mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-26 12:03:01 +05:00
New VManip and settings menu!!
This commit is contained in:
parent
c01c1ce6a4
commit
c13bc69b95
49 changed files with 1056 additions and 85 deletions
35
.glualint.json
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35
.glualint.json
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@ -0,0 +1,35 @@
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{
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"lint_maxScopeDepth": 0,
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"lint_syntaxErrors": true,
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"lint_syntaxInconsistencies": true,
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"lint_deprecated": true,
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"lint_trailingWhitespace": true,
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"lint_whitespaceStyle": true,
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"lint_beginnerMistakes": true,
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"lint_emptyBlocks": false,
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"lint_shadowing": false,
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"lint_gotos": true,
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"lint_doubleNegations": true,
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"lint_redundantIfStatements": false,
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"lint_redundantParentheses": true,
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"lint_duplicateTableKeys": true,
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"lint_profanity": false,
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"lint_unusedVars": true,
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"lint_unusedParameters": false,
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"lint_unusedLoopVars": false,
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"lint_inconsistentVariableStyle": false,
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"lint_ignoreFiles": [],
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"prettyprint_spaceAfterParens": false,
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"prettyprint_spaceAfterBrackets": false,
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"prettyprint_spaceAfterBraces": false,
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"prettyprint_spaceEmptyBrackets": true,
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"prettyprint_spaceAfterLabel": false,
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"prettyprint_spaceBeforeComma": false,
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"prettyprint_spaceAfterComma": true,
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"prettyprint_semicolons": false,
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"prettyprint_cStyle": false,
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"prettyprint_rejectInvalidCode": false,
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"prettyprint_indentation": "\t",
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"log_format": "auto"
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}
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@ -1,36 +0,0 @@
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"C:\Users\Jonny\Desktop\xd\lua\weapons\mg_base\modules\client\cl_spawnmenu.lua"
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Courses client
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Beatrun_Apikey
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Beatrun_Domain
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Viewpunch client
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Beatrun_ViewbobIntensity
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Beatrun_ViewbobStabilized
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Courses client
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Beatrun_FastStart
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Beatrun_CPSave
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Misc server
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Beatrun_AllowPropSpawn (Server)
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Beatrun_AllowOvedriveInMultiplayer (server)
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Purist mode
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Beatrun_PuristMode (client)
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Beatrun_PuristModeForce (server)
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Beatrun_PuristWallrun (server)
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Moves
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Beatrun_QuickturnGround (client)
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Beatrun_KickGlitch (server)
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Beatrun_QuakeJump (server)
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Beatrun_SideStep (server)
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Beatrun_MaxSpeed (server)
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Beatrun_Disarm (server)
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Dive
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Beatrun_Totsugeki
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Beatrun_TotsugekiSpam
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Beatrun_TotsugekiHeading
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Beatrun_TotsugekiDir
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@ -4,9 +4,10 @@ There are lua modules, they are for Discord Rich Presence to work, if you want p
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This version of the beatrun works on any version of the game (Chromium or not).
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# Installation
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0. Delete `beatrun` folder in *addons* if you have it!
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1. Extract `beatrun` folder to *your_game_folder/garrysmod/addons*.
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2. Extract `lua` folder to *your_game_folder/garrysmod*.
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**1. Delete or disable VManip (Base) that downloaded from Workshop!**
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**2. Delete `beatrun` folder in *addons* if you have one!**
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3. Extract `beatrun` and `vmaniprework` folders to *your_game_folder/garrysmod/addons*.
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4. Extract `lua` folder to *your_game_folder/garrysmod*.
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* `lua` folder constains modules for Discord Rich Presense to work. They are open source, visit [this](https://github.com/fluffy-servers/gmod-discord-rpc) to see the source.
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## Changes added by me
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@ -26,6 +27,7 @@ This version of the beatrun works on any version of the game (Chromium or not).
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- [ ] Gamemodes menu
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## Fixes and changes from previous version
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* All mentioned issues with sliding or grapple fixed with new VManip version.
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* You can now dive to your death =)
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* Kick glitch version toggle.
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@ -3,7 +3,7 @@ local minimalvm
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if CLIENT then
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minimalvm = CreateClientConVar("Beatrun_MinimalVM", 1, true, true, "Lowers the running viewmodel", 0, 1)
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cvarwindsound = CreateClientConVar("Beatrun_Wind", 1, true, false, "Wind noises")
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cvarwindsound = CreateClientConVar("Beatrun_Wind", 1, true, false, "Wind noises", 0, 1)
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SWEP.PrintName = "Unarmed"
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SWEP.Slot = 0
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@ -1,3 +1,5 @@
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local NametagsEnable = CreateClientConVar("Beatrun_Nametags", "1", true, false, "Toggles nametags above players", 0, 1)
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local enemy = Color(255, 0, 0)
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local function HideNearby(ply)
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@ -7,7 +9,7 @@ local function HideNearby(ply)
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ply.distfromlocal = LocalPlayer():GetPos():Distance(ply:GetPos())
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local Distance = ply.distfromlocal or 40000
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if Distance < 20000 then
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if Distance < 20000 and NametagsEnable:GetBool() then
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local infectionmode = GetGlobalBool(GM_INFECTION)
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local localinfected = LocalPlayer():GetNW2Bool("Infected")
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local plyinfected = ply:GetNW2Bool("Infected")
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@ -12,37 +12,76 @@ end
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hook.Add("AddToolMenuCategories", "Beatrun_Category", function()
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spawnmenu.AddToolCategory("Beatrun", "Client", "Client")
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spawnmenu.AddToolCategory("Beatrun", "Server", "Server")
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end)
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hook.Add("PopulateToolMenu", "Beatrun_ToolMenu", function()
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--[[
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Beatrun_FOV
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spawnmenu.AddToolMenuOption("Beatrun", "Client", "beatrun_courses", "Courses", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("Courses Setttings")
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Beatrun_HUDXP
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Beatrun_HUDSway
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Beatrun_HUDDynamic
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Beatrun_HUDHidden
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Beatrun_HUDReticle
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panel:CheckBox("Fast Start", "Beatrun_FastStart")
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panel:ControlHelp("Faster countdown in courses")
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Beatrun_HUDTextColor
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Beatrun_HUDCornerColor
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Beatrun_HUDFloatingXPColor
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panel:CheckBox("Save at Checkpoint", "Beatrun_CPSave")
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panel:ControlHelp("Respawn at last hit checkpoint in courses")
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panel:TextEntry("Courses server", "Beatrun_Domain")
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panel:ControlHelp("Database domain\nDefault: courses.beatrun.ru")
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local apiKeyButton = vgui.Create("DButton", panel)
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apiKeyButton:SetText("Change API Key")
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apiKeyButton:SetSize(0, 20)
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apiKeyButton.DoClick = function()
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local frame = vgui.Create("DFrame")
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frame:SetTitle("Enter your API Key")
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frame:SetSize(300, 100)
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frame:SetDeleteOnClose(true)
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frame:Center()
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frame:MakePopup()
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local TextEntry = vgui.Create("DTextEntry", frame)
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TextEntry:Dock(TOP)
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local okButton = vgui.Create("DButton", frame)
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okButton:SetText("Change API Key")
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okButton:SetPos(25, 60)
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okButton:SetSize(250, 30)
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okButton.DoClick = function()
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RunConsoleCommand("Beatrun_Apikey", TextEntry:GetValue())
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frame:Close()
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end
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end
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panel:AddItem(apiKeyButton)
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end)
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Beatrun_MinimalVM
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Beatrun_Wind
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--]]
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spawnmenu.AddToolMenuOption("Beatrun", "Client", "beatrun_hud", "HUD", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("HUD Setttings")
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panel:CheckBox("Show total XP near your nickname", "Beatrun_HUDXP")
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panel:CheckBox("Display HUD swaying", "Beatrun_HUDSway")
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panel:CheckBox("Hide HUD when moving", "Beatrun_HUDDynamic")
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panel:CheckBox("Display a dot in the center of the screen", "Beatrun_HUDReticle")
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panel:CheckBox("Dynamic HUD", "Beatrun_HUDDynamic")
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panel:ControlHelp("Hides HUD when moving")
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panel:CheckBox("HUD Sway", "Beatrun_HUDSway")
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panel:ControlHelp("Toggles HUD swaying")
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panel:CheckBox("Dot", "Beatrun_HUDReticle")
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panel:ControlHelp("Shows a dot in the center of the screen")
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panel:CheckBox("Nametags", "Beatrun_Nametags")
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panel:ControlHelp("Toggles nametags above players")
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panel:CheckBox("Floating XP", "Beatrun_HUDXP")
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panel:ControlHelp("Show total XP near your nickname")
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panel:CheckBox("Lower Viewmodel", "Beatrun_MinimalVM")
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panel:ControlHelp("Lowers the running viewmodel")
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panel:CheckBox("Wind", "Beatrun_Wind")
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panel:ControlHelp("Wind noises when running")
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panel:NumSlider("FOV", "Beatrun_FOV", 90, 120, 0)
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panel:ControlHelp("You need to respawn after changing FOV!")
