide_dirt_01.wav", "datae/fol_slide_dirt_02.wav", "datae/fol_slide_dirt_03.wav", "datae/fol_slide_dirt_04.wav"},
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[MAT_SAND] = {"datae/fol_slide_sand_01.wav", "datae/fol_slide_sand_02.wav", "datae/fol_slide_sand_03.wav", "datae/fol_slide_sand_04.wav"},
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[MAT_METAL] = {"datae/fol_slide_metal_01.wav", "datae/fol_slide_metal_02.wav", "datae/fol_slide_metal_03.wav"},
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[MAT_GLASS] = {"datae/fol_slide_glass_01.wav", "datae/fol_slide_glass_02.wav", "datae/fol_slide_glass_03.wav", "datae/fol_slide_glass_04.wav"},
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[MAT_GRATE] = {"datae/fol_slide_grate_01.wav"},
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[MAT_DIRT] = {"fol/fol_slide_dirt_01.wav", "fol/fol_slide_dirt_02.wav", "fol/fol_slide_dirt_03.wav", "fol/fol_slide_dirt_04.wav"},
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[MAT_SAND] = {"fol/fol_slide_sand_01.wav", "fol/fol_slide_sand_02.wav", "fol/fol_slide_sand_03.wav", "fol/fol_slide_sand_04.wav"},
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[MAT_METAL] = {"fol/fol_slide_metal_01.wav", "fol/fol_slide_metal_02.wav", "fol/fol_slide_metal_03.wav"},
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[MAT_GLASS] = {"fol/fol_slide_glass_01.wav", "fol/fol_slide_glass_02.wav", "fol/fol_slide_glass_03.wav", "fol/fol_slide_glass_04.wav"},
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[MAT_GRATE] = {"fol/fol_slide_grate_01.wav"},
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[MAT_SLOSH] = {"ambient/water/water_splash1.wav", "ambient/water/water_splash2.wav", "ambient/water/water_splash3.wav"},
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[MAT_WOOD] = {"datae/fol_slide_generic_01.wav", "datae/fol_slide_generic_02.wav", "datae/fol_slide_generic_03.wav"}
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[MAT_WOOD] = {"fol/fol_slide_generic_01.wav", "fol/fol_slide_generic_02.wav", "fol/fol_slide_generic_03.wav"}
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}
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local slideloop_sounds = {
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@ -430,7 +430,7 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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net.Send(ply)
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end
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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SlidingAnimStart()
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hook.Add("Think", "SlidingAnimThink", SlidingAnimThink)
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@ -480,7 +480,7 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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net.Send(ply)
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ply.DiveSliding = false
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elseif CLIENT_IFTP() then
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elseif CLIENT and IsFirstTimePredicted() then
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SlidingAnimEnd(false, ply.DiveSliding)
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ply.DiveSliding = false
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@ -623,7 +623,7 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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net.WriteBool(slippery)
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net.WriteBool(ply.DiveSliding)
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net.Send(ply)
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elseif CLIENT_IFTP() then
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elseif CLIENT and IsFirstTimePredicted() then
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SlidingAnimEnd(slippery, ply.DiveSliding)
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end
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@ -162,7 +162,7 @@ local function SwingpipeThink(ply, mv, cmd)
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if CLIENT or game.SinglePlayer() then
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ply:SetEyeAngles(LerpAngle(startlerp, ply:EyeAngles(), circlepos:Angle()))
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if CLIENT_IFTP() then
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if CLIENT and IsFirstTimePredicted() then
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viewtiltlerp.z = startlerp * -10 * dir
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ply:CLViewPunch(Angle(0, 0.1 * dir))
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@ -231,7 +231,7 @@ local function Vault2(ply, mv, ang, t, h)
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local hulltr2 = util.TraceHull(h)
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if not hulltr.Hit and not hulltr2.Hit then
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if t.MatType == MAT_GRATE and (CLIENT_IFTP() or game.SinglePlayer()) then
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if t.MatType == MAT_GRATE and (CLIENT and IsFirstTimePredicted() or game.SinglePlayer()) then
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ply:EmitSound("FenceClimb")
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end
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@ -331,7 +331,7 @@ local function Vault3(ply, mv, ang, t, h)
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local hulltr2 = util.TraceHull(h)
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if not hulltr.Hit and not hulltr2.Hit then
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if t.MatType == MAT_GRATE and (CLIENT_IFTP() or game.SinglePlayer()) then
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if t.MatType == MAT_GRATE and (CLIENT and IsFirstTimePredicted() or game.SinglePlayer()) then
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ply:EmitSound("FenceClimb")
