remove unused entity

This commit is contained in:
Jonny_Bro (Nikita) 2024-07-26 19:04:41 +05:00
parent 714e4f787b
commit b29202ca71
No known key found for this signature in database
GPG key ID: 3F1ECC04147E9BD8
2 changed files with 18 additions and 282 deletions

View file

@ -1,266 +0,0 @@
ENT.Type = "anim"
ENT.Base = "base_entity"
ENT.PrintName = "Rabbitfrog"
ENT.Author = ""
ENT.Category = "Beatrun"
ENT.Information = ""
ENT.Spawnable = true
ENT.RenderGroup = RENDERGROUP_OPAQUE
AddCSLuaFile()
ENT.Model = "models/nt/props_vehicles/rabbitfrog_dynamic.mdl"
ENT.AutomaticFrameAdvance = true
function ENT:SetupDataTables()
self:NetworkVar("Entity", 0, "Passenger1")
self:NetworkVar("Entity", 1, "Passenger2")
self:NetworkVar("Entity", 2, "Passenger3")
self:NetworkVar("Entity", 3, "Passenger4")
self:NetworkVar("Vector", 0, "DestinationPos")
self:NetworkVar("Angle", 1, "DestinationAngle")
end
-- local mins, maxs = Vector(-64, -64, 0), Vector(64, 64, 154)
function ENT:Initialize()
self:SetModel(self.Model)
-- self:SetMoveType(MOVETYPE_NONE)
-- self:SetSolid(SOLID_BBOX)
-- self:SetCollisionBounds(mins, maxs)
if SERVER then
self:PhysicsInit(SOLID_VPHYSICS)
end
self:SetMoveType(MOVETYPE_VPHYSICS)
self:ResetSequence(1)
if SERVER then
self:SetUseType(SIMPLE_USE)
end
end
function ENT:OnRemove()
end
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end
function ENT:Think()
self:NextThink(CurTime())
return true
end
local blur = Material("pp/blurscreen")
local function draw_blur(a, d)
surface.SetDrawColor(255, 255, 255)
surface.SetMaterial(blur)
for i = 1, d do
blur:SetFloat("$blur", (i / d) * a)
blur:Recompute()
render.UpdateScreenEffectTexture()
surface.DrawTexturedRect(0, 0, ScrW(), ScrH())
end
end
local blurint = 4
-- local rabbitpos, rabbitang = Vector(), Angle()
local landseq = {
[1] = true,
[4] = true
}
-- local initseq = 1
-- local offset = Vector(-30, 5, 0)
-- local offsetdraw = Vector(0, 70, 0)
-- local angoffset = Angle(0, 90, 90)
-- local lastpos = Vector()
-- local lastang = Angle()
-- local endlerp = 0
-- local endlerppos = Vector()
-- local neweye = false
-- local fx = false
local diff = 1
local function IsLanding(ent)
return landseq[ent:GetSequence()] or false
end
local introalpha = 255
local function LandingHUDPaint()
introalpha = introalpha - (FrameTime() * 50)
surface.SetDrawColor(0, 0, 0, introalpha)
surface.DrawRect(0, 0, ScrW(), ScrH())
if introalpha <= 0 then
hook.Remove("HUDPaint", "LandingHUDPaint")
end
end
local function LandingHUDIntro()
introalpha = 255
hook.Add("HUDPaint", "LandingHUDPaint", LandingHUDPaint)
end
local function LandingIntro()
fx = false
neweye = false
endlerp = 0
surface.PlaySound("hopperland.mp3")
LandingHUDIntro()
end
function ENT:Draw()
-- Reset everything to known good
render.SetStencilWriteMask(0xFF)
render.SetStencilTestMask(0xFF)
render.SetStencilReferenceValue(0)
-- render.SetStencilCompareFunction( STENCIL_ALWAYS )
render.SetStencilPassOperation(STENCIL_KEEP)
-- render.SetStencilFailOperation( STENCIL_KEEP )
render.SetStencilZFailOperation(STENCIL_KEEP)
render.ClearStencil()
render.SetStencilEnable(true) -- Enable stencils
render.SetStencilReferenceValue(1) -- Set the reference value to 1. This is what the compare function tests against
