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https://github.com/JonnyBro/beatrun.git
synced 2025-01-30 19:47:28 +05:00
Fixed random stuck glitch (I hope)
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c13bc69b95
commit
a6665c4dfe
6 changed files with 91 additions and 84 deletions
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@ -17,13 +17,12 @@ This version of the beatrun works on any version of the game (Chromium or not).
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* Change HUD's colors - `Beatrun_HUDTextColor`, `Beatrun_HUDCornerColor`, `Beatrun_HUDFloatingXPColor`.
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* Discord Rich Presence (extract `lua` folder to `garrysmod`, along side with `addons` folder).
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* Small camera punch when diving.
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* Change max moving speed - `Beatrun_MaxSpeed`.
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* Ability to remove ziplines that created with *Zipline Gun* - RMB.
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* Removed your SteamID from right corner, because I can.
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* Allow players to spawn props without admin rights - `Beatrun_AllowPropSpawn`.
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## TODO
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- [ ] Configuration menu
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- [X] Configurations menu
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- [ ] Gamemodes menu
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## Fixes and changes from previous version
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@ -149,9 +149,6 @@ hook.Add("PopulateToolMenu", "Beatrun_ToolMenu", function()
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panel:ClearControls()
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panel:SetName("Misc Settings")
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panel:NumSlider("Max Speed", "Beatrun_MaxSpeed", 0, 1000, 0)
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panel:ControlHelp("Changes Max Moving Speed")
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panel:CheckBox("Prop Spawning", "Beatrun_AllowPropSpawn")
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panel:ControlHelp("Allows players without admin rights to spawn props, entities and weapons")
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@ -205,4 +202,29 @@ hook.Add("PopulateToolMenu", "Beatrun_ToolMenu", function()
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panel:CheckBox("Totsugeki Direction", "Beatrun_TotsugekiDir")
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panel:ControlHelp("Allows to Totsugeki into Another Direction\nCombined with Spam and Heading Allows You to Fly =)")
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end)
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spawnmenu.AddToolMenuOption("Beatrun", "Server", "beatrun_gamemodes", "Gamemodes", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("Gamemodes Settings")
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local InfectionButton = vgui.Create("DButton", panel)
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InfectionButton:SetText("Toggle Infection Gamemode")
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InfectionButton:SetSize(0, 20)
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InfectionButton.DoClick = function()
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if GetGlobalBool(GM_DATATHEFT) then return notification.AddLegacy("Another gamemode is running!", NOTIFY_HINT, 2) end
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StartInfection()
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end
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panel:AddItem(InfectionButton)
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local DatatheftButton = vgui.Create("DButton", panel)
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DatatheftButton:SetText("Toggle Data Theft Gamemode")
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DatatheftButton:SetSize(0, 20)
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DatatheftButton.DoClick = function()
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if GetGlobalBool(GM_INFECTION) then return notification.AddLegacy("Another gamemode is running!", NOTIFY_HINT, 2) end
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StartDataTheft()
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end
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panel:AddItem(DatatheftButton)
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end)
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end)
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@ -1,6 +1,5 @@
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local quakejump = CreateConVar("Beatrun_QuakeJump", 1, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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local sidestep = CreateConVar("Beatrun_SideStep", 1, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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local max_speed = CreateConVar("Beatrun_MaxSpeed", 325, {FCVAR_REPLICATED, FCVAR_ARCHIVE})
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local function Hardland(jt)
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local ply = LocalPlayer()
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@ -230,8 +229,8 @@ hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
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ply.FootstepLand = true
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end
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if ply:GetRunSpeed() ~= max_speed:GetInt() * ply:GetOverdriveMult() then
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ply:SetRunSpeed(max_speed:GetInt() * ply:GetOverdriveMult())
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if ply:GetRunSpeed() ~= 325 * ply:GetOverdriveMult() then
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ply:SetRunSpeed(325 * ply:GetOverdriveMult())
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end
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if not ply:GetMEMoveLimit() then
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@ -257,11 +256,11 @@ hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
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local MEAng = math.Truncate(ang:Forward().x, 2)
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local MEAngDiff = math.abs((MEAng - ply:GetMEAng()) * 100)
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local weaponspeed = math.floor(max_speed:GetInt() / 1.66)
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local weaponspeed = 150
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local activewep = ply:GetActiveWeapon()
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if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then
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weaponspeed = max_speed:GetInt()
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weaponspeed = 250
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end
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if (ismoving or ply:GetMantle() ~= 0) and ply:GetMESprintDelay() < CurTime() and (cmd:KeyDown(IN_SPEED) or ply:GetMantle() ~= 0 or not ply:OnGround() or (not ply:OnGround() or ply:GetMantle() ~= 0) and mv:GetVelocity().z > -450) then
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@ -275,9 +274,9 @@ hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
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mult = mult * ply:GetMEMoveLimit() / 1000
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end
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ply:SetMEMoveLimit(math.Clamp(ply:GetMEMoveLimit() + mult * ply:GetOverdriveMult() * 2, 0, max_speed:GetInt() * ply:GetOverdriveMult()))
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ply:SetMEMoveLimit(math.Clamp(ply:GetMEMoveLimit() + mult * ply:GetOverdriveMult() * 2, 0, 325 * ply:GetOverdriveMult()))
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elseif not ismoving and (not ply:Crouching() or ply:GetCrouchJump()) or CurTime() < ply:GetMESprintDelay() and ply:OnGround() then
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ply:SetMEMoveLimit(math.Clamp(ply:GetMEMoveLimit() - 40, weaponspeed, max_speed:GetInt() * ply:GetOverdriveMult()))
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ply:SetMEMoveLimit(math.Clamp(ply:GetMEMoveLimit() - 40, weaponspeed, 325 * ply:GetOverdriveMult()))
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end
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if MEAngDiff > 1.25 and ply:GetWallrun() == 0 then
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@ -1,4 +1,5 @@
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--[[N++ Protip: View > Collapse Level 1
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--[[
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N++ Protip: View > Collapse Level 1
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More detail on stuff in lua/vmanip/vmanip_baseanims.lua
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Please keep in mind that you do not fire events *through vmanip*. Think of it as a fully
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@ -550,8 +551,6 @@ hook.Add("PostDrawViewModel", "VManip", function(vm, ply, weapon)
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end
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end)
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local anglef = Angle(0, 1, 0)
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--Very basic stuff, you see
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hook.Add("PostDrawViewModel", "VMLegs", function(vm, ply, weapon)
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if VMLegs:IsActive() then
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@ -5,14 +5,12 @@ util.AddNetworkString("VManip_StopHold")