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panel:ControlHelp("You need to respawn after changing the FOV!")
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panel:NumSlider("Hide HUD", "Beatrun_HUDHidden", 0, 2, 0)
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panel:ControlHelp("0 - Shown\n1 - Gamemode only\n2 - Hidden")
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@ -51,17 +90,119 @@ hook.Add("PopulateToolMenu", "Beatrun_ToolMenu", function()
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panel:AddItem(divider)
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panel:Help("HUD Text Color")
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local HudTextColor = vgui.Create("DColorMixer", Frame)
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local HudTextColor = vgui.Create("DColorMixer", panel)
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HudTextColor:Dock(FILL)
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HudTextColor:SetPalette(true)
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HudTextColor:SetAlphaBar(true)
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HudTextColor:SetWangs(true)
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HudTextColor:SetColor(string.ToColor(GetConVar("Beatrun_HUDTextColor"):GetString()))
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function HudTextColor:ValueChanged(color)
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RunConsoleCommand("Beatrun_HUDTextColor", string.FromColor(col))
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RunConsoleCommand("Beatrun_HUDTextColor", string.FromColor(color))
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end
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panel:AddItem(HudTextColor)
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panel:Help("HUD Corners Color")
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local HudCornerColor = vgui.Create("DColorMixer", panel)
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HudCornerColor:Dock(FILL)
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HudCornerColor:SetPalette(true)
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HudCornerColor:SetAlphaBar(true)
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HudCornerColor:SetWangs(true)
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HudCornerColor:SetColor(string.ToColor(GetConVar("Beatrun_HUDCornerColor"):GetString()))
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function HudCornerColor:ValueChanged(color)
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RunConsoleCommand("Beatrun_HUDCornerColor", string.FromColor(color))
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end
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panel:AddItem(HudCornerColor)
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panel:Help("HUD Floating XP Color")
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local HudFXPColor = vgui.Create("DColorMixer", panel)
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HudFXPColor:Dock(FILL)
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HudFXPColor:SetPalette(true)
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HudFXPColor:SetAlphaBar(true)
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HudFXPColor:SetWangs(true)
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HudFXPColor:SetColor(string.ToColor(GetConVar("Beatrun_HUDFloatingXPColor"):GetString()))
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function HudFXPColor:ValueChanged(color)
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RunConsoleCommand("Beatrun_HUDFloatingXPColor", string.FromColor(color))
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end
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panel:AddItem(HudFXPColor)
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end)
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spawnmenu.AddToolMenuOption("Beatrun", "Client", "beatrun_viewbob", "Viewbob", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("Viewbob Settings")
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panel:CheckBox("Viewbob Stabilization", "Beatrun_ViewbobStabilized")
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panel:ControlHelp("Turn on to reduce motion sickness by making viewbobbing keep the player's look position centered")
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panel:NumSlider("Viewbob Intensity", "Beatrun_ViewbobIntensity", -100, 100, 0)
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end)
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spawnmenu.AddToolMenuOption("Beatrun", "Client", "beatrun_gameplay", "Gameplay", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("Gameplaye Settings")
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panel:CheckBox("Quickturn", "Beatrun_QuickturnGround")
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panel:ControlHelp("Enables quickturning with secondary attack while on the ground")
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panel:CheckBox("Purist Mode", "Beatrun_PuristMode")
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panel:ControlHelp("Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how Mirror's Edge games handle this.\nDisabled = No restrictions\nEnabled = Reduced move speed in the air")
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end)
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spawnmenu.AddToolMenuOption("Beatrun", "Server", "beatrun_main", "Main", "", "", function(panel)
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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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panel:CheckBox("Overdrive in Multiplayer", "Beatrun_AllowOvedriveInMultiplayer")
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panel:ControlHelp("Allows Overdrive usage on the server\nDoesn't affect singleplayer")
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end)
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spawnmenu.AddToolMenuOption("Beatrun", "Server", "beatrun_moves", "Moves", "", "", function(panel)
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panel:ClearControls()
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panel:SetName("Moves Settings")
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panel:Help("You Can Dive with Ctrl + RMB While Midair!\nOverdrive Toggles with E + LMB.")
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panel:CheckBox("Force Purist Mode", "Beatrun_PuristModeForce")
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panel:ControlHelp("Forces Purist Mode for all players")
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panel:CheckBox("\"Realistic\" wallrunning", "Beatrun_PuristWallrun")
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panel:ControlHelp("NOTE:\nYou wallrun a bit further")
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local divider = vgui.Create("DHorizontalDivider")
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panel:AddItem(divider)
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panel:CheckBox("Kick-Glitch", "Beatrun_KickGlitch")
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panel:ControlHelp("Toggles Kick-Glitch Move\nLMB when Wallrunning and Then Jumping Right After")
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panel:CheckBox("Kick-Glitch Version", "Beatrun_OldKickGlitch")
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panel:ControlHelp("Enabled - Old Kick-Glitch\nDisabled - New Kick-Glitch\nNew version uses mechanic from Mirror's Edge that spawns a small platform under a player")
