General cleanup mostly
This commit is contained in:
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6 changed files with 1 additions and 482 deletions
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@ -17,8 +17,7 @@ This addon is based off of Kazarei's Euphoria, which in turn is a fork of Fedhor
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## Known issues
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## Known issues
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- Bandages, tourniquets, etc. that are on the ragdoll or NPC body will not be there when they get back up. Don't know how to fix this right now, though if anyone experienced with Z-City's codebase would know how to I would appreciate knowing.
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- Bandages, tourniquets, etc. that are on the ragdoll or NPC body will not be there when they get back up. Don't know how to fix this right now, though if anyone experienced with Z-City's codebase would know how to I would appreciate knowing.
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- The NPC getting up animation is quite ridiculous and a little ugly. Honestly, getting it to work that much was a struggle in itself and I'm terrified of trying to do anything more than that. If anyone else would like to do that, however, feel free to create a discussion and I can send you the source code link.
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- The NPC getting up animation is a little ugly. However, creating that animation was an adventure on levels that I would personally dislike re-experiencing.
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- Occasionally the game thinks that all damage is bullet damage? God knows why. I'll figure it out eventually.
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## Compatibility
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## Compatibility
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@ -38,7 +37,6 @@ MUST BE DONE BEFORE RELEASE:
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- Fire / falling / pain reaction (more rapid flailing)
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- Fire / falling / pain reaction (more rapid flailing)
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- NPCs should not unfake if being grabbed
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- NPCs should not unfake if being grabbed
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- Fix combine targeting players when ai_ignoreplayers = 1. This is caused by an npc_bullseye that is always on the player. I don't know why it's always there but I don't like it. Will probably override it with my own npc_ragdoll_target entity.
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Stuff to do:
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Stuff to do:
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@ -6,9 +6,6 @@ local function PopulateAISBXToolMenu(pnl)
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pnl:ControlHelp("Should NPCs target the player's head? This can result in more effective targeting.")
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pnl:ControlHelp("Should NPCs target the player's head? This can result in more effective targeting.")
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pnl:CheckBox("NPCs shouldn't target unconscious NPCs", "zcnpci_no_unconscious_targeting")
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pnl:CheckBox("NPCs shouldn't target unconscious NPCs", "zcnpci_no_unconscious_targeting")
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pnl:CheckBox("NPCs shouldn't target unconscious players", "zcnpci_no_unconscious_targeting_players")
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pnl:ControlHelp("This may or may not work.")
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end
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end
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local function PopulateCustomNPCSBXToolMenu(pnl)
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local function PopulateCustomNPCSBXToolMenu(pnl)
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@ -1,92 +0,0 @@
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.AutomaticFrameAdvance = true
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local bones_to_animate = {
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"ValveBiped.Bip01_Pelvis",
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"ValveBiped.Bip01_Spine2",
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"ValveBiped.Bip01_Head1",
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Foot",
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"ValveBiped.Bip01_R_Upperarm",
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"ValveBiped.Bip01_L_Upperarm",
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"ValveBiped.Bip01_R_Forearm",
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"ValveBiped.Bip01_L_Forearm",
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"ValveBiped.Bip01_R_Hand",
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"ValveBiped.Bip01_L_Hand",
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}
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function ENT:Initialize()
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if SERVER then
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print("I AM SERVERSIDE")
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self:SetModel("models/dav0r/hoverball.mdl")
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end
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if CLIENT then
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print("I AM CLIENTSIDE")
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timer.Simple(0.2, function()
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end)
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end
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end
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function ENT:Draw()
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if CLIENT then
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local old_ragdoll = self:GetNWEntity("parent")
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if IsValid(old_ragdoll) then
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if !self.ready_to_unfake then
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self:SetModel(old_ragdoll:GetModel())
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self.bone_list = {}
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self:SetupBones()
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for i,name in pairs(bones_to_animate) do
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local bone_index = old_ragdoll:LookupBone(name)
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self.bone_list[name] = old_ragdoll:GetBoneMatrix(bone_index)
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end
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print("BONES:"..self:GetBoneCount())
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self.ready_to_unfake = true
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end
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self:SetPos(old_ragdoll:GetPos())
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for name,matrix in pairs(self.bone_list) do
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local bone_index = self:LookupBone(name)
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if bone_index == -1 then
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print(name.." does not exist, skipping...")
