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Proof-of-concept "momentum shield"
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7122778304
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1 changed files with 103 additions and 28 deletions
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@ -6,8 +6,95 @@ else
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end)
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end
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local momentumshield = CreateConVar("Beatrun_MomentumShield", 0, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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if SERVER then
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local healthRegen = CreateConVar("Beatrun_HealthRegen", 1, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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hook.Add("PlayerPostThink", "HealthRegen", function(ply)
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if not healthRegen:GetBool() then return end
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if not ply.LastHP then
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ply.LastHP = ply:Health()
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ply.RegenTime = 0
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return
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end
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if ply:Health() < ply.LastHP then
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ply.RegenTime = CurTime() + 5
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end
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if ply:Alive() and ply.RegenTime < CurTime() and ply:Health() < ply:GetMaxHealth() then
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ply:SetHealth(math.Approach(ply:Health(), ply:GetMaxHealth(), 1))
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ply.RegenTime = CurTime() + 0.05
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end
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ply.LastHP = ply:Health()
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end)
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for _,v in ipairs(player.GetAll()) do
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v:SetNWFloat("MomentumShieldPer", 0)
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end
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hook.Add("Move", "MomentumShieldRegen", function(ply, mv)
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-- I use the move hook because I need momentum data...blame Garry
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--if !momentumshield:GetBool() then return end
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local shieldpercent = ply:GetNWFloat("MomentumShieldPer", 0)
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if !ply.shielddecaytime then
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ply.shielddecaytime = 0
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return
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end
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if ply:GetVelocity():Length2D() > (GetConVar("Beatrun_SpeedLimit"):GetInt() * 0.8181818181818182) then
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ply:SetNWFloat("MomentumShieldPer", math.Approach(shieldpercent, 300, FrameTime() * 30))
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ply.shielddecaytime = CurTime() + 3
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elseif ply.shielddecaytime < CurTime() then
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ply:SetNWFloat("MomentumShieldPer", math.Approach(shieldpercent, 0, FrameTime() * 250))
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end
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--print(shieldpercent)
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end)
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end
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if CLIENT then
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local lastmomshield = -1
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local shieldlerptime = 0.16
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local start, oldshield, newshield = 0, -1, -1
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local hudscale = ScrH() / 1080
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hook.Add("HUDPaint", "MomentumShieldHUD", function()
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local ply = LocalPlayer()
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if !IsValid(ply) then return end
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local shieldpercent = ply:GetNWFloat("MomentumShieldPer", 0)
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if oldshield == -1 and newshield == -1 then
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oldshield = shieldpercent
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newshield = shieldpercent
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end
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local shieldsmooth = Lerp((CurTime() - start) / shieldlerptime, oldshield, newshield)
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if newshield != shieldpercent then
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if shieldsmooth != shieldpercent then
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newshield = shieldsmooth
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end
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oldshield = newshield
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start = CurTime()
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newshield = shieldpercent
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end
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surface.SetDrawColor(255,255,255)
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surface.DrawRect(ScrW() * 0.5 - 75,ScrH() * 0.6,150 * (math.max(0, shieldsmooth) / 300) * hudscale, 3 * hudscale)
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end)
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end
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hook.Add("ScalePlayerDamage", "MissedMe", function(ply, hitgroup, dmginfo)
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if IsValid(dmginfo:GetAttacker()) and dmginfo:GetAttacker():IsPlayer() then return end
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if IsValid(dmginfo:GetAttacker()) and dmginfo:GetAttacker():IsPlayer() or momentumshield:GetBool() then return end
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local vel = ply:GetVelocity()
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local vel_len = vel:Length()
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@ -16,13 +103,27 @@ hook.Add("ScalePlayerDamage", "MissedMe", function(ply, hitgroup, dmginfo)
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end)
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hook.Add("EntityTakeDamage", "MissedMe", function(victim, dmginfo)
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if not victim:IsPlayer() then return end
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if not victim:IsPlayer() or momentumshield:GetBool() then return end
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local dmgtype = dmginfo:GetDamageType()
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if victim:GetSliding() and (dmgtype == DMG_SLASH or dmgtype == DMG_CLUB) then return true end
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end)
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hook.Add("EntityTakeDamage", "ShieldProtectPlayer", function(ent, dmg)
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if !ent:IsPlayer() or !momentumshield:GetBool() then return end
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shieldper = ent:GetNWFloat("MomentumShieldPer", 0)
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local dmgamount = dmg:GetDamage()
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if shieldper > 0 and (shieldper - dmgamount) > 0 then
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ent:SetNWFloat("MomentumShieldPer", math.Clamp(shieldper - dmgamount, 0, 300))
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dmg:ScaleDamage(0)
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elseif shieldper > 0 then
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ent:SetNWFloat("MomentumShieldPer", math.Clamp(shieldper - dmgamount, 0, 300))
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dmg:SetDamage(shieldper - dmgamount)
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end
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end)
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hook.Add("PlayerShouldTakeDamage", "DBNO", function(ply, attacker)
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if not IsValid(attacker) then return end
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@ -75,29 +176,3 @@ if CLIENT then
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surface.DrawTexturedRect(0, 0, w, h)
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end)
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end
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if SERVER then
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local healthRegen = CreateConVar("Beatrun_HealthRegen", 1, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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hook.Add("PlayerPostThink", "HealthRegen", function(ply)
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if not healthRegen:GetBool() then return end
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if not ply.LastHP then
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ply.LastHP = ply:Health()
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ply.RegenTime = 0
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return
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end
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if ply:Health() < ply.LastHP then
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ply.RegenTime = CurTime() + 5
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end
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if ply:Alive() and ply.RegenTime < CurTime() and ply:Health() < ply:GetMaxHealth() then
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ply:SetHealth(math.Approach(ply:Health(), ply:GetMaxHealth(), 1))
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ply.RegenTime = CurTime() + 0.05
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end
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ply.LastHP = ply:Health()
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end)
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end
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