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panel:CheckBox("Quake Jump", "Beatrun_QuakeJump")
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panel:ControlHelp("Toggles Quake Jump Move\nPress RMB Right After Side Step")
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panel:CheckBox("Side Step", "Beatrun_SideStep")
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panel:ControlHelp("Toggles Side Step Move\nA/D + RMB")
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panel:CheckBox("Disarm", "Beatrun_Disarm")
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panel:ControlHelp("Toggles Ability to Disarm NPC\nInteract with NPC")
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local divider = vgui.Create("DHorizontalDivider")
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panel:AddItem(divider)
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panel:Help("Dive Settings")
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panel:CheckBox("Totsugeki", "Beatrun_Totsugeki")
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panel:ControlHelp("Toggles Totsugeki Move\nDive After Quake Jump")
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panel:CheckBox("Totsugeki Spam", "Beatrun_TotsugekiSpam")
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panel:ControlHelp("Toggles Ability to Spam Totsugeki")
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panel:CheckBox("Totsugeki Heading", "Beatrun_TotsugekiHeading")
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panel:ControlHelp("Allows to Totsugeki on X axis (up/down)")
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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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end)
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@ -125,7 +125,7 @@ local randvector = Vector()
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-- local box_mins = Vector(-0.5, -0.5, -0.5)
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-- local box_maxs = Vector(0.5, 0.5, 0.5)
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local awareness = CreateClientConVar("blindness_awareness", 10000, true, false, "Awareness in hu")
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local quality = CreateClientConVar("blindness_highquality", 1, true, false, "Draws quads instead of lines")
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local quality = CreateClientConVar("blindness_highquality", 1, true, false, "Draws quads instead of lines", 0, 1)
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-- local boxang = Angle()
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-- local vanishvec = Vector()
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-- local vanishvecrand = Vector()
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@ -302,7 +302,7 @@ end)
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|
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hook.Add("ShouldCollide", "NoPlayerCollisions", function(ent1, ent2)
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if ent1:IsPlayer() and (ent2:IsPlayer() or ent2.NoPlayerCollisions) then
|
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if ent2.BRCollisionFunc then
|
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if ent2.BRCollisionFunc then
|
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return ent2:BRCollisionFunc(ent1)
|
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else
|
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if (ent1.br_Fired and ent2.br_FiredBy == ent1) or (ent2.br_Fired and ent1.br_FiredBy == ent2) then return true end
|
||||
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@ -317,31 +317,41 @@ end)
|
|||
local function calc_fov(src, dst)
|
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local v_src = src:Forward()
|
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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
|
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if result ~= result or (result == math.huge or result == -math.huge) then
|
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result = 0
|
||||
end
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||||
|
||||
return result
|
||||
end
|
||||
|
||||
// i was forced
|
||||
-- i was forced
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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
|
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if ply == ent then continue end
|
||||
|
||||
local fov = calc_fov(data.Dir:Angle(), (ply:GetShootPos() - data.Src):Angle())
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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)
|
||||
|
||||
timer.Simple(engine.TickInterval() * 3, function()
|
||||
if IsValid(ply) then
|
||||
ply.br_FiredBy = nil
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ent.br_Fired = true
|
||||
timer.Simple(engine.TickInterval()*3, function() if IsValid(ent) then ent.br_Fired = false end end)
|
||||
|
||||
timer.Simple(engine.TickInterval() * 3, function()
|
||||
if IsValid(ent) then
|
||||
ent.br_Fired = false
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
hook.Add("PhysgunPickup", "AllowPlayerPickup", function(ply, ent)
|
||||
|
|
|
@ -65,7 +65,7 @@ function LoadCheckpoints()
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end
|
||||
|
||||
if CLIENT then
|
||||
CreateClientConVar("Beatrun_FastStart", "0", true, true, "Faster start countdown")
|
||||
CreateClientConVar("Beatrun_FastStart", "0", true, true, "Faster start countdown", 0, 1)
|
||||
|
||||
net.Receive("Checkpoint_Hit", function()
|
||||
local timetaken = CurTime() - lastcptime
|
||||
|
@ -246,9 +246,11 @@ function CourseHUD()
|
|||
text = speed .. " km/h"
|
||||
w, _ = surface.GetTextSize(text)
|
||||
|
||||
local r, g, b, a = string.ToColor(GetConVar("Beatrun_HUDTextColor"):GetString())
|
||||
|
||||
surface.SetDrawColor(255, 255, 255, 255)
|
||||
surface.SetFont("BeatrunHUD")
|
||||
surface.SetTextColor(255, 255, 255, 255)
|
||||
surface.SetTextColor(r, g, b, a)
|
||||
surface.SetTextPos(ScrW() * 0.85 - w * 0.5 + vpx, ScrH() * 0.85 + vpz)
|
||||
surface.DrawText(text)
|
||||
end
|
||||
|
|
|
@ -10,6 +10,7 @@ if CLIENT then
|
|||
local activewep = ply:GetActiveWeapon()
|
||||
|
||||
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then return end
|
||||
if ply:GetMoveType() == MOVETYPE_NOCLIP then return end
|
||||
if GetGlobalBool(GM_INFECTION) or GetGlobalBool(GM_DATATHEFT) then return end
|
||||
|
||||
if not ply.GrappleHUD_tr then
|
||||
|
@ -67,7 +68,7 @@ hook.Add("SetupMove", "Grapple", function(ply, mv, cmd)
|
|||
|
||||
local grappled = nil
|
||||
|
||||
if not ply:GetGrappling() and ply:GetMelee() == 0 and not ply:OnGround() and ply:GetSafetyRollKeyTime() < CurTime() and ply:GetWallrun() == 0 and usingrh and cmd:GetViewAngles().x <= -15 then
|
||||
if not ply:GetGrappling() and ply:GetMelee() == 0 and not ply:OnGround() and ply:GetMoveType() ~= MOVETYPE_NOCLIP and ply:GetSafetyRollKeyTime() < CurTime() and ply:GetWallrun() == 0 and usingrh and cmd:GetViewAngles().x <= -15 then
|
||||
local trout = ply:GetEyeTrace()
|
||||
local dist = trout.HitPos:DistToSqr(mv:GetOrigin())
|
||||
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
GM_INFECTION = 0
|
||||
Infection_StartTime = 0
|
||||
Infection_EndTime = 0
|
||||
local rand = math.random
|
||||
|
||||
function table.Shuffle(t)
|
||||
local n = #t
|
||||
|
||||
while n > 1 do
|
||||
local k = rand(n)
|
||||
local k = math.random(n)
|
||||
t[k] = t[n]
|
||||
t[n] = t[k]
|
||||
n = n - 1
|
||||
|
@ -76,7 +75,7 @@ if SERVER then
|
|||
timer.Simple(0.01, GiveLastManGun)
|
||||
|
||||
if humancount < 1 then
