This commit is contained in:
relaxtakenotes 2023-06-04 13:34:17 +05:00
commit 9597909c73
3 changed files with 31 additions and 28 deletions

View file

@ -26,6 +26,7 @@ This version of the beatrun works on any version of the game (Chromium or not).
- [ ] Gamemodes menu - [ ] Gamemodes menu
## Fixes and changes from previous version ## Fixes and changes from previous version
* Hacky fix for weapon damage.
* Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc) * Proper Kick Glitch (Like in original ME: https://www.youtube.com/watch?v=zK5y3NBUStc)
* Grapple fixes. Now it moves with entity it attached to and other players can see it. * Grapple fixes. Now it moves with entity it attached to and other players can see it.
* More reliable grappling. * More reliable grappling.

View file

@ -0,0 +1,10 @@
hook.Add("AddToolMenuCategories", "Beatrun_Category", function()
spawnmenu.AddToolCategory("Beatrun", "beatrun_category", "Beatrun Settings")
end)
hook.Add("PopulateToolMenu", "CustomMenuSettings", function()
spawnmenu.AddToolMenuOption("Utilities", "Beatrun Settings", "Custom_Menu", "#My Custom Menu", "", "", function(panel)
panel:ClearControls()
panel:NumSlider("Gravity", "sv_gravity", 0, 600)
end)
end)

View file

@ -305,7 +305,9 @@ hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
if ent2.BRCollisionFunc then if ent2.BRCollisionFunc then
return ent2:BRCollisionFunc(ent1) return ent2:BRCollisionFunc(ent1)
else else
if (ent1.br_Fired and ent2.br_FiredBy == ent1) or (ent2.br_Fired and ent1.br_FiredBy == ent2) then return true end if ent1.br_Fired or ent2.br_Fired then
return true
end
return false return false
end end
@ -314,35 +316,10 @@ hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
if ent2:IsPlayer() and ent1:IsNPC() then return true end if ent2:IsPlayer() and ent1:IsNPC() then return true end
end) end)
local function calc_fov(src, dst)
local v_src = src:Forward()
local v_dst = dst:Forward()
local result = math.deg(math.acos(v_dst:Dot(v_src) / v_dst:Length()))
if result != result or (result == math.huge or result == -math.huge) then
result = 0
end
return result
end
// i was forced // i was forced
hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data) hook.Add("EntityFireBullets", "thisengineismadebyacrackhead", function(ent, data)
if not IsValid(ent) or not isfunction(ent.GetShootPos) or not ent:IsPlayer() then return end
for i, ply in ipairs(player.GetAll()) do
if ply == ent then continue end
local fov = calc_fov(data.Dir:Angle(), (ply:GetShootPos() - data.Src):Angle())
print(fov)
if fov > 60 then continue end
ply.br_FiredBy = ent
timer.Simple(engine.TickInterval()*3, function() if IsValid(ply) then ply.br_FiredBy = nil end end)
end
ent.br_Fired = true ent.br_Fired = true
timer.Simple(engine.TickInterval()*3, function() if IsValid(ent) then ent.br_Fired = false end end) timer.Simple(engine.TickInterval()*2, function() if IsValid(ent) then ent.br_Fired = false end end)
end) end)
hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent) hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent)
@ -513,4 +490,19 @@ hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
end) end)
end) end)
player_manager.RegisterClass("player_beatrun", PLAYER, "player_default")elf:GetSafetyRollTime() > CurTime()
end
hook.Add("PlayerSpawn", "ResetStateTransition", function(ply, transition)
timer.Simple(0, function()
if transition and IsValid(ply) then
ply:ResetParkourTimes()
ply:SetJumpPower(230)
ply:SetFOV(ply:GetInfoNum("Beatrun_FOV", 110))
ply:SetCanZoom(false)
ply.ClimbingTrace = nil
end
end)
end)
player_manager.RegisterClass("player_beatrun", PLAYER, "player_default") player_manager.RegisterClass("player_beatrun", PLAYER, "player_default")