render.SetStencilCompareFunction(STENCIL_NEVER) -- Force everything to fail
render.SetStencilFailOperation(STENCIL_REPLACE) -- Save all the things we don't draw
self:DrawModel() -- Fail to draw our entities.
render.SetStencilCompareFunction(STENCIL_EQUAL) -- Render all pixels that don't have their stencil value as 1
render.SetStencilFailOperation(STENCIL_KEEP) -- Don't modify the stencil buffer when things fail
-- for _, ent in pairs( ents.FindByClass( "sent_stencil_test_big" ) ) do
render.PushFilterMag(TEXFILTER.ANISOTROPIC) -- Draw our big entities. They will have holes in them wherever the smaller entities were
render.PushFilterMin(TEXFILTER.ANISOTROPIC)
self:DrawModel()
cam.Start2D(vector_origin, angle_zero)
draw_blur(math.max(blurint * -diff, 0), 5)
-- DrawBokehDOF(5,0.99,8)
render.PopFilterMag()
render.PopFilterMin()
cam.End2D()
-- end
render.SetStencilEnable(false) -- Let everything render normally again
end
local function RabbitCalcView(ply, origin, ang)
local rabbit = ply:GetRabbit()
if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then
if rabbit:GetCycle() < 1 then
util.ScreenShake(vector_origin, 1, 100, 0.5, 0)
end
local matrix = rabbit:GetBoneMatrix(0)
local pos = matrix:GetTranslation()
local angles = matrix:GetAngles()
local npos, _ = LocalToWorld(offset, angles, pos, angles)
angles:Sub(angoffset)
angles.x = -angles.x
angles.y = angles.y - 90
angles.z = angles.x
local oldangx = ang.x
ang.x = 0
diff = ang:Forward():Dot(angles:Right())
local absdiff = math.abs(diff)
ang.x = oldangx
angles.z = angles.z * absdiff
-- angles.x = angles.x * absdiff
-- angles.x = angles.x*ang:Forward():Dot(ang:Forward())
-- angles.z = angles.z*math.abs(ang:Forward():Dot(ang:Forward()))
pos:Set(npos)
origin:Set(pos)
ang:Add(angles)
lastpos:Set(origin)
lastang:Set(ang)
elseif endlerp < 1 then
if not neweye then
lastang.z = 0
ang:Set(lastang)
ply:SetEyeAngles(lastang)
neweye = true
ply:CLViewPunch(Angle(12, 0, 0))
if VManip then
VManip:PlayAnim("vault")
end
end
origin:Set(LerpVector(endlerp, lastpos, origin))
endlerp = endlerp + (FrameTime() * 4)
endlerppos:Set(origin)
end
end
local function RabbitVM(wep, vm, oldpos, oldang, pos, ang)
local rabbit = LocalPlayer():GetRabbit()
local diffpos = pos - oldpos
local diffang = ang - oldang
if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then
pos:Set(lastpos)
ang:Set(lastang)
pos:Sub(diffpos)
ang:Sub(diffang)
elseif endlerp < 1 then
pos:Set(endlerppos)
end
end
-- hook.Add("CalcViewModelView", "RabbitVM", RabbitVM)
-- hook.Add("BeatrunDrawHUD", "Rabbit", function()
-- if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then return false end
-- end)
function ENT:Use(ply, caller, usetype, value)
if not ply:IsPlayer() then return end
print("hi")
ply:SetRabbit(self)
ply:SetRabbitSeat(1)
end
-- hook.Add("CalcViewModelView", "RabbitVM", RabbitVM)
-- hook.Add("CalcView", "RabbitCalcView", RabbitCalcView)
local function RabbitPlayerMove(ply, mv, cmd)
local rabbit = ply:GetRabbit()
if IsValid(rabbit) then
local matrix = rabbit:GetBoneMatrix(0)
local pos = matrix:GetTranslation() - ply:GetViewOffset()
local angles = matrix:GetAngles()
local npos, _ = LocalToWorld(offset, angles, pos, angles)
ply:SetMoveType(MOVETYPE_NOCLIP)
mv:SetOrigin(npos)
end
end
-- hook.Add("SetupMove", "RabbitPlayerMove", RabbitPlayerMove)