|
||||
victim:EmitSound("blackout_hit_0" .. rand(1, 3) .. ".wav")
|
||||
victim:EmitSound("blackout_hit_0" .. math.random(1, 3) .. ".wav")
|
||||
|
||||
net.Start("Infection_End")
|
||||
net.WriteFloat(CurTime())
|
||||
|
@ -90,7 +89,7 @@ if SERVER then
|
|||
end
|
||||
end)
|
||||
else
|
||||
victim:EmitSound("player_damage_tonal_hit_0" .. rand(1, 6) .. ".wav")
|
||||
victim:EmitSound("player_damage_tonal_hit_0" .. math.random(1, 6) .. ".wav")
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
@ -135,7 +134,7 @@ if SERVER then
|
|||
end
|
||||
|
||||
if numinfected == 1 then
|
||||
local infected = players[rand(#players)]
|
||||
local infected = players[math.random(#players)]
|
||||
infected:SetNW2Bool("Infected", true)
|
||||
|
||||
net.Start("Infection_XPReward")
|
||||
|
|
|
@ -285,7 +285,7 @@ hook.Add("SetupMove", "Melee", function(ply, mv, cmd)
|
|||
|
||||
pos.z = pos.z - 8
|
||||
|
||||
platform:SetModel("models/hunter/plates/plate05x05.mdl")
|
||||
platform:SetModel("models/hunter/plates/plate1x1.mdl")
|
||||
platform:SetPos(pos)
|
||||
platform:SetColor(Color(0,0,0,0))
|
||||
platform:SetRenderMode(RENDERMODE_TRANSCOLOR)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
if CLIENT then
|
||||
PuristMode = CreateClientConVar("Beatrun_PuristMode", "1", true, true, "Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how Mirror's Edge games handle this.\n0 = No restrictions\n1 = Reduced move speed in the air")
|
||||
PuristMode = CreateClientConVar("Beatrun_PuristMode", "1", true, true, "Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how Mirror's Edge games handle this.\n0 = No restrictions\n1 = Reduced move speed in the air", 0, 1)
|
||||
end
|
||||
|
||||
local PuristModeForce = CreateConVar("Beatrun_PuristModeForce", 0, {FCVAR_REPLICATED, FCVAR_ARCHIVE}, "Force players to adhere to purist rules", 0, 1)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
if CLIENT then
|
||||
QuickturnGround = CreateClientConVar("Beatrun_QuickturnGround", "0", true, true, "Enables quickturning with secondary attack while on the ground")
|
||||
QuickturnGround = CreateClientConVar("Beatrun_QuickturnGround", "0", true, true, "Enables quickturning with secondary attack while on the ground", 0, 1)
|
||||
end
|
||||
|
||||
function DoJumpTurn(lookbehind)
|
||||
|
|
|
@ -121,6 +121,7 @@ local function WallrunningThink(ply, mv, cmd)
|
|||
ParkourEvent("jumpwallrun", ply)
|
||||
|
||||
ply:SetSafetyRollKeyTime(CurTime() + 0.001)
|
||||
|
||||
vel.z = 30
|
||||
vel:Mul(ply:GetOverdriveMult())
|
||||
|
||||
|
@ -153,8 +154,8 @@ local function WallrunningThink(ply, mv, cmd)
|
|||
|
||||
mv:SetVelocity(vecvel)
|
||||
mv:SetForwardSpeed(0)
|
||||
|
||||
mv:SetSideSpeed(0)
|
||||
|
||||
local tr = ply.WallrunTrace
|
||||
local trout = ply.WallrunTraceOut
|
||||
local eyeang = ply.WallrunOrigAng or Angle()
|
||||
|
@ -200,6 +201,7 @@ local function WallrunningThink(ply, mv, cmd)
|
|||
|
||||
if ovel:Length() > 400 then
|
||||
ovel:Mul(0.975)
|
||||
|
||||
ply:SetWallrunOrigVel(ovel)
|
||||
end
|
||||
|
||||
|
|
|
@ -257,11 +257,11 @@ hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
|
|||
|
||||
local MEAng = math.Truncate(ang:Forward().x, 2)
|
||||
local MEAngDiff = math.abs((MEAng - ply:GetMEAng()) * 100)
|
||||
local weaponspeed = 150
|
||||
local weaponspeed = math.floor(max_speed:GetInt() / 1.66)
|
||||
local activewep = ply:GetActiveWeapon()
|
||||
|
||||
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then
|
||||
weaponspeed = 250
|
||||
weaponspeed = max_speed:GetInt()
|
||||
end
|
||||
|
||||
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
|
||||
|
|
691
vmaniprework/lua/autorun/client/cl_vmanip.lua
Normal file
691
vmaniprework/lua/autorun/client/cl_vmanip.lua
Normal file
|
@ -0,0 +1,691 @@
|
|||
--[[N++ Protip: View > Collapse Level 1
|
||||
More detail on stuff in lua/vmanip/vmanip_baseanims.lua
|
||||
|
||||
Please keep in mind that you do not fire events *through vmanip*. Think of it as a fully
|
||||
clientside animation system. So instead, you request to play an anim, and if the request
|
||||
went through (true return value), you do your thing
|
||||
|
||||
You probably don't need to snoop around this file, but feel free
|
||||
]]
|
||||
VManip = {}
|
||||
VMLegs = {}
|
||||
local curtime = 0
|
||||
|
||||
--Non linear lerping
|
||||
local function LerpC(t, a, b, powa)
|
||||
return a + (b - a) * math.pow(t, powa)
|
||||
end
|
||||
|
||||
local properang = Angle(-79.750, 0, -90)
|
||||
|
||||
local leftarmbones = {"ValveBiped.Bip01_L_UpperArm", "ValveBiped.Bip01_L_Forearm", "ValveBiped.Bip01_L_Hand", "ValveBiped.Bip01_L_Wrist", "ValveBiped.Bip01_L_Ulna", "ValveBiped.Bip01_L_Finger4", "ValveBiped.Bip01_L_Finger41", "ValveBiped.Bip01_L_Finger42", "ValveBiped.Bip01_L_Finger3", "ValveBiped.Bip01_L_Finger31", "ValveBiped.Bip01_L_Finger32", "ValveBiped.Bip01_L_Finger2", "ValveBiped.Bip01_L_Finger21", "ValveBiped.Bip01_L_Finger22", "ValveBiped.Bip01_L_Finger1", "ValveBiped.Bip01_L_Finger11", "ValveBiped.Bip01_L_Finger12", "ValveBiped.Bip01_L_Finger0", "ValveBiped.Bip01_L_Finger01", "ValveBiped.Bip01_L_Finger02"}
|
||||
|
||||
local playermodelbonesupper = {"ValveBiped.Bip01_L_Forearm", "ValveBiped.Bip01_L_UpperArm", "ValveBiped.Bip01_L_Clavicle", "ValveBiped.Bip01_L_Hand", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Neck1", "ValveBiped.Bip01_Head1", "ValveBiped.Bip01_L_Finger4", "ValveBiped.Bip01_L_Finger41", "ValveBiped.Bip01_L_Finger42", "ValveBiped.Bip01_L_Finger3", "ValveBiped.Bip01_L_Finger31", "ValveBiped.Bip01_L_Finger32", "ValveBiped.Bip01_L_Finger2", "ValveBiped.Bip01_L_Finger21", "ValveBiped.Bip01_L_Finger22", "ValveBiped.Bip01_L_Finger1", "ValveBiped.Bip01_L_Finger11", "ValveBiped.Bip01_L_Finger12", "ValveBiped.Bip01_L_Finger0", "ValveBiped.Bip01_L_Finger01", "ValveBiped.Bip01_L_Finger02", "ValveBiped.Bip01_R_Forearm", "ValveBiped.Bip01_R_UpperArm", "ValveBiped.Bip01_R_Clavicle", "ValveBiped.Bip01_R_Hand", "ValveBiped.Bip01_R_Finger4", "ValveBiped.Bip01_R_Finger41", "ValveBiped.Bip01_R_Finger42", "ValveBiped.Bip01_R_Finger3", "ValveBiped.Bip01_R_Finger31", "ValveBiped.Bip01_R_Finger32", "ValveBiped.Bip01_R_Finger2", "ValveBiped.Bip01_R_Finger21", "ValveBiped.Bip01_R_Finger22", "ValveBiped.Bip01_R_Finger1", "ValveBiped.Bip01_R_Finger11", "ValveBiped.Bip01_R_Finger12", "ValveBiped.Bip01_R_Finger0", "ValveBiped.Bip01_R_Finger01"}
|
||||
|
||||
local tableintensity = {1, 1, 1}
|
||||
|
||||
VManip.Reset = function()
|
||||
VManip.Anims = {}
|
||||
VManip.VMGesture = nil
|
||||
VManip.AssurePos = false
|
||||
VManip.LockToPly = false
|
||||
VManip.LockZ = 0
|
||||
VManip.VMCam = nil
|
||||
VManip.Cam_Ang = properang
|
||||
VManip.Cam_AngInt = nil
|
||||
VManip.StartCycle = 0
|
||||
VManip.Cycle = 0
|
||||
VManip.CurGesture = nil
|
||||
VManip.CurGestureData = nil
|
||||
VManip.GestureMatrix = nil
|
||||
VManip.Lerp_Peak = nil
|
||||
VManip.Lerp_Speed_In = nil
|
||||
VManip.Lerp_Speed_Out = nil
|
||||
VManip.Lerp_Curve = nil
|
||||
VManip.Duration = 0
|
||||
VManip.HoldTime = nil
|
||||
VManip.HoldQuit = false
|
||||
VManip.PreventQuit = false
|
||||
VManip.QueuedAnim = nil
|
||||
VManip.Segmented = false
|
||||
VManip.SegmentFinished = false
|
||||
VManip.CurSegment = nil
|
||||
VManip.LastSegment = false
|
||||
VManip.SegmentCount = 0
|
||||
VManip.CurSegmentSequence = nil
|
||||
VManip.GesturePastHold = false
|
||||
VManip.GestureOnHold = false
|
||||
VManip.Attachment = nil
|
||||
end
|
||||
|
||||
VManip.Remove = function()
|
||||
if VManip:IsActive() then
|
||||
hook.Run("VManipPreRemove", VManip:GetCurrentAnim())
|
||||
end
|
||||
|
||||
if IsValid(VManip.VMGesture) then
|
||||
VManip.VMGesture:Remove()
|
