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https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
some cleanup and fixes
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parent
f8ab85a207
commit
a3bbbbff84
7 changed files with 29 additions and 12 deletions
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@ -50,6 +50,8 @@ Please refer to this [README](beatrun/README.md).
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**All** of the Beatrun settings can be changed in the configuration menu.
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**All** of the Beatrun settings can be changed in the configuration menu.
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* Localization support.\
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* Localization support.\
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For now Russian and English are supported.
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For now Russian and English are supported.
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* Build Mode Tweaks.\
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You can now spawn any prop from Spawn Menu and they will save in course.
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* Added the ability to get off of ladders.
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* Added the ability to get off of ladders.
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* Added an arrow that shows the next checkpoint.
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* Added an arrow that shows the next checkpoint.
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* Added a ConVar to allow Overdrive usage on the server - `Beatrun_AllowOverdriveInMultiplayer`.
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* Added a ConVar to allow Overdrive usage on the server - `Beatrun_AllowOverdriveInMultiplayer`.
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@ -50,6 +50,8 @@ iex (iwr "rlxx.ru/beatrun" -UseBasicParsing)
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Вам доступны **все** настройки Beatrun из данного меню.
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Вам доступны **все** настройки Beatrun из данного меню.
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* Поддержка локализации.\
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* Поддержка локализации.\
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На данный момент доступны Русский и Английский языки.
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На данный момент доступны Русский и Английский языки.
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* Улучшения режима строительства.\
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Можно заспавнить любой проп из меню спавна и он сохранится в курсе.
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* Добавлена возможность слезания с лестниц.
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* Добавлена возможность слезания с лестниц.
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* Добавлена стрелка указывающая на следующую контрольную точку.
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* Добавлена стрелка указывающая на следующую контрольную точку.
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* Добавлена переменная которая разрешает использование Overdrive на сервере - `Beatrun_AllowOverdriveInMultiplayer`.
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* Добавлена переменная которая разрешает использование Overdrive на сервере - `Beatrun_AllowOverdriveInMultiplayer`.
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@ -18,10 +18,15 @@ lockang = false
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CamAddAng = false
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CamAddAng = false
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CamIgnoreAng = false
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CamIgnoreAng = false
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local tools = {["gmod_tool"] = true, ["weapon_physgun"] = true, ["gmod_camera"] = true}
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local tools = {
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["gmod_tool"] = true,
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["weapon_physgun"] = true,
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["gmod_camera"] = true
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}
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has_tool_equipped = false
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has_tool_equipped = false
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hook.Add("Think", "beatrun_detect_tool", function()
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hook.Add("Think", "beatrun_detect_tool", function()
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local lp = LocalPlayer()
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local lp = LocalPlayer()
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if not IsValid(lp) then return end
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if not IsValid(lp) then return end
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@ -30,7 +35,11 @@ hook.Add("Think", "beatrun_detect_tool", function()
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local class = weapon:GetClass()
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local class = weapon:GetClass()
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if tools[class] then has_tool_equipped = true else has_tool_equipped = false end
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if tools[class] then
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has_tool_equipped = true
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else
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has_tool_equipped = false
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end
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end)
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end)
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-- local BodyAnimPos = Vector(0, 0, 0)
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-- local BodyAnimPos = Vector(0, 0, 0)
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@ -496,7 +505,8 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
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if has_tool_equipped then
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if has_tool_equipped then
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BodyAnim:SetNoDraw(true)
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BodyAnim:SetNoDraw(true)
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BodyAnim:SetRenderOrigin(pos * 1000)
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BodyAnim:SetRenderOrigin(pos * 1000)
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return
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return
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end
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end
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if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then
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if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then
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@ -691,9 +701,11 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
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hook.Run("BodyAnimCalcView", view)
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hook.Run("BodyAnimCalcView", view)
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pos:Set(view.origin)
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pos:Set(view.origin)
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if not has_tool_equipped then
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if not has_tool_equipped then
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angles:Set(view.angles)
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angles:Set(view.angles)
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end
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end
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if lerpchangeatt < 1 then
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if lerpchangeatt < 1 then
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pos:Set(lerpedpos)
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pos:Set(lerpedpos)
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end
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end
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@ -1319,7 +1319,7 @@ end)
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hook.Add("CalcViewModelView", "lol", function(wep, vm, oldpos, oldang, pos, ang)
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hook.Add("CalcViewModelView", "lol", function(wep, vm, oldpos, oldang, pos, ang)
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if has_tool_equipped then return end
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if has_tool_equipped then return end
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pos:Sub(oldpos)
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pos:Sub(oldpos)
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pos:Add(campos)
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pos:Add(campos)
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ang:Sub(oldang)
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ang:Sub(oldang)
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@ -35,10 +35,9 @@ XP_floatingxp = {}
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hook.Add("OnParkour", "ParkourXP", function(event)
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hook.Add("OnParkour", "ParkourXP", function(event)
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local ply = LocalPlayer()
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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if not IsValid(ply) then return end
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if ply.InReplay then return end
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-- if ply.InReplay then return end
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local pos = ply:GetPos()
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local pos = ply:GetPos()
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@ -303,7 +303,7 @@ local function CustomPropMat(prop)
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if prop.hr == true then
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if prop.hr == true then
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prop:SetMaterial("medge/redplainplastervertex")
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prop:SetMaterial("medge/redplainplastervertex")
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elseif prop.hr == nil then
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elseif prop.hr == nil or prop.hr == false then
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prop:SetMaterial("medge/plainplastervertex")
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prop:SetMaterial("medge/plainplastervertex")
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end
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end
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end
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end
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@ -980,8 +980,9 @@ if CLIENT then
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local id = args[1]
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local id = args[1]
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if not id then
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if not id then
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print("Supply the name.")
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print("Supply course name")
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return
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return
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end
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end
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LoadCourse(id)
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LoadCourse(id)
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@ -989,7 +990,7 @@ if CLIENT then
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function LoadCourseRaw(data)
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function LoadCourseRaw(data)
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if not data then
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if not data then
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print("LOAD NOTHING??!!")
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print("Supply course data")
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return
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return
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end
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end
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@ -1406,6 +1407,7 @@ if CLIENT then
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hook.Add("OnEntityCreated", "BuildModeProps", function(ent)
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hook.Add("OnEntityCreated", "BuildModeProps", function(ent)
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if not ent:GetNW2Bool("BRProtected") and ent:GetClass() == "prop_physics" or buildmode_ents[ent:GetClass()] then
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if not ent:GetNW2Bool("BRProtected") and ent:GetClass() == "prop_physics" or buildmode_ents[ent:GetClass()] then
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if not BuildMode then ent.buildmode_placed_manually = true end
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if not BuildMode then ent.buildmode_placed_manually = true end
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table.insert(buildmode_placed, ent)
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table.insert(buildmode_placed, ent)
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end
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end
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end)
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end)
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@ -207,7 +207,7 @@ local function ClimbingThink(ply, mv, cmd)
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return
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return
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end
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end
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if mv:KeyPressed(IN_FORWARD) and ang <= 42 then
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if (mv:KeyPressed(IN_FORWARD) or mv:KeyPressed(IN_JUMP)) and ang <= 42 then
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local tr = ply.ClimbingTraceSafety
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local tr = ply.ClimbingTraceSafety
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local trout = ply.ClimbingTraceSafetyOut
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local trout = ply.ClimbingTraceSafetyOut
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local mins, maxs = ply:GetHull()
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local mins, maxs = ply:GetHull()
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