View file

@ -56,8 +56,8 @@ hook.Add("RenderScreenspaceEffects", "BeatrunNoclipBW", function()
color = math.Approach(color, 1, RealFrameTime() * 2)
end
if LocalPlayer():Health() < 100 then
tab["$pp_colour_colour"] = math.max(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0)
if ply:Health() < 100 then
tab["$pp_colour_colour"] = math.max(ply:Health() / ply:GetMaxHealth(), 0)
DrawColorModify(tab)
end
end)
@ -131,20 +131,22 @@ local function BeatrunHUD()
surface.SetFont("DebugFixedSmall")
local tw, _ = surface.GetTextSize("v" .. VERSIONGLOBAL)
local version_text = "v" .. VERSIONGLOBAL
local tw, _ = surface.GetTextSize(version_text)
surface.SetTextColor(255, 255, 255, 20)
surface.SetTextPos(scrw - tw, 0)
surface.DrawText("v" .. VERSIONGLOBAL)
surface.DrawText(version_text)
surface.SetFont("BeatrunHUD")
if file.Exists("beatrun/version.txt", "DATA") then
local latest_version = file.Read("beatrun/version.txt", "DATA")
if latest_version ~= VERSIONGLOBAL then
local notlatest_w, _ = surface.GetTextSize("Update available!")
local update_text = "Update available!"
local notlatest_w, _ = surface.GetTextSize(update_text)
surface.SetTextColor(255, 255, 255, 30)
surface.SetTextPos(scrw - notlatest_w, 10)
surface.DrawText("Update available!")
surface.DrawText(update_text)
surface.SetFont("BeatrunHUD")
end
end
@ -216,7 +218,7 @@ local function BeatrunHUD()
hidealpha = 0
end
local corner_color_c = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDCornerColor"))
local corner_color_c = string.ToColor(ply:GetInfo("Beatrun_HUDCornerColor"))
corner_color_c.a = math.Clamp(corner_color_c.a + 50, 0, 255)
corner_color_c.a = dynamic:GetBool() and math.max(150 - hidealpha, 50) or corner_color_c.a
@ -225,10 +227,10 @@ local function BeatrunHUD()
DrawBlurRect(20 + vp.z, scrh * 0.895 + vp.x, SScaleX(bgpadding), SScaleY(85), math.max(255 - hidealpha, 2))
local corner_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDCornerColor"))
local corner_color = string.ToColor(ply:GetInfo("Beatrun_HUDCornerColor"))
corner_color.a = dynamic:GetBool() and math.max(100 - hidealpha, 50) or corner_color.a
local text_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor"))
local text_color = string.ToColor(ply:GetInfo("Beatrun_HUDTextColor"))
text_color.a = dynamic:GetBool() and math.max(255 - hidealpha, 2) or text_color.a
surface.SetDrawColor(corner_color)
@ -241,16 +243,16 @@ local function BeatrunHUD()
if verificationstats:GetBool() then
surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.02 + vp.x)
surface.DrawText("Purist: ")
surface.DrawText(LocalPlayer():GetInfo("Beatrun_PuristMode") == "1" and "true" or "false")
surface.DrawText(ply:GetInfo("Beatrun_PuristMode") == "1" and "true" or "false")
surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.04 + vp.x)
surface.DrawText("Purist Wallrun: ")
surface.DrawText(LocalPlayer():GetInfo("Beatrun_PuristWallrun") == "1" and "true" or "false")
surface.DrawText(ply:GetInfo("Beatrun_PuristWallrun") == "1" and "true" or "false")
surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.06 + vp.x)
surface.DrawText("Kick Glitch: ")
surface.DrawText(LocalPlayer():GetInfo("Beatrun_OldKickGlitch") == "1" and "Old" or "New")
surface.DrawText(ply:GetInfo("Beatrun_OldKickGlitch") == "1" and "Old" or "New")
end
if tobool(LocalPlayer():GetInfo("Beatrun_PuristMode")) then
if tobool(ply:GetInfo("Beatrun_PuristMode")) then
surface.SetDrawColor(230, 230, 230)
surface.SetMaterial(MELogo)
surface.DrawTexturedRect(scrw * 0.00125 + vp.z, scrh * 0.9 + vp.x + SScaleY(16) * 0.25, SScaleX(16), SScaleY(16))
@ -264,11 +266,11 @@ local function BeatrunHUD()
surface.DrawText(nicktext)
surface.SetDrawColor(25, 25, 25, math.max(255 - hidealpha, 2))
surface.DrawRect(scrw * 0.015 + vp.z, scrh * 0.94 + 1 + vp.x, SScaleX(150), SScaleY(4))
surface.SetDrawColor(string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor")), math.max(255 - hidealpha, 2))
surface.SetDrawColor(string.ToColor(ply:GetInfo("Beatrun_HUDTextColor")), math.max(255 - hidealpha, 2))
surface.DrawRect(scrw * 0.015 + vp.z, scrh * 0.94 + vp.x, SScaleX(150 * math.min(ply:GetLevelRatio(), 1)), SScaleY(5))
for k, v in pairs(XP_floatingxp) do
local floating_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDFloatingXPColor"))
local floating_color = string.ToColor(ply:GetInfo("Beatrun_HUDFloatingXPColor"))
floating_color.a = math.Clamp(1000 * math.abs(CurTime() - k) / 5 - hidealpha, 0, 255)
surface.SetFont("BeatrunHUD")
@ -282,7 +284,7 @@ local function BeatrunHUD()
end
end
local text_color_c = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor"))
local text_color_c = string.ToColor(ply:GetInfo("Beatrun_HUDTextColor"))
text_color_c.a = text_color_c.a - 55
text_color_c.a = dynamic:GetBool() and math.max(200 - hidealpha, 2) or text_color_c.a