||||
end
|
||||
|
||||
if IsValid(VManip.VMCam) then
|
||||
VManip.VMCam:Remove()
|
||||
end
|
||||
|
||||
VManip.VMGesture = nil
|
||||
VManip.AssurePos = false
|
||||
VManip.LockToPly = false
|
||||
VManip.LockZ = 0
|
||||
VManip.VMCam = nil
|
||||
VManip.Cam_Ang = properang
|
||||
VManip.Cam_AngInt = nil
|
||||
VManip.Cycle = 0
|
||||
VManip.StartCycle = 0
|
||||
VManip.Attachment = nil
|
||||
VManip.CurGesture = nil
|
||||
VManip.CurGestureData = nil
|
||||
VManip.GestureMatrix = nil
|
||||
VManip.Lerp_Peak = nil
|
||||
VManip.Lerp_Speed_In = nil
|
||||
VManip.Lerp_Speed_Out = nil
|
||||
VManip.Duration = 0
|
||||
VManip.HoldTime = nil
|
||||
VManip.HoldQuit = false
|
||||
VManip.PreventQuit = false
|
||||
VManip.QueuedAnim = nil
|
||||
VManip.Segmented = false
|
||||
VManip.SegmentFinished = false
|
||||
VManip.CurSegment = nil
|
||||
VManip.LastSegment = false
|
||||
VManip.SegmentCount = 0
|
||||
VManip.CurSegmentSequence = nil
|
||||
VManip.GesturePastHold = false
|
||||
VManip.GestureOnHold = false
|
||||
hook.Run("VManipRemove")
|
||||
end
|
||||
|
||||
VManip:Reset()
|
||||
|
||||
VManip.RegisterAnim = function(self, name, tbl)
|
||||
self.Anims[name] = tbl
|
||||
end
|
||||
|
||||
VManip.GetAnim = function(self, name) return self.Anims[name] end
|
||||
VManip.IsActive = function(self) return IsValid(self.VMGesture) end
|
||||
VManip.GetVMGesture = function(self) return self.VMGesture end
|
||||
VManip.GetCurrentAnim = function(self) return self.CurGesture end
|
||||
VManip.GetCurrentSegment = function(self) return self.CurSegment end
|
||||
VManip.GetCycle = function(self) return self.Cycle end
|
||||
|
||||
VManip.SetCycle = function(self, newcycle)
|
||||
self.Cycle = newcycle
|
||||
end
|
||||
|
||||
VManip.IsSegmented = function(self) return self.Segmented end
|
||||
VManip.GetSegmentCount = function(self) return self.SegmentCount end
|
||||
|
||||
local function PlayVMPSound(ent, sound, anim)
|
||||
if VManip:GetCurrentAnim() == anim and ent:Alive() then
|
||||
ent:EmitSound(sound)
|
||||
end
|
||||
end
|
||||
|
||||
local function PlaySoundsInTable(tbl, animname)
|
||||
local ply = LocalPlayer()
|
||||
|
||||
for k, v in pairs(tbl) do
|
||||
timer.Simple(v, function()
|
||||
PlayVMPSound(ply, k, animname)
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
VManip.PlaySegment = function(self, sequence, lastsegment, soundtable)
|
||||
if self:IsActive() and self:IsSegmented() and self.SegmentFinished and not self.LastSegment then
|
||||
if self:GetVMGesture():LookupSequence(sequence) ~= -1 then
|
||||
if hook.Run("VManipPrePlaySegment", self:GetCurrentAnim(), sequence, lastsegment) == false then return end
|
||||
self:GetVMGesture():ResetSequence(sequence)
|
||||
VManip.CurSegment = sequence
|
||||
self:SetCycle(0)
|
||||
VManip.SegmentFinished = false
|
||||
self.SegmentCount = self.SegmentCount + 1
|
||||
|
||||
if lastsegment then
|
||||
self.LastSegment = true
|
||||
VManip.Lerp_Peak = curtime + VManip.CurGestureData["lerp_peak"]
|
||||
end
|
||||
|
||||
if soundtable then
|
||||
PlaySoundsInTable(soundtable, self:GetCurrentAnim())
|
||||
end
|
||||
|
||||
hook.Run("VManipPlaySegment", self:GetCurrentAnim(), sequence, lastsegment)
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
VManip.IsPreventQuit = function(self) return self.PreventQuit end
|
||||
|
||||
VManip.QuitHolding = function(self, animtostop)
|
||||
if self:IsActive() then
|
||||
if hook.Run("VManipPreHoldQuit", self:GetCurrentAnim(), animtostop) == false then return end
|
||||
|
||||
if (not animtostop and not VManip:IsPreventQuit()) or self:GetCurrentAnim() == animtostop then
|
||||
self.HoldQuit = true
|
||||
|
||||
if self:IsSegmented() then
|
||||
self.LastSegment = true
|
||||
end
|
||||
|
||||
hook.Run("VManipHoldQuit", self:GetCurrentAnim(), animtostop)
|
||||
end
|
||||
|
||||
if self.QueuedAnim == animtostop then
|
||||
self.QueuedAnim = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--For event related animations that you want to make sure will play no matter what
|
||||
VManip.QueueAnim = function(self, animtoqueue)
|
||||
if self:GetAnim(animtoqueue) then
|
||||
self.QueuedAnim = animtoqueue
|
||||
end
|
||||
end
|
||||
|
||||
VMLegs.Reset = function()
|
||||
VMLegs.Anims = {}
|
||||
VMLegs.LegParent = nil
|
||||
VMLegs.LegModel = nil
|
||||
VMLegs.Cycle = 0
|
||||
VMLegs.StartCycle = 0
|
||||
VMLegs.SeqID = nil
|
||||
VMLegs.CurLegs = nil
|
||||
end
|
||||
|
||||
VMLegs.Remove = function()
|
||||
if IsValid(VMLegs.LegParent) then
|
||||
VMLegs.LegParent:Remove()
|
||||
end
|
||||
|
||||
if IsValid(VMLegs.LegModel) then
|
||||
VMLegs.LegModel:Remove()
|
||||
end
|
||||
|
||||
VMLegs.LegParent = nil
|
||||
VMLegs.LegModel = nil
|
||||
VMLegs.Cycle = 0
|
||||
VMLegs.StartCycle = 0
|
||||
VMLegs.SeqID = nil
|
||||
VMLegs.CurLegs = nil
|
||||
end
|
||||
|
||||
VMLegs:Reset()
|
||||
|
||||
VMLegs.RegisterAnim = function(self, name, tbl)
|
||||
self.Anims[name] = tbl
|
||||
end
|
||||
|
||||
VMLegs.GetAnim = function(self, name) return self.Anims[name] end
|
||||
VMLegs.IsActive = function(self) return IsValid(self.LegParent) end
|
||||
VMLegs.GetCurrentAnim = function(self) return self.CurLegs end
|
||||
|
||||
VManip.PlayAnim = function(self, name)
|
||||
local ply = LocalPlayer()
|
||||
if ply:GetViewEntity() ~= ply and not self:IsActive() then return end
|
||||
|
||||
--doesnt always work
|
||||
if IsValid(ply:GetActiveWeapon()) then
|
||||
if ply:GetActiveWeapon():GetHoldType() == "duel" then return false end
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
if ply:InVehicle() or not ply:Alive() then return false end
|
||||
if self:IsActive() then return false end
|
||||
local vm = ply:GetViewModel()
|
||||
local bypass = hook.Run("VManipPreActCheck", name, vm)
|
||||
|
||||
if not bypass then
|
||||
if type(ply:GetActiveWeapon().GetStatus) == "function" then
|
||||
if ply:GetActiveWeapon():GetStatus() == 5 then return false end
|
||||
end
|
||||
|
||||
if vm:GetSequenceActivity(vm:GetSequence()) == ACT_VM_RELOAD then return false end
|
||||
end
|
||||
|
||||
local animtoplay = self:GetAnim(name)
|
||||
|
||||
if not animtoplay then
|
||||
print("Invalid anim", name)
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
if hook.Run("VManipPrePlayAnim", name) == false then return false end
|
||||
curtime = CurTime()
|
||||
self.Remove()
|
||||
self.GesturePastHold = false
|
||||
self.GestureOnHold = false
|
||||
self.CurGestureData = animtoplay
|
||||
self.CurGesture = name
|
||||
self.Lerp_Peak = curtime + animtoplay["lerp_peak"]
|
||||
vmatrixpeakinfo = animtoplay["lerp_peak"]
|
||||
self.Lerp_Speed_In = animtoplay["lerp_speed_in"] or 1
|
||||
self.Lerp_Speed_Out = animtoplay["lerp_speed_out"] or 1
|
||||
self.Loop = animtoplay["loop"]
|
||||
VManip_modelname = animtoplay["model"]
|
||||
vmanipholdtime = animtoplay["holdtime"]
|
||||
self.VMGesture = ClientsideModel("models/" .. VManip_modelname, RENDERGROUP_BOTH)
|
||||
self.VMCam = ClientsideModel("models/" .. VManip_modelname, RENDERGROUP_BOTH) --Saves me the headache of attachment shit
|
||||
self.Cam_AngInt = animtoplay["cam_angint"] or tableintensity
|
||||
self.SeqID = self.VMGesture:LookupSequence(name)
|
||||
|
||||
if animtoplay["assurepos"] then
|
||||
self.VMGesture:SetPos(ply:EyePos())
|
||||
VManip.AssurePos = true
|
||||
elseif not animtoplay["locktoply"] then
|
||||
self.VMGesture:SetPos(vm:GetPos())
|
||||
end
|
||||
|
||||
if animtoplay["locktoply"] then
|
||||
self.LockToPly = true
|
||||
local eyepos = ply:EyePos()
|
||||
self.VMGesture:SetAngles(ply:EyeAngles())
|
||||
self.VMGesture:SetPos(eyepos)
|
||||
self.LockZ = eyepos.z
|
||||
else
|
||||
self.VMGesture:SetAngles(vm:GetAngles())
