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https://github.com/JonnyBro/beatrun.git
synced 2024-12-29 05:13:02 +05:00
remove unused entity
This commit is contained in:
parent
714e4f787b
commit
b29202ca71
2 changed files with 18 additions and 282 deletions
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@ -1,266 +0,0 @@
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ENT.Type = "anim"
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ENT.Base = "base_entity"
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ENT.PrintName = "Rabbitfrog"
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ENT.Author = ""
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ENT.Category = "Beatrun"
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ENT.Information = ""
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ENT.Spawnable = true
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ENT.RenderGroup = RENDERGROUP_OPAQUE
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AddCSLuaFile()
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ENT.Model = "models/nt/props_vehicles/rabbitfrog_dynamic.mdl"
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ENT.AutomaticFrameAdvance = true
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function ENT:SetupDataTables()
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self:NetworkVar("Entity", 0, "Passenger1")
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self:NetworkVar("Entity", 1, "Passenger2")
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self:NetworkVar("Entity", 2, "Passenger3")
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self:NetworkVar("Entity", 3, "Passenger4")
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self:NetworkVar("Vector", 0, "DestinationPos")
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self:NetworkVar("Angle", 1, "DestinationAngle")
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end
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-- local mins, maxs = Vector(-64, -64, 0), Vector(64, 64, 154)
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function ENT:Initialize()
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self:SetModel(self.Model)
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-- self:SetMoveType(MOVETYPE_NONE)
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-- self:SetSolid(SOLID_BBOX)
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-- self:SetCollisionBounds(mins, maxs)
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if SERVER then
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self:PhysicsInit(SOLID_VPHYSICS)
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end
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:ResetSequence(1)
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if SERVER then
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self:SetUseType(SIMPLE_USE)
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end
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end
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function ENT:OnRemove()
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end
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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function ENT:Think()
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self:NextThink(CurTime())
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return true
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end
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local blur = Material("pp/blurscreen")
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local function draw_blur(a, d)
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surface.SetDrawColor(255, 255, 255)
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surface.SetMaterial(blur)
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for i = 1, d do
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blur:SetFloat("$blur", (i / d) * a)
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blur:Recompute()
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render.UpdateScreenEffectTexture()
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surface.DrawTexturedRect(0, 0, ScrW(), ScrH())
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end
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end
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local blurint = 4
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-- local rabbitpos, rabbitang = Vector(), Angle()
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local landseq = {
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[1] = true,
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[4] = true
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}
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-- local initseq = 1
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-- local offset = Vector(-30, 5, 0)
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-- local offsetdraw = Vector(0, 70, 0)
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-- local angoffset = Angle(0, 90, 90)
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-- local lastpos = Vector()
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-- local lastang = Angle()
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-- local endlerp = 0
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-- local endlerppos = Vector()
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-- local neweye = false
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-- local fx = false
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local diff = 1
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local function IsLanding(ent)
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return landseq[ent:GetSequence()] or false
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end
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local introalpha = 255
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local function LandingHUDPaint()
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introalpha = introalpha - (FrameTime() * 50)
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surface.SetDrawColor(0, 0, 0, introalpha)
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surface.DrawRect(0, 0, ScrW(), ScrH())
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if introalpha <= 0 then
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hook.Remove("HUDPaint", "LandingHUDPaint")
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end
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end
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local function LandingHUDIntro()
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introalpha = 255
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hook.Add("HUDPaint", "LandingHUDPaint", LandingHUDPaint)
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end
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local function LandingIntro()
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fx = false
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neweye = false
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endlerp = 0
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surface.PlaySound("hopperland.mp3")
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LandingHUDIntro()
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end
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function ENT:Draw()
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-- Reset everything to known good
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render.SetStencilWriteMask(0xFF)
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render.SetStencilTestMask(0xFF)
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render.SetStencilReferenceValue(0)
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-- render.SetStencilCompareFunction( STENCIL_ALWAYS )
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render.SetStencilPassOperation(STENCIL_KEEP)
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-- render.SetStencilFailOperation( STENCIL_KEEP )
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render.SetStencilZFailOperation(STENCIL_KEEP)
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render.ClearStencil()
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render.SetStencilEnable(true) -- Enable stencils
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render.SetStencilReferenceValue(1) -- Set the reference value to 1. This is what the compare function tests against
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render.SetStencilCompareFunction(STENCIL_NEVER) -- Force everything to fail
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render.SetStencilFailOperation(STENCIL_REPLACE) -- Save all the things we don't draw
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self:DrawModel() -- Fail to draw our entities.