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end
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|
@ -596,7 +596,7 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
if not ply.VaultStepUp and mlerp > 0.01 and mlerp < 0.65 then
|
||||
mlerprate = mlerprate * mlerp / 0.5
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(0.1 / (mlerp / 0.25), 0, 0.05))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(0.33 / (mlerp / 0.25), 0, 0.05))
|
||||
|
@ -617,13 +617,13 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
mlerprate = mlerprate * mult
|
||||
end
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(0.25 * mlerp / 0.2, -0.05, -0.15))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(0.75 * mlerp / 0.2, -0.25, -0.5))
|
||||
end
|
||||
elseif mlerp > 0.45 and mlerp < 0.7 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(-0.15, 0.1, 0.15))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(-0.75, 0.25, 0.5))
|
||||
|
@ -633,13 +633,13 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
ply:SetMantleLerp(math.Approach(mlerp, 1, mlerprate))
|
||||
elseif mantletype == 3 then
|
||||
if mlerp < 0.45 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(0.15, 0, 0))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(0.3, 0, 0))
|
||||
end
|
||||
elseif mlerp > 0.45 and mlerp < 0.8 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(-0.05, 0, 0))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(-0.25, 0, 0))
|
||||
|
@ -655,14 +655,14 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
mlerprate = 0.03 / TargetTick
|
||||
|
||||
if mlerp < 0.0575 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(0.25 * mlerp / 0.2, 0, -0.25))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(0.75 * mlerp / 0.1, 0, -0.5))
|
||||
end
|
||||
|
||||
mlerprate = mlerprate * 0.1
|
||||
elseif CLIENT_IFTP() then
|
||||
elseif CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(-0.05, 0, 0.25 / (mlerp / 0.3)))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(-0.15, 0, 0.5 / (mlerp / 0.3)))
|
||||
|
@ -677,7 +677,7 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
mlerprate = 0.03 / TargetTick
|
||||
|
||||
if mlerp < 0.0575 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(-0.15 * mlerp / 0.1, 0, -0.25))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(0.15 * mlerp / 0.1, 0, -0.5))
|
||||
|
@ -685,7 +685,7 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
|
||||
mlerprate = mlerprate * 0.1
|
||||
else
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
ply:CLViewPunch(Angle(0.01, 0, 0.5 / (mlerp / 0.15)))
|
||||
elseif game.SinglePlayer() then
|
||||
ply:ViewPunch(Angle(-0.05, 0, 0.5 / (mlerp / 0.3)))
|
||||
|
@ -734,7 +734,7 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
|
|||
end
|
||||
|
||||
if mv:KeyDown(IN_JUMP) and mantletype < 4 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
BodyLimitX = 90
|
||||
BodyLimitY = 180
|
||||
elseif game.SinglePlayer() then
|
||||
|
|
|
@ -423,7 +423,7 @@ local function WallrunningCheck(ply, mv, cmd)
|
|||
|
||||
ParkourEvent("wallrunv", ply)
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
BodyLimitX = 30
|
||||
BodyLimitY = 70
|
||||
BodyAnimCycle = 0
|
||||
|
|
|
@ -70,7 +70,7 @@ function PuristWallrunningCheck(ply, mv, cmd, vel, eyeang, timemult, speedmult)
|
|||
|
||||
ParkourEvent("wallrunv", ply)
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
BodyLimitX = 30
|
||||
BodyLimitY = 70
|
||||
BodyAnimCycle = 0
|
||||
|
|
|
@ -104,7 +104,7 @@ local function ZiplineCheck(ply, mv, cmd, zipline)
|
|||
ply:SetZiplineSpeed(math.min(vel:Length(), 750))
|
||||
ply:SetCrouchJumpBlocked(false)
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
-- local zipline = ply:GetZipline()
|
||||
ply.OrigEyeAng = (endpos - startpos):Angle()
|
||||
elseif game.SinglePlayer() then
|
||||
|
@ -113,7 +113,7 @@ local function ZiplineCheck(ply, mv, cmd, zipline)
|
|||
net.Send(ply)
|
||||
end
|
||||
|
||||
if CLIENT_IFTP() or game.SinglePlayer() then
|
||||
if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
|
||||
ply:EmitSound("ZiplineLoop")
|
||||
ply:EmitSound("ZiplineStart")
|
||||
end
|
||||
|
@ -149,7 +149,7 @@ local function ZiplineThink(ply, mv, cmd, zipline)
|
|||
|
||||
ply:SetZiplineDelay(CurTime() + 0.75)
|
||||
|
||||
if CLIENT_IFTP() or game.SinglePlayer() then
|
||||
if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
|
||||
ply:EmitSound("ZiplineEnd")
|
||||
ply:StopSound("ZiplineLoop")
|
||||
|
||||
|
@ -189,7 +189,7 @@ local function ZiplineThink(ply, mv, cmd, zipline)
|
|||
|
||||
ply:SetZiplineDelay(CurTime() + 0.75)
|
||||
|
||||
if CLIENT_IFTP() or game.SinglePlayer() then
|
||||
if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
|
||||
ply:EmitSound("ZiplineEnd")
|
||||
ply:StopSound("ZiplineLoop")
|
||||
|
||||
|
|
|
@ -128,7 +128,7 @@ hook.Add("PlayerFootstep", "MEStepSound", function(ply, pos, foot, sound, volume
|
|||
ply:EmitSound("Footsteps.Spark")
|
||||
end
|
||||
|
||||
if (CLIENT_IFTP() or game.SinglePlayer()) and ply.FootstepLand then
|
||||
if (CLIENT and IsFirstTimePredicted() or game.SinglePlayer()) and ply.FootstepLand then
|
||||
local landsound = FOOTSTEPS_LAND_LUT[mat] or "Concrete"
|
||||
|
||||
ply:EmitSound("Land." .. landsound)
|
||||
|
@ -157,7 +157,7 @@ hook.Add("OnPlayerHitGround", "MELandSound", function(ply, water, floater, speed
|
|||
ParkourEvent("land", ply)
|
||||
|
||||
if ply:GetMelee() == MELEE_DROPKICK and ply:GetMeleeTime() < CurTime() and vel:Length() < 300 then
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
Hardland(false)
|
||||
elseif SERVER and game.SinglePlayer() then
|
||||
net.Start("Beatrun_HardLand")
|
||||
|
@ -185,7 +185,7 @@ hook.Add("OnPlayerHitGround", "MELandSound", function(ply, water, floater, speed
|
|||
ply:SetJumpTurn(true)
|
||||
end
|
||||
|
||||
if CLIENT_IFTP() then
|
||||
if CLIENT and IsFirstTimePredicted() then
|
||||
Hardland(jt)
|
||||
elseif SERVER and game.SinglePlayer() then
|
||||
net.Start("Beatrun_HardLand")
|
||||
|
|
Loading…
Reference in a new issue