|
||||
self.VMGesture:SetParent(vm)
|
||||
end
|
||||
|
||||
self.Cam_Ang = animtoplay["cam_ang"] or properang
|
||||
self.VMCam:SetPos(vector_origin)
|
||||
self.VMCam:SetAngles(angle_zero)
|
||||
self.VMGesture:ResetSequenceInfo()
|
||||
self.VMGesture:SetPlaybackRate(1)
|
||||
self.VMGesture:ResetSequence(self.SeqID)
|
||||
self.VMCam:ResetSequenceInfo()
|
||||
self.VMCam:SetPlaybackRate(1)
|
||||
self.VMCam:ResetSequence(self.SeqID)
|
||||
self.VMatrixlerp = 1
|
||||
self.Speed = animtoplay["speed"] or 1
|
||||
self.Lerp_Curve = animtoplay["lerp_curve"] or 1
|
||||
self.StartCycle = animtoplay["startcycle"] or 0
|
||||
self.Segmented = animtoplay["segmented"] or false
|
||||
self.HoldTime = animtoplay["holdtime"] or nil
|
||||
self.HoldTimeData = self.HoldTime
|
||||
self.PreventQuit = animtoplay["preventquit"] or false
|
||||
|
||||
if self.HoldTime then
|
||||
self.HoldTime = curtime + self.HoldTime
|
||||
end
|
||||
|
||||
self.Cycle = self.StartCycle
|
||||
self.VMGesture:SetNoDraw(true)
|
||||
self.VMCam:SetNoDraw(true)
|
||||
self.Duration = self.VMGesture:SequenceDuration(self.SeqID)
|
||||
|
||||
if animtoplay["sounds"] and animtoplay["sounds"] ~= {} then
|
||||
PlaySoundsInTable(animtoplay["sounds"], self.CurGesture)
|
||||
end
|
||||
|
||||
hook.Run("VManipPostPlayAnim", name)
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
VMLegs.PlayAnim = function(self, name)
|
||||
if self:IsActive() then return false end
|
||||
local animtoplay = self:GetAnim(name)
|
||||
|
||||
if not animtoplay then
|
||||
print("Invalid anim", name)
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
local ply = LocalPlayer()
|
||||
self.Cycle = 0
|
||||
self.CurLegs = name
|
||||
self.Speed = animtoplay["speed"]
|
||||
self.FBoost = animtoplay["forwardboost"]
|
||||
self.UBoost = animtoplay["upwardboost"]
|
||||
self.UBoostCache = Vector(0, 0, self.UBoost)
|
||||
local model = animtoplay["model"]
|
||||
local vm = ply:GetViewModel()
|
||||
local vmang = vm:GetAngles()
|
||||
local vmpos = vm:GetPos()
|
||||
self.LegParent = ClientsideModel("models/" .. model, RENDERGROUP_BOTH)
|
||||
self.LegParent:SetPos(vmpos)
|
||||
self.LegParent:SetParent(vm)
|
||||
local legang = vm:GetAngles()
|
||||
legang = Angle(0, legang.y, 0)
|
||||
VMLegs.LegParent:SetAngles(legang)
|
||||
self.LegModel = ClientsideModel(string.Replace(ply:GetModel(), "models/models/", "models/"), RENDERGROUP_TRANSLUCENT)
|
||||
self.LegModel:SetPos(vmpos)
|
||||
self.LegModel:SetAngles(vmang)
|
||||
local plyhands = ply:GetHands()
|
||||
|
||||
if IsValid(plyhands) then
|
||||
self.LegModel.GetPlayerColor = plyhands.GetPlayerColor --yes, this is how you do player color. Fucking lol
|
||||
end
|
||||
|
||||
self.LegModel:SetParent(self.LegParent)
|
||||
self.LegModel:AddEffects(EF_BONEMERGE)
|
||||
|
||||
for i = 0, self.LegModel:GetNumBodyGroups() do
|
||||
local bodyg = ply:GetBodygroup(i)
|
||||
self.LegModel:SetBodygroup(i, bodyg)
|
||||
end
|
||||
|
||||
for k, v in pairs(playermodelbonesupper) do
|
||||
local plybone = self.LegModel:LookupBone(v)
|
||||
|
||||
if plybone ~= nil then
|
||||
self.LegModel:ManipulateBoneScale(plybone, Vector(0, 0, 0))
|
||||
end
|
||||
end
|
||||
|
||||
self.SeqID = self.LegParent:LookupSequence(name)
|
||||
self.LegParent:ResetSequenceInfo()
|
||||
self.LegParent:SetPlaybackRate(1)
|
||||
self.LegParent:ResetSequence(self.SeqID)
|
||||
end
|
||||
|
||||
--#########################--
|
||||
local posparentcache
|
||||
local curtimecheck = 0 --prevents the hook from ever running twice in the same frame
|
||||
|
||||
hook.Add("PostDrawViewModel", "VManip", function(vm, ply, weapon)
|
||||
if VManip:IsActive() then
|
||||
curtime = CurTime()
|
||||
if curtime == curtimecheck and not gui.IsGameUIVisible() then return end
|
||||
curtimecheck = CurTime()
|
||||
|
||||
--Some SWEPs have RIDICULOUS offsets
|
||||
if VManip.AssurePos then
|
||||
if posparentcache ~= weapon then
|
||||
posparentcache = weapon
|
||||
VManip.VMGesture:SetParent(nil)
|
||||
VManip.VMGesture:SetPos(EyePos())
|
||||
VManip.VMGesture:SetAngles(vm:GetAngles())
|
||||
VManip.VMGesture:SetParent(vm)
|
||||
end
|
||||
end
|
||||
|
||||
--A more cruel version of AssurePos
|
||||
if VManip.LockToPly then
|
||||
local eyeang = ply:EyeAngles()
|
||||
local eyepos = EyePos()
|
||||
local vmang = vm:GetAngles()
|
||||
local finang = eyeang - vmang
|
||||
finang.y = 0 --fucks up on 180
|
||||
local newang = eyeang + (finang * 0.25)
|
||||
VManip.VMGesture:SetAngles(newang)
|
||||
VManip.VMGesture:SetPos(eyepos)
|
||||
end
|
||||
|
||||
--fun fact, this only runs on respawn for an obvious reason
|
||||
if not ply:Alive() then
|
||||
VManip:Remove()
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
--VManip.VMGesture:FrameAdvance(FrameTime()*VManip.Speed) --shit the bed, don't use this
|
||||
if VManip.Loop then
|
||||
if VManip.Cycle >= 1 then
|
||||
VManip.Lerp_Peak = curtime + VManip.CurGestureData["lerp_peak"]
|
||||
VManip.Cycle = 0
|
||||
end
|
||||
|
||||
if VManip.HoldQuit then
|
||||
VManip.Loop = false
|
||||
end
|
||||
end
|
||||
|
||||
if not VManip.GestureOnHold then
|
||||
VManip.Cycle = VManip.Cycle + FrameTime() * VManip.Speed
|
||||
end
|
||||
|
||||
VManip.VMGesture:SetCycle(VManip.Cycle)
|
||||
VManip.VMCam:SetCycle(VManip.Cycle)
|
||||
|
||||
if VManip.HoldTime then
|
||||
if curtime >= VManip.HoldTime and not VManip.GestureOnHold and not VManip.GesturePastHold and not VManip.HoldQuit then
|
||||
-- local seqdur=VManip.VMGesture:SequenceDuration()
|
||||
-- VManip.Cycle=(VManip.HoldTimeData)/(seqdur) ply:ChatPrint(seqdur)
|
||||
-- VManip.VMGesture:SetCycle(VManip.Cycle)
|
||||
VManip.GestureOnHold = true
|
||||
elseif VManip.HoldQuit and VManip.GestureOnHold then
|
||||
VManip.GestureOnHold = false
|
||||
VManip.GesturePastHold = true
|
||||
VManip.Lerp_Peak = curtime + VManip.CurGestureData["lerp_peak"] - VManip.CurGestureData["holdtime"]
|
||||
end
|
||||
end
|
||||
|
||||
if (curtime < VManip.Lerp_Peak or (VManip:IsSegmented() and not VManip.LastSegment)) and (not VManip.GestureOnHold or VManip.GesturePastHold) then
|
||||
VManip.VMatrixlerp = math.Clamp(VManip.VMatrixlerp - (FrameTime() * 7) * VManip.Lerp_Speed_In, 0, 1)
|
||||
elseif not VManip.Loop and (not VManip.GestureOnHold or VManip.GesturePastHold) then
|
||||
if not VManip:IsSegmented() or VManip.LastSegment then
|
||||
VManip.VMatrixlerp = math.Clamp(VManip.VMatrixlerp + (FrameTime() * 7) * VManip.Lerp_Speed_Out, 0, 1)
|
||||
end
|
||||
end
|
||||
|
||||
local rigpick2 = leftarmbones
|
||||
local rigpick = leftarmbones
|
||||
VManip.VMGesture:SetupBones()
|
||||
VManip.VMGesture:DrawModel()
|
||||
|
||||
--[[The actual manipulation part below]]
|
||||
for k, v in pairs(rigpick) do
|
||||
if v == "ValveBiped.Bip01_L_Ulna" then
|
||||
local lb = VManip.VMGesture:LookupBone("ValveBiped.Bip01_L_Forearm")
|
||||
|
||||
if lb then
|
||||
VManip.GestureMatrix = VManip.VMGesture:GetBoneMatrix(lb)
|
||||
end
|
||||
else
|
||||
local lb = VManip.VMGesture:LookupBone(rigpick2[k])
|
||||
|
||||
if lb then
|
||||
VManip.GestureMatrix = VManip.VMGesture:GetBoneMatrix(lb)
|
||||
end
|
||||
end
|
||||
|
||||
local VMBone = vm:LookupBone(v)
|
||||
|
||||
if VMBone ~= nil then
|
||||
local VMBoneMatrix = vm:GetBoneMatrix(VMBone)
|
||||
|
||||
if VMBoneMatrix then
|
||||
local VMBoneMatrixCache = VMBoneMatrix:ToTable()
|
||||
local VMGestureMatrixCache = VManip.GestureMatrix:ToTable()
|
||||
|
||||
for k, v in pairs(VMGestureMatrixCache) do
|
||||
for l, b in pairs(v) do
|
||||
VMGestureMatrixCache[k][l] = LerpC(VManip.VMatrixlerp, b, VMBoneMatrixCache[k][l], VManip.Lerp_Curve)
|
||||
end
|
||||
end
|
||||
|
||||
