zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/player_movement/client/player_movement.lua

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--CACHED GLOBALS (TODO)
local TEAM_HUMAN = TEAM_HUMAN
local TEAM_UNDEAD = TEAM_UNDEAD
local math = math
local bit = bit
local IN_JUMP = IN_JUMP
local IN_DUCK = IN_DUCK
local IN_ZOOM = IN_ZOOM
local FrameTime = FrameTime
--
local staggerdir = VectorRand():GetNormalized()
local function PressingJump(cmd)
return bit.band(cmd:GetButtons(), IN_JUMP) ~= 0
end
local function PressingDuck(cmd)
return bit.band(cmd:GetButtons(), IN_DUCK) ~= 0
end
local function PressJump(cmd, press)
if press then
cmd:SetButtons(bit.bor(cmd:GetButtons(), IN_JUMP))
elseif PressingJump(cmd) then
cmd:SetButtons(cmd:GetButtons() - IN_JUMP)
end
end
local function PressDuck(cmd, press)
if press then
cmd:SetButtons(bit.bor(cmd:GetButtons(), IN_DUCK))
elseif PressingDuck(cmd) then
cmd:SetButtons(cmd:GetButtons() - IN_DUCK)
end
end
local TimeDuckHeld = 0
function GM:_CreateMove(cmd)
if MySelf:IsPlayingTaunt() and MySelf:Alive() then
self:CreateMoveTaunt(cmd)
return
end
-- Don't allow jumping if our legs are damaged or we're pulse slowed
if MySelf:GetLegDamage() >= 0.5 then
PressJump(cmd, false)
end
-- Anti spaz out method A. Forces player to stay ducking until 0.5s after landing if they crouch in mid-air AND disables jumping during that time.
if MySelf:Team() == TEAM_HUMAN or MySelf:GetZombieClassTable().CrouchedWalkSpeed ~= 1 then
-- Forces duck to be held for 0.5s after pressing it if in mid-air
if MySelf:OnGround() then
TimeDuckHeld = 0
elseif PressingDuck(cmd) then
TimeDuckHeld = 0.9
elseif TimeDuckHeld > 0 then
TimeDuckHeld = TimeDuckHeld - FrameTime()
PressDuck(cmd, true)
end
end
local myteam = MySelf:Team()
if myteam == TEAM_HUMAN then
if MySelf:Alive() then
local lockon = self.HumanMenuLockOn
if lockon then
if self:ValidMenuLockOnTarget(MySelf, lockon) and self.HumanMenuPanel and self.HumanMenuPanel:IsValid() and self.HumanMenuPanel:IsVisible() and MySelf:KeyDown(self.MenuKey) then
local oldang = cmd:GetViewAngles()
local newang = (lockon:EyePos() - EyePos()):Angle()
--oldang.pitch = math.ApproachAngle(oldang.pitch, newang.pitch, FrameTime() * math.max(45, math.abs(math.AngleDifference(oldang.pitch, newang.pitch)) ^ 1.3))
oldang.yaw = math.ApproachAngle(oldang.yaw, newang.yaw, FrameTime() * math.max(45, math.abs(math.AngleDifference(oldang.yaw, newang.yaw)) ^ 1.5))
cmd:SetViewAngles(oldang)
else
self.HumanMenuLockOn = nil
end
else
local maxhealth = MySelf:GetMaxHealth()
local threshold = MySelf.HasPalsy and maxhealth - 1 or maxhealth * 0.25
local health = MySelf:Health()
local frightened = MySelf:GetStatus("frightened")
local gunsway = MySelf.GunSway
if (health <= threshold or frightened or gunsway) and not GAMEMODE.ZombieEscape then
local ft = FrameTime()
staggerdir = (staggerdir + ft * 8 * VectorRand()):GetNormalized()
local ang = cmd:GetViewAngles()
local rate = MySelf:GetRateOfPalsy(ft, frightened, health, threshold, gunsway)
ang.pitch = math.NormalizeAngle(ang.pitch + staggerdir.z * rate)
ang.yaw = math.NormalizeAngle(ang.yaw + staggerdir.x * rate)
cmd:SetViewAngles(ang)
end
if self:UseOverTheShoulder() and not (MySelf.Revive and MySelf.Revive:IsValid()) and not (MySelf.KnockedDown and MySelf.KnockedDown:IsValid()) then
self:CreateMoveOTS(cmd)
end
end
end
elseif myteam == TEAM_UNDEAD then
local buttons = cmd:GetButtons()
if bit.band(buttons, IN_ZOOM) ~= 0 then -- Zombies can't use this for anything
cmd:SetButtons(buttons - IN_ZOOM)
end
MySelf:CallZombieFunction1("CreateMove", cmd)
end
end