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continue
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end
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print(name)
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--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
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self:SetBoneMatrix(bone_index, matrix)
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end
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end
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end
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self:DrawModel()
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end
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function ENT:Think()
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return true
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end
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function ENT:OnRemove()
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if CLIENT then
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if self.anim_ragdoll then
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self.anim_ragdoll:Remove()
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end
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end
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end
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@ -1,99 +0,0 @@
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.AutomaticFrameAdvance = true
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local bones_to_animate = {
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"ValveBiped.Bip01_Pelvis",
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"ValveBiped.Bip01_Spine2",
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"ValveBiped.Bip01_Head1",
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Foot",
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"ValveBiped.Bip01_R_Upperarm",
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"ValveBiped.Bip01_L_Upperarm",
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"ValveBiped.Bip01_R_Forearm",
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"ValveBiped.Bip01_L_Forearm",
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"ValveBiped.Bip01_R_Hand",
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"ValveBiped.Bip01_L_Hand",
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}
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function ENT:Initialize()
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if SERVER then
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print("I AM SERVERSIDE")
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self:SetModel("models/dav0r/hoverball.mdl")
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end
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if CLIENT then
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print("I AM CLIENTSIDE")
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timer.Simple(0.2, function()
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end)
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end
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end
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function ENT:Draw()
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if CLIENT then
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local old_ragdoll = self:GetNWEntity("parent")
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if IsValid(old_ragdoll) then
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if !self.ready_to_unfake then
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self:SetModel(old_ragdoll:GetModel())
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self.bone_list = {}
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self.bone_original_positions = {}
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self:SetupBones()
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for i,name in pairs(bones_to_animate) do
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local bone_index = old_ragdoll:LookupBone(name)
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self.bone_list[name] = old_ragdoll:GetBoneMatrix(bone_index)
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self.bone_original_positions[name] = self:GetBoneMatrix(bone_index)
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end
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print("BONES:"..self:GetBoneCount())
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self.ready_to_unfake = true
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end
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self:SetPos(old_ragdoll:GetPos())
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for name,matrix in pairs(self.bone_list) do
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local bone_index = self:LookupBone(name)
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if bone_index == -1 then
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print(name.." does not exist, skipping...")
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continue
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end
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print(name)
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--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
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local original_position = self.bone_original_positions[name]:GetTranslation()
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local goal_position = matrix:GetTranslation()
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print((original_position - goal_position))
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self:ManipulateBonePosition(bone_index, Vector(0, 0, 16))
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end
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end
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end
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self:DrawModel()
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end
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function ENT:Think()
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return true
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end
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function ENT:OnRemove()
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if CLIENT then
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if self.anim_ragdoll then
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self.anim_ragdoll:Remove()
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end
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end
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end
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.AutomaticFrameAdvance = true
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local bones_to_animate = {
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"ValveBiped.Bip01_Pelvis",
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"ValveBiped.Bip01_Spine2",
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"ValveBiped.Bip01_Head1",
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Foot",
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"ValveBiped.Bip01_R_Upperarm",
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"ValveBiped.Bip01_L_Upperarm",
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"ValveBiped.Bip01_R_Forearm",
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"ValveBiped.Bip01_L_Forearm",
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"ValveBiped.Bip01_R_Hand",
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"ValveBiped.Bip01_L_Hand",
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}
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function ENT:Initialize()
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if SERVER then
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print("I AM SERVERSIDE")
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self:SetModel("models/dav0r/hoverball.mdl")
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end
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if CLIENT then
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print("I AM CLIENTSIDE")
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timer.Simple(0.2, function()
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end)
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end
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end
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function ENT:Draw()
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if CLIENT then
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local old_ragdoll = self:GetNWEntity("parent")
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if IsValid(old_ragdoll) then
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if !self.ready_to_unfake then
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self.ragdoll = ClientsideModel(old_ragdoll:GetModel())
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self.ragdoll:SetModel(old_ragdoll:GetModel())
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self.bone_list = {}
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self.ragdoll:SetupBones()
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for i,name in pairs(bones_to_animate) do
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local bone_index = old_ragdoll:LookupBone(name)
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self.bone_list[name] = old_ragdoll:GetBoneMatrix(bone_index)
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end
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print("BONES:"..self.ragdoll:GetBoneCount())
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self.ready_to_unfake = true
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end
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self.ragdoll:SetPos(old_ragdoll:GetPos())
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for name,matrix in pairs(self.bone_list) do
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local bone_index = self.ragdoll:LookupBone(name)
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if bone_index == -1 then
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print(name.." does not exist, skipping...")