if type(ply:GetActiveWeapon().GetStatus) == "function" then
|
||||
if ply:GetActiveWeapon():GetStatus() ~= 5 then
|
||||
vm:SetBoneMatrix(VMBone, Matrix(VMGestureMatrixCache))
|
||||
end
|
||||
else
|
||||
vm:SetBoneMatrix(VMBone, Matrix(VMGestureMatrixCache))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if VManip.Cycle >= 1 and not VManip.Loop then
|
||||
if VManip:IsSegmented() and not VManip.SegmentFinished then
|
||||
VManip.SegmentFinished = true
|
||||
hook.Run("VManipSegmentFinish", VManip:GetCurrentAnim(), VManip:GetCurrentSegment(), VManip.LastSegment, VManip:GetSegmentCount())
|
||||
elseif VManip:IsSegmented() and VManip.LastSegment then
|
||||
if VManip.VMatrixlerp >= 1 then
|
||||
VManip:Remove()
|
||||
end
|
||||
elseif not VManip:IsSegmented() then
|
||||
if VManip.CurGestureData["loop"] then
|
||||
if VManip.VMatrixlerp >= 1 then
|
||||
VManip:Remove()
|
||||
end
|
||||
else
|
||||
VManip.Remove()
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif VManip.QueuedAnim then
|
||||
if VManip:PlayAnim(VManip.QueuedAnim) then
|
||||
VManip.QueuedAnim = nil
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local anglef = Angle(0, 1, 0)
|
||||
|
||||
--Very basic stuff, you see
|
||||
hook.Add("PostDrawViewModel", "VMLegs", function(vm, ply, weapon)
|
||||
if VMLegs:IsActive() then
|
||||
-- if ply:GetViewEntity() != ply then
|
||||
-- VMLegs.LegModel:SetNoDraw(true)
|
||||
-- else
|
||||
-- VMLegs.LegModel:SetNoDraw(false)
|
||||
-- end
|
||||
local legang = vm:GetAngles()
|
||||
legang = Angle(0, legang.y, 0)
|
||||
VMLegs.LegParent:SetAngles(legang)
|
||||
VMLegs.LegParent:SetPos(vm:GetPos() + (legang:Forward() * VMLegs.FBoost) + VMLegs.UBoostCache)
|
||||
VMLegs.Cycle = VMLegs.Cycle + FrameTime() * VMLegs.Speed
|
||||
VMLegs.LegParent:SetCycle(VMLegs.Cycle)
|
||||
|
||||
if VMLegs.Cycle >= 1 then
|
||||
VMLegs.Remove()
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
concommand.Add("VManip_List", function(ply)
|
||||
PrintTable(VManip.Anims)
|
||||
end)
|
||||
|
||||
concommand.Add("VManip_ListSimple", function(ply)
|
||||
for k, v in pairs(VManip.Anims) do
|
||||
print(k, " | ", v["model"])
|
||||
end
|
||||
end)
|
||||
|
||||
net.Receive("VManip_SimplePlay", function(len)
|
||||
local anim = net.ReadString()
|
||||
VManip:PlayAnim(anim)
|
||||
end)
|
||||
|
||||
--[[Maybe merge these two in one message, using enums]]
|
||||
net.Receive("VManip_StopHold", function(len)
|
||||
local anim = net.ReadString()
|
||||
|
||||
if anim == "" then
|
||||
VManip:QuitHolding()
|
||||
else
|
||||
VManip:QuitHolding(anim)
|
||||
end
|
||||
end)
|
||||
|
||||
--CalcView attachments need to be retrieved outside of CalcView
|
||||
hook.Add("NeedsDepthPass", "VManip_RubatPLZ", function()
|
||||
--Just gonna slide this in there, yea.
|
||||
if VManip.QueuedAnim then
|
||||
local ply = LocalPlayer()
|
||||
|
||||
if ply:GetViewEntity() ~= ply or ply:ShouldDrawLocalPlayer() then
|
||||
VManip.QueuedAnim = nil
|
||||
end
|
||||
end
|
||||
|
||||
--Good.
|
||||
if not VManip:IsActive() then return end
|
||||
|
||||
if not LocalPlayer():Alive() then
|
||||
VManip:Remove()
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
local allatt = VManip.VMCam:GetAttachments()
|
||||
if #allatt == 0 then return end
|
||||
local lookup = allatt[1]["id"]
|
||||
local att = VManip.VMCam:GetAttachment(lookup)
|
||||
VManip.Attachment = att
|
||||
end)
|
||||
|
||||
hook.Add("CalcView", "VManip_Cam", function(ply, origin, angles, fov)
|
||||
if not VManip:IsActive() or not VManip.Attachment then return end
|
||||
if ply:GetViewEntity() ~= ply or ply:ShouldDrawLocalPlayer() then return end
|
||||
local view = {}
|
||||
local camang = VManip.Attachment.Ang - VManip.Cam_Ang
|
||||
view.angles = angles + Angle(camang.x * VManip.Cam_AngInt[1], camang.y * VManip.Cam_AngInt[2], camang.z * VManip.Cam_AngInt[3])
|
||||
|
||||
return view
|
||||
end)
|
||||
|
||||
--ply:ChatPrint(tostring(angles).." | "..tostring(view.angles))
|
||||
--prevent reload hook
|
||||
hook.Add("StartCommand", "VManip_PreventReload", function(ply, ucmd)
|
||||
if VManip:IsActive() then
|
||||
ucmd:RemoveKey(8192)
|
||||
end
|
||||
end)
|
||||
|
||||
--prevent reload on tfa hook
|
||||
hook.Add("TFA_PreReload", "VManip_PreventTFAReload", function(wepom, keyreleased)
|
||||
if VManip:IsActive() then return "no" end
|
||||
end)
|
||||
|
||||
--Time to load everythin'
|
||||
local function VManip_FindAndImport()
|
||||
local path = "vmanip/anims/"
|
||||
local anims = file.Find(path .. "*.lua", "lcl")
|
||||
|
||||
for k, v in pairs(anims) do
|
||||
include(path .. v)
|
||||
end
|
||||
|
||||
print("VManip loaded with " .. table.Count(VManip.Anims) .. " animations")
|
||||
end
|
||||
|
||||
hook.Add("InitPostEntity", "VManip_ImportAnims", function()
|
||||
VManip_FindAndImport()
|
||||
hook.Remove("InitPostEntity", "VManip_ImportAnims")
|
||||
end)
|
||||
|
||||
hook.Add("VManipPreActCheck", "VManipArcCWFix", function(name, vm)
|
||||
local ply = LocalPlayer()
|
||||
local activewep = ply:GetActiveWeapon()
|
||||
|
||||
if activewep.ArcCW then
|
||||
if activewep:ShouldDrawCrosshair() or vm:GetCycle() > 0.99 then return true end --crossh check is pretty rudimentary
|
||||
end
|
||||
end)
|
||||
|
||||
--vm getcycle is fucked for some reason except on some anims, makes me wonder
|
||||
hook.Add("VManipPrePlayAnim", "VManipArcCWReload", function()
|
||||
local ply = LocalPlayer()
|
||||
local activewep = ply:GetActiveWeapon()
|
||||
|
||||
if activewep.ArcCW then
|
||||
if activewep:GetNWBool("reloading") then return false end
|
||||
end
|
||||
end)
|
||||
|
||||
concommand.Add("VManip_FindAndImport", VManip_FindAndImport)
|
||||
RunConsoleCommand("VManip_FindAndImport") --Runs it again if this file is refreshed
|
18
vmaniprework/lua/autorun/server/sv_vmanip.lua
Normal file
18
vmaniprework/lua/autorun/server/sv_vmanip.lua
Normal file
|
@ -0,0 +1,18 @@
|
|||
util.AddNetworkString("VManip_SimplePlay")
|
||||
util.AddNetworkString("VManip_StopHold")
|
||||
|
||||
--VManip_SimplePlay: WriteString of anim to play on client (not guaranteed to play)
|
||||
--VManip_StopHold: WriteString of anim to stop holding on client
|
||||
|
||||
local function VManip_FindAndImport()
|
||||
|
||||
local path="vmanip/anims/"
|
||||
local anims=file.Find(path.."*.lua","lsv")
|
||||
|
||||
for k,v in pairs(anims) do
|
||||
AddCSLuaFile(path..v)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
VManip_FindAndImport()
|
104
vmaniprework/lua/vmanip/anims/vmanip_baseanims.lua
Normal file
104
vmaniprework/lua/vmanip/anims/vmanip_baseanims.lua
Normal file
|
@ -0,0 +1,104 @@
|
|||
AddCSLuaFile()
|
||||
|
||||
--[[ IN BOTH CASES: NAME SHOULD BE THE ACTUAL SEQUENCE NAME
|
||||
You don't have to put every value, but some like model are obviously needed
|
||||
|
||||
Hands
|
||||
"model" - path to model
|
||||
"lerp_peak" - time when the hand should transition back to the weapon
|
||||
"lerp_speed_in" - speed at which the hand transitions into the anim
|
||||
"lerp_speed_out" - speed at which the hand transitions out of the anim
|
||||
"lerp_curve" - power of the curve
|
||||
"speed" - playback speed
|
||||
"startcycle" - time to start the anim at
|
||||
"cam_ang" - angle offset for the camera
|
||||
"cam_angint" - intensity multiplier of the camera
|
||||
"sounds" - table of sounds, keys represent the path and their value the time it plays at. do not use past holdtime lmao
|
||||
"loop" - loop the anim instead of stopping
|
||||
"segmented" - when anim is over, freezes it and waits for SegmentPlay(sequence,lastanim). Repeat if lastanim is false
|
||||
^Note: lerp peak and related values are used for the "last segment" instead.