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render.SetStencilCompareFunction(STENCIL_EQUAL) -- Render all pixels that don't have their stencil value as 1
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render.SetStencilFailOperation(STENCIL_KEEP) -- Don't modify the stencil buffer when things fail
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-- for _, ent in pairs( ents.FindByClass( "sent_stencil_test_big" ) ) do
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render.PushFilterMag(TEXFILTER.ANISOTROPIC) -- Draw our big entities. They will have holes in them wherever the smaller entities were
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render.PushFilterMin(TEXFILTER.ANISOTROPIC)
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self:DrawModel()
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cam.Start2D(vector_origin, angle_zero)
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draw_blur(math.max(blurint * -diff, 0), 5)
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-- DrawBokehDOF(5,0.99,8)
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render.PopFilterMag()
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render.PopFilterMin()
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cam.End2D()
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-- end
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render.SetStencilEnable(false) -- Let everything render normally again
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end
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local function RabbitCalcView(ply, origin, ang)
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local rabbit = ply:GetRabbit()
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if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then
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if rabbit:GetCycle() < 1 then
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util.ScreenShake(vector_origin, 1, 100, 0.5, 0)
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end
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local matrix = rabbit:GetBoneMatrix(0)
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local pos = matrix:GetTranslation()
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local angles = matrix:GetAngles()
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local npos, _ = LocalToWorld(offset, angles, pos, angles)
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angles:Sub(angoffset)
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angles.x = -angles.x
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angles.y = angles.y - 90
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angles.z = angles.x
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local oldangx = ang.x
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ang.x = 0
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diff = ang:Forward():Dot(angles:Right())
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local absdiff = math.abs(diff)
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ang.x = oldangx
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angles.z = angles.z * absdiff
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-- angles.x = angles.x * absdiff
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-- angles.x = angles.x*ang:Forward():Dot(ang:Forward())
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-- angles.z = angles.z*math.abs(ang:Forward():Dot(ang:Forward()))
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pos:Set(npos)
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origin:Set(pos)
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ang:Add(angles)
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lastpos:Set(origin)
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lastang:Set(ang)
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elseif endlerp < 1 then
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if not neweye then
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lastang.z = 0
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ang:Set(lastang)
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ply:SetEyeAngles(lastang)
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neweye = true
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ply:CLViewPunch(Angle(12, 0, 0))
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if VManip then
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VManip:PlayAnim("vault")
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end
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end
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origin:Set(LerpVector(endlerp, lastpos, origin))
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endlerp = endlerp + (FrameTime() * 4)
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endlerppos:Set(origin)
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end
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end
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local function RabbitVM(wep, vm, oldpos, oldang, pos, ang)
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local rabbit = LocalPlayer():GetRabbit()
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local diffpos = pos - oldpos
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local diffang = ang - oldang
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if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then
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pos:Set(lastpos)
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ang:Set(lastang)
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pos:Sub(diffpos)
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ang:Sub(diffang)
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elseif endlerp < 1 then
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pos:Set(endlerppos)
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end
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end
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-- hook.Add("CalcViewModelView", "RabbitVM", RabbitVM)
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-- hook.Add("BeatrunDrawHUD", "Rabbit", function()
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-- if IsValid(rabbit) and rabbit:GetCycle() < 1 and IsLanding(rabbit) then return false end
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-- end)
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function ENT:Use(ply, caller, usetype, value)
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if not ply:IsPlayer() then return end
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print("hi")
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ply:SetRabbit(self)
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ply:SetRabbitSeat(1)
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end
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-- hook.Add("CalcViewModelView", "RabbitVM", RabbitVM)
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-- hook.Add("CalcView", "RabbitCalcView", RabbitCalcView)
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local function RabbitPlayerMove(ply, mv, cmd)
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local rabbit = ply:GetRabbit()
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if IsValid(rabbit) then
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local matrix = rabbit:GetBoneMatrix(0)
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local pos = matrix:GetTranslation() - ply:GetViewOffset()
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local angles = matrix:GetAngles()
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local npos, _ = LocalToWorld(offset, angles, pos, angles)
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ply:SetMoveType(MOVETYPE_NOCLIP)
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mv:SetOrigin(npos)
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end
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end
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-- hook.Add("SetupMove", "RabbitPlayerMove", RabbitPlayerMove)
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@ -56,8 +56,8 @@ hook.Add("RenderScreenspaceEffects", "BeatrunNoclipBW", function()
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color = math.Approach(color, 1, RealFrameTime() * 2)
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end
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if LocalPlayer():Health() < 100 then
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tab["$pp_colour_colour"] = math.max(LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0)
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if ply:Health() < 100 then
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tab["$pp_colour_colour"] = math.max(ply:Health() / ply:GetMaxHealth(), 0)
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DrawColorModify(tab)
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end
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end)
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@ -131,20 +131,22 @@ local function BeatrunHUD()
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surface.SetFont("DebugFixedSmall")
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local tw, _ = surface.GetTextSize("v" .. VERSIONGLOBAL)
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local version_text = "v" .. VERSIONGLOBAL
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local tw, _ = surface.GetTextSize(version_text)
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surface.SetTextColor(255, 255, 255, 20)
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surface.SetTextPos(scrw - tw, 0)
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surface.DrawText("v" .. VERSIONGLOBAL)
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surface.DrawText(version_text)
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surface.SetFont("BeatrunHUD")
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if file.Exists("beatrun/version.txt", "DATA") then
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local latest_version = file.Read("beatrun/version.txt", "DATA")
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if latest_version ~= VERSIONGLOBAL then
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local notlatest_w, _ = surface.GetTextSize("Update available!")