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--VManip_StopHold: WriteString of anim to stop holding on client
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local function VManip_FindAndImport()
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local path = "vmanip/anims/"
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local anims = file.Find(path .. "*.lua", "lsv")
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local path="vmanip/anims/"
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local anims=file.Find(path.."*.lua","lsv")
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for k,v in pairs(anims) do
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AddCSLuaFile(path..v)
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end
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for k, v in pairs(anims) do
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AddCSLuaFile(path .. v)
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end
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end
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VManip_FindAndImport()
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@ -26,79 +26,69 @@ Hands
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Legs
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"model" - path to model
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"speed" - playback speed
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"speed" - playback speed
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"forwardboost" - forward offset
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"upboost" - vertical offset (in actual hammer units)
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]]
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VManip:RegisterAnim("use",
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{
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["model"]="c_vmanipinteract.mdl",
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["lerp_peak"]=0.4,
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["lerp_speed_in"]=1,
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["lerp_speed_out"]=0.8,
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["lerp_curve"]=2.5,
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["speed"]=1,
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["startcycle"]=0.1,
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["sounds"]={},
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["loop"]=false
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}
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)
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VManip:RegisterAnim("use", {
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["model"] = "c_vmanipinteract.mdl",
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["lerp_peak"] = 0.4,
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["lerp_speed_in"] = 1,
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["lerp_speed_out"] = 0.8,
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["lerp_curve"] = 2.5,
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["speed"] = 1,
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["startcycle"] = 0.1,
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["sounds"] = {},
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["loop"] = false
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})
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VManip:RegisterAnim("vault",
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{
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["model"]="c_vmanipvault.mdl",
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["lerp_peak"]=0.4,
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["lerp_speed_in"]=1,
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["lerp_speed_out"]=0.5,
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["lerp_curve"]=1,
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["speed"]=1
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}
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)
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VManip:RegisterAnim("vault", {
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["model"] = "c_vmanipvault.mdl",
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["lerp_peak"] = 0.4,
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["lerp_speed_in"] = 1,
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["lerp_speed_out"] = 0.5,
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["lerp_curve"] = 1,
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["speed"] = 1
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})
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VManip:RegisterAnim("handslide",
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{
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["model"]="c_vmanipvault.mdl",
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["lerp_peak"]=0.2,
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["lerp_speed_in"]=1,
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["lerp_speed_out"]=0.8,
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["lerp_curve"]=2,
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["speed"]=1.5,
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["holdtime"]=0.25,
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}
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)
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VManip:RegisterAnim("handslide", {
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["model"] = "c_vmanipvault.mdl",
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["lerp_peak"] = 0.2,
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["lerp_speed_in"] = 1,
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["lerp_speed_out"] = 0.8,
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["lerp_curve"] = 2,
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["speed"] = 1.5,
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["holdtime"] = 0.25,
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})
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VManip:RegisterAnim("adrenalinestim",
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{
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["model"]="old/c_vmanip.mdl",
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["lerp_peak"]=1.1,
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["lerp_speed_in"]=1,
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["speed"]=0.7,
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["sounds"]={},
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["loop"]=false
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}
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)
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VManip:RegisterAnim("adrenalinestim", {
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["model"] = "old/c_vmanip.mdl",
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["lerp_peak"] = 1.1,
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["lerp_speed_in"] = 1,
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["speed"] = 0.7,
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["sounds"] = {},
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["loop"] = false
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})
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VManip:RegisterAnim("thrownade",
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{
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["model"]="c_vmanipgrenade.mdl",
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["lerp_peak"]=0.85,
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["lerp_speed_in"]=1.2,
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["lerp_speed_out"]=1.2,
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["lerp_curve"]=1,
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["speed"]=1,
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["holdtime"]=0.4,
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}
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)
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VManip:RegisterAnim("thrownade", {
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["model"] = "c_vmanipgrenade.mdl",
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["lerp_peak"] = 0.85,
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["lerp_speed_in"] = 1.2,
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["lerp_speed_out"] = 1.2,
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["lerp_curve"] = 1,
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["speed"] = 1,
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["holdtime"] = 0.4,
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})
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--###################################
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VMLegs:RegisterAnim("test", --lmao, im not recompiling to change THAT shit
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{
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["model"]="c_vmaniplegs.mdl",
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["speed"]=1.5,
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["forwardboost"]=4,
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["upwardboost"]=0
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--lmao, im not recompiling to change THAT shit
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VMLegs:RegisterAnim("test", {
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["model"] = "c_vmaniplegs.mdl",
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["speed"] = 1.5,
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["forwardboost"] = 4,
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["upwardboost"] = 0
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})
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