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continue
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end
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print(name)
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--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
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self.ragdoll:SetBoneMatrix(bone_index, matrix)
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end
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end
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end
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self:DrawModel()
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self.ragdoll:DrawModel()
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end
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function ENT:Think()
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return true
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end
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function ENT:OnRemove()
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if CLIENT then
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if self.anim_ragdoll then
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self.anim_ragdoll:Remove()
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end
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end
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end
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AddCSLuaFile()
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.AutomaticFrameAdvance = true
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local bones_to_animate = {
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"ValveBiped.Bip01_Pelvis",
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"ValveBiped.Bip01_Spine2",
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"ValveBiped.Bip01_Head1",
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"ValveBiped.Bip01_R_Thigh",
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"ValveBiped.Bip01_L_Thigh",
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"ValveBiped.Bip01_L_Calf",
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"ValveBiped.Bip01_R_Calf",
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"ValveBiped.Bip01_R_Foot",
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"ValveBiped.Bip01_L_Foot",
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"ValveBiped.Bip01_R_Upperarm",
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"ValveBiped.Bip01_L_Upperarm",
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"ValveBiped.Bip01_R_Forearm",
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"ValveBiped.Bip01_L_Forearm",
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"ValveBiped.Bip01_R_Hand",
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"ValveBiped.Bip01_L_Hand",
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}
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local function GetBoneLocalOffsetMatrix(ent, bone_index)
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local parent = ent:GetBoneParent(bone_index)
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local parent_matrix = Matrix(ent:GetBoneMatrix(parent))
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parent_matrix:Invert()
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parent_matrix:Mul(ent:GetBoneMatrix(bone_index))
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return parent_matrix
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end
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local function GetGlobalMatrixFromLocal(ent, bone_index, local_matrix)
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local parent = ent:GetBoneParent(bone_index)
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local parent_matrix = Matrix(ent:GetBoneMatrix(parent))
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parent_matrix:Mul(local_matrix)
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return parent_matrix
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end
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function ENT:Initialize()
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if SERVER then
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print("I AM SERVERSIDE")
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self:SetModel("models/dav0r/hoverball.mdl")
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end
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if CLIENT then
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print("I AM CLIENTSIDE")
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timer.Simple(0.2, function()
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end)
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end