|
||||
|
||||
"holdtime" - the time when the anim should be paused
|
||||
"preventquit" - ONLY accept QuitHolding request if the argument is our anim. Use very cautiously
|
||||
"assurepos" - for important anims, makes sure the position isn't offset by sweps. Use locktoply it's better
|
||||
"locktoply" - for when assurepos isn't enough.
|
||||
|
||||
|
||||
Legs
|
||||
"model" - path to model
|
||||
"speed" - playback speed
|
||||
"forwardboost" - forward offset
|
||||
"upboost" - vertical offset (in actual hammer units)
|
||||
|
||||
]]
|
||||
|
||||
VManip:RegisterAnim("use",
|
||||
{
|
||||
["model"]="c_vmanipinteract.mdl",
|
||||
["lerp_peak"]=0.4,
|
||||
["lerp_speed_in"]=1,
|
||||
["lerp_speed_out"]=0.8,
|
||||
["lerp_curve"]=2.5,
|
||||
["speed"]=1,
|
||||
["startcycle"]=0.1,
|
||||
["sounds"]={},
|
||||
["loop"]=false
|
||||
}
|
||||
)
|
||||
|
||||
|
||||
VManip:RegisterAnim("vault",
|
||||
{
|
||||
["model"]="c_vmanipvault.mdl",
|
||||
["lerp_peak"]=0.4,
|
||||
["lerp_speed_in"]=1,
|
||||
["lerp_speed_out"]=0.5,
|
||||
["lerp_curve"]=1,
|
||||
["speed"]=1
|
||||
}
|
||||
)
|
||||
|
||||
VManip:RegisterAnim("handslide",
|
||||
{
|
||||
["model"]="c_vmanipvault.mdl",
|
||||
["lerp_peak"]=0.2,
|
||||
["lerp_speed_in"]=1,
|
||||
["lerp_speed_out"]=0.8,
|
||||
["lerp_curve"]=2,
|
||||
["speed"]=1.5,
|
||||
["holdtime"]=0.25,
|
||||
}
|
||||
)
|
||||
|
||||
VManip:RegisterAnim("adrenalinestim",
|
||||
{
|
||||
["model"]="old/c_vmanip.mdl",
|
||||
["lerp_peak"]=1.1,
|
||||
["lerp_speed_in"]=1,
|
||||
["speed"]=0.7,
|
||||
["sounds"]={},
|
||||
["loop"]=false
|
||||
}
|
||||
)
|
||||
|
||||
VManip:RegisterAnim("thrownade",
|
||||
{
|
||||
["model"]="c_vmanipgrenade.mdl",
|
||||
["lerp_peak"]=0.85,
|
||||
["lerp_speed_in"]=1.2,
|
||||
["lerp_speed_out"]=1.2,
|
||||
["lerp_curve"]=1,
|
||||
["speed"]=1,
|
||||
["holdtime"]=0.4,
|
||||
}
|
||||
)
|
||||
|
||||
--###################################
|
||||
|
||||
VMLegs:RegisterAnim("test", --lmao, im not recompiling to change THAT shit
|
||||
{
|
||||
["model"]="c_vmaniplegs.mdl",
|
||||
["speed"]=1.5,
|
||||
["forwardboost"]=4,
|
||||
["upwardboost"]=0
|
||||
})
|
BIN
vmaniprework/models/c_vmanip.dx80.vtx
Normal file
BIN
vmaniprework/models/c_vmanip.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanip.dx90.vtx
Normal file
BIN
vmaniprework/models/c_vmanip.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanip.mdl
Normal file
BIN
vmaniprework/models/c_vmanip.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanip.sw.vtx
Normal file
BIN
vmaniprework/models/c_vmanip.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanip.vvd
Normal file
BIN
vmaniprework/models/c_vmanip.vvd
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipgrenade.dx80.vtx
Normal file
BIN
vmaniprework/models/c_vmanipgrenade.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipgrenade.dx90.vtx
Normal file
BIN
vmaniprework/models/c_vmanipgrenade.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipgrenade.mdl
Normal file
BIN
vmaniprework/models/c_vmanipgrenade.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipgrenade.sw.vtx
Normal file
BIN
vmaniprework/models/c_vmanipgrenade.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipgrenade.vvd
Normal file
BIN
vmaniprework/models/c_vmanipgrenade.vvd
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipinteract.dx80.vtx
Normal file
BIN
vmaniprework/models/c_vmanipinteract.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipinteract.dx90.vtx
Normal file
BIN
vmaniprework/models/c_vmanipinteract.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipinteract.mdl
Normal file
BIN
vmaniprework/models/c_vmanipinteract.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipinteract.sw.vtx
Normal file
BIN
vmaniprework/models/c_vmanipinteract.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipinteract.vvd
Normal file
BIN
vmaniprework/models/c_vmanipinteract.vvd
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmaniplegs.dx80.vtx
Normal file
BIN
vmaniprework/models/c_vmaniplegs.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmaniplegs.dx90.vtx
Normal file
BIN
vmaniprework/models/c_vmaniplegs.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmaniplegs.mdl
Normal file
BIN
vmaniprework/models/c_vmaniplegs.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmaniplegs.sw.vtx
Normal file
BIN
vmaniprework/models/c_vmaniplegs.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmaniplegs.vvd
Normal file
BIN
vmaniprework/models/c_vmaniplegs.vvd
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipvault.dx80.vtx
Normal file
BIN
vmaniprework/models/c_vmanipvault.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipvault.dx90.vtx
Normal file
BIN
vmaniprework/models/c_vmanipvault.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipvault.mdl
Normal file
BIN
vmaniprework/models/c_vmanipvault.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipvault.sw.vtx
Normal file
BIN
vmaniprework/models/c_vmanipvault.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/c_vmanipvault.vvd
Normal file
BIN
vmaniprework/models/c_vmanipvault.vvd
Normal file
Binary file not shown.
BIN
vmaniprework/models/old/c_vmanip.dx80.vtx
Normal file
BIN
vmaniprework/models/old/c_vmanip.dx80.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/old/c_vmanip.dx90.vtx
Normal file
BIN
vmaniprework/models/old/c_vmanip.dx90.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/old/c_vmanip.mdl
Normal file
BIN
vmaniprework/models/old/c_vmanip.mdl
Normal file
Binary file not shown.
BIN
vmaniprework/models/old/c_vmanip.sw.vtx
Normal file
BIN
vmaniprework/models/old/c_vmanip.sw.vtx
Normal file
Binary file not shown.
BIN
vmaniprework/models/old/c_vmanip.vvd
Normal file
BIN
vmaniprework/models/old/c_vmanip.vvd
Normal file
Binary file not shown.
Loading…
Reference in a new issue