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local update_text = "Update available!"
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local notlatest_w, _ = surface.GetTextSize(update_text)
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surface.SetTextColor(255, 255, 255, 30)
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surface.SetTextPos(scrw - notlatest_w, 10)
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surface.DrawText("Update available!")
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surface.DrawText(update_text)
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surface.SetFont("BeatrunHUD")
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end
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end
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@ -216,7 +218,7 @@ local function BeatrunHUD()
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hidealpha = 0
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end
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local corner_color_c = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDCornerColor"))
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local corner_color_c = string.ToColor(ply:GetInfo("Beatrun_HUDCornerColor"))
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corner_color_c.a = math.Clamp(corner_color_c.a + 50, 0, 255)
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corner_color_c.a = dynamic:GetBool() and math.max(150 - hidealpha, 50) or corner_color_c.a
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@ -225,10 +227,10 @@ local function BeatrunHUD()
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DrawBlurRect(20 + vp.z, scrh * 0.895 + vp.x, SScaleX(bgpadding), SScaleY(85), math.max(255 - hidealpha, 2))
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local corner_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDCornerColor"))
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local corner_color = string.ToColor(ply:GetInfo("Beatrun_HUDCornerColor"))
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corner_color.a = dynamic:GetBool() and math.max(100 - hidealpha, 50) or corner_color.a
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local text_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor"))
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local text_color = string.ToColor(ply:GetInfo("Beatrun_HUDTextColor"))
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text_color.a = dynamic:GetBool() and math.max(255 - hidealpha, 2) or text_color.a
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surface.SetDrawColor(corner_color)
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@ -241,16 +243,16 @@ local function BeatrunHUD()
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if verificationstats:GetBool() then
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surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.02 + vp.x)
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surface.DrawText("Purist: ")
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surface.DrawText(LocalPlayer():GetInfo("Beatrun_PuristMode") == "1" and "true" or "false")
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surface.DrawText(ply:GetInfo("Beatrun_PuristMode") == "1" and "true" or "false")
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surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.04 + vp.x)
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surface.DrawText("Purist Wallrun: ")
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surface.DrawText(LocalPlayer():GetInfo("Beatrun_PuristWallrun") == "1" and "true" or "false")
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surface.DrawText(ply:GetInfo("Beatrun_PuristWallrun") == "1" and "true" or "false")
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surface.SetTextPos(scrw * 0.015 + vp.z, scrh * 0.06 + vp.x)
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surface.DrawText("Kick Glitch: ")
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surface.DrawText(LocalPlayer():GetInfo("Beatrun_OldKickGlitch") == "1" and "Old" or "New")
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surface.DrawText(ply:GetInfo("Beatrun_OldKickGlitch") == "1" and "Old" or "New")
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end
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if tobool(LocalPlayer():GetInfo("Beatrun_PuristMode")) then
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if tobool(ply:GetInfo("Beatrun_PuristMode")) then
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surface.SetDrawColor(230, 230, 230)
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surface.SetMaterial(MELogo)
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surface.DrawTexturedRect(scrw * 0.00125 + vp.z, scrh * 0.9 + vp.x + SScaleY(16) * 0.25, SScaleX(16), SScaleY(16))
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@ -264,11 +266,11 @@ local function BeatrunHUD()
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surface.DrawText(nicktext)
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surface.SetDrawColor(25, 25, 25, math.max(255 - hidealpha, 2))
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surface.DrawRect(scrw * 0.015 + vp.z, scrh * 0.94 + 1 + vp.x, SScaleX(150), SScaleY(4))
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surface.SetDrawColor(string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor")), math.max(255 - hidealpha, 2))
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surface.SetDrawColor(string.ToColor(ply:GetInfo("Beatrun_HUDTextColor")), math.max(255 - hidealpha, 2))
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surface.DrawRect(scrw * 0.015 + vp.z, scrh * 0.94 + vp.x, SScaleX(150 * math.min(ply:GetLevelRatio(), 1)), SScaleY(5))
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for k, v in pairs(XP_floatingxp) do
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local floating_color = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDFloatingXPColor"))
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local floating_color = string.ToColor(ply:GetInfo("Beatrun_HUDFloatingXPColor"))
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floating_color.a = math.Clamp(1000 * math.abs(CurTime() - k) / 5 - hidealpha, 0, 255)
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surface.SetFont("BeatrunHUD")
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@ -282,7 +284,7 @@ local function BeatrunHUD()
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end
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end
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local text_color_c = string.ToColor(LocalPlayer():GetInfo("Beatrun_HUDTextColor"))
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local text_color_c = string.ToColor(ply:GetInfo("Beatrun_HUDTextColor"))
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text_color_c.a = text_color_c.a - 55
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text_color_c.a = dynamic:GetBool() and math.max(200 - hidealpha, 2) or text_color_c.a
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