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end
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function ENT:Draw()
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if CLIENT then
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local old_ragdoll = self:GetNWEntity("parent")
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local old_npc = self:GetNWEntity("parent_npc")
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if IsValid(old_ragdoll) and IsValid(old_npc) then
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if !self.ready_to_unfake then
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self:SetModel(old_ragdoll:GetModel())
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self.bone_list = {}
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self.bone_list_end = {}
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||||||
self.bone_list_end_offset = {}
|
|
||||||
|
|
||||||
self:SetupBones()
|
|
||||||
|
|
||||||
local i = 0
|
|
||||||
while i < self:GetBoneCount() do
|
|
||||||
local name = self:GetBoneName(i)
|
|
||||||
if name == "__INVALIDBONE__" then
|
|
||||||
i = i + 1
|
|
||||||
continue
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(bones_to_animate, name)
|
|
||||||
|
|
||||||
local matrix = Matrix()
|
|
||||||
|
|
||||||
local position, angle = old_ragdoll:GetBonePosition(i)
|
|
||||||
if position == old_ragdoll:GetPos() then
|
|
||||||
get_matrix = old_ragdoll:GetBoneMatrix(i)
|
|
||||||
if get_matrix then
|
|
||||||
position = get_matrix:GetTranslation()
|
|
||||||
end
|
|
||||||
end
|
|
||||||
matrix:Translate(position)
|
|
||||||
matrix:Rotate(angle)
|
|
||||||
|
|
||||||
self.bone_list[name] = matrix
|
|
||||||
|
|
||||||
local matrix = Matrix()
|
|
||||||
|
|
||||||
local npc_bone_index = old_npc:LookupBone(name)
|
|
||||||
|
|
||||||
local position, angle = old_npc:GetBonePosition(npc_bone_index)
|
|
||||||
if position == old_npc:GetPos() then
|
|
||||||
print("DINGUS!!!! "..name)
|
|
||||||
self.bone_list_end_offset[name] = GetBoneLocalOffsetMatrix(self, npc_bone_index)
|
|
||||||
|
|
||||||
get_matrix = old_npc:GetBoneMatrix(npc_bone_index)
|
|
||||||
if get_matrix then
|
|
||||||
position = get_matrix:GetTranslation()
|
|
||||||
end
|
|
||||||
else
|
|
||||||
matrix:Translate(position)
|
|
||||||
matrix:Rotate(angle)
|
|
||||||
|
|
||||||
|
|
||||||
self.bone_list_end[name] = matrix
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
i = i + 1
|
|
||||||
end
|
|
||||||
|
|
||||||
PrintTable(bones_to_animate)
|
|
||||||
|
|
||||||
--[[for i,name in pairs(bones_to_animate) do
|
|
||||||
local bone_index = old_ragdoll:LookupBone(name)
|
|
||||||
if bone_index == nil then continue end
|
|
||||||
|
|
||||||
self.bone_list[name] = Matrix(old_ragdoll:GetBoneMatrix(bone_index))
|
|
||||||
end]]
|
|
||||||
|
|
||||||
print("BONES:"..self:GetBoneCount())
|
|
||||||
|
|
||||||
self.ready_to_unfake = true
|
|
||||||
end
|
|
||||||
|
|
||||||
self:SetPos(old_ragdoll:GetPos())
|
|
||||||
|
|
||||||
self:SetupBones()
|
|
||||||
|
|
||||||
local fake_start = self:GetNWFloat("fake_start")
|
|
||||||
local fake_end = self:GetNWFloat("fake_end")
|
|
||||||
|
|
||||||
local progress = (CurTime() - fake_start) / (fake_end - fake_start)
|
|
||||||
|
|
||||||
for name,matrix in pairs(self.bone_list) do
|
|
||||||
local bone_index = self:LookupBone(name)
|
|
||||||
if bone_index == -1 then
|
|
||||||
print(name.." does not exist, skipping...")
|
|
||||||
continue
|
|
||||||
end
|
|
||||||
|
|
||||||
local matrix_end = self.bone_list_end[name]
|
|
||||||
|
|
||||||
if matrix_end == nil then
|
|
||||||
if (self.bone_list_end_offset[name] == nil) then
|
|
||||||
print("OH FUCKKKKKKKK! No matrix end for "..name)
|
|
||||||
continue
|
|
||||||
end
|
|
||||||
|
|
||||||
matrix_end = GetGlobalMatrixFromLocal(self, bone_index, self.bone_list_end_offset[name])
|
|
||||||
end
|
|
||||||
|
|
||||||
local final_matrix = Matrix()
|
|
||||||
final_matrix:Translate(LerpVector(progress, matrix:GetTranslation(), matrix_end:GetTranslation()))
|
|
||||||
final_matrix:Rotate(LerpAngle(progress, matrix:GetAngles(), matrix_end:GetAngles()))
|
|
||||||
|
|
||||||
--print(name)
|
|
||||||
--local bone_matrix = old_ragdoll:GetBoneMatrix(bone_index)
|
|
||||||
|
|
||||||
if matrix:GetTranslation():DistToSqr(self:GetPos()) == 1 then continue end
|
|
||||||
|
|
||||||
self:SetBoneMatrix(bone_index, final_matrix)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
self:DrawModel()
|
|
||||||
end
|
|
||||||
|
|
||||||
function ENT:Think()
|
|
||||||
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
|
|
||||||
function ENT:OnRemove()
|
|
||||||
if CLIENT then
|
|
||||||
--[[if self.anim_ragdoll then
|
|
||||||
self.anim_ragdoll:Remove()
|
|
||||||
end]]
|
|
||||||
end
|
|
||||||
end
|
|
||||||
Loading…
Reference in a new issue