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# Z-City NPC Integration
I made this in an angry fugue after desperately trying to improve my frames by creating a more optimized euphoria ragdoll mod. Now that I'm done with that I figured out how tio actually fix my frames, and it was not this addon. However, I have another issue: NPCs with Z-City suck. Like they tank hits like crazy. You could unload a mag on someone's leg and there would be a non-zero chance they would still be perfectly fine. I'd like to turn my optimized Fedhoria mod into a base for a Z-City NPC improvement mod.
Some ideas:
- If an enemy breaks a leg, slow them down.
- If an enemy breaks an arm, make their aim worse.
- Break both legs? Hope you like writhing on the ground for the rest of your life!
- Generally, enemies need to be closer to players in terms of fleshiness. Like a shot to the arm should knock them over, that shit hurts yknow.
- Enemies should target downed enemies of hostile factions.
Since theoretically the NPCs use the same health system that players use, these shouldn't be too hard to implement.
More optimistic ideas:
- NPCs will back out of combat when injured.
- Friendly NPCs can heal each other.
- NPCs can heal themselves to a limited degree.

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local function PopulateSBXToolMenu(pnl)
pnl:CheckBox("Enabled", "fedhoria_enabled")
pnl:ControlHelp("Enable or disable the addon.")
pnl:CheckBox("Players", "fedhoria_players")
pnl:ControlHelp("Enable or disable effect for players.")
pnl:CheckBox("NPCs", "fedhoria_npcs")
pnl:ControlHelp("Enable or disable effect for NPCs.")
pnl:Help(" ")
pnl:NumSlider("Stumble time", "fedhoria_stumble_time", 0, 10, 3)
pnl:ControlHelp("How long the ragdoll should stumble for.")
pnl:NumSlider("Die time", "fedhoria_dietime", 0, 10, 3)
pnl:ControlHelp("How long before the ragdoll dies after drowning/being still for too long.")
pnl:NumSlider("Die time variation", "fedhoria_dietime_variation", 0, 10, 2)
pnl:ControlHelp("A random number between 0 and the value you choose here will be added to the die timer.")
pnl:NumSlider("Wound grab chance", "fedhoria_woundgrab_chance", 0, 1, 3)
pnl:ControlHelp("The chance the ragdoll will grab it's wound when shot.")
pnl:NumSlider("Wound grab time", "fedhoria_woundgrab_time", 0, 10, 3)
pnl:ControlHelp("How long the ragdoll should hold its wound.")
pnl:Help(" ")
pnl:NumSlider("Activation range", "fedhoria_active_range", 0, 5000, 0)
pnl:ControlHelp("How close the ragdoll has to be to a player to have euphoria physics")
pnl:CheckBox("Always activate on player kill", "fedhoria_always_active_on_player_kill")
pnl:ControlHelp("If on, all player-killed ragdolls will be activated regardless of other factors.")
end
if engine.ActiveGamemode() == "sandbox" then
hook.Add("AddToolMenuCategories", "FedhoriaCategory", function()
spawnmenu.AddToolCategory("Utilities", "Fedhoria", "Fedhoria")
end)
hook.Add("PopulateToolMenu", "FedhoriaMenuSettings", function()
spawnmenu.AddToolMenuOption("Utilities", "Fedhoria", "FedhoriaSettings", "Settings", "", "", function(pnl)
pnl:ClearControls()
PopulateSBXToolMenu(pnl)
end)
end)
end

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include("fedhoria.lua")

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AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.AutomaticFrameAdvance = true
function ENT:SetupDataTables()
self:NetworkVar("Entity", 0, "Target")
end
function ENT:SetModule(mod)
self.Module = mod
end
function ENT:SetInitParams(...)
self.InitParams = {...}
end
local FORCE_SCALE = 3
local math_atan2 = math.atan2
local math_min = math.min
local math_max = math.max
local math_abs = math.abs
local phys_settings =
{
["ValveBiped.Bip01_Pelvis"] = {mass = 12.741364, inertia = Vector(0.80, 0.97, 0.96)},
["ValveBiped.Bip01_Spine2"] = {mass = 24.297474, inertia = Vector(2.15, 3.33, 3.12)},
["ValveBiped.Bip01_R_UpperArm"] = {mass = 3.529606, inertia = Vector(0.06, 0.28, 0.28)},
["ValveBiped.Bip01_L_UpperArm"] = {mass = 3.466939, inertia = Vector(0.06, 0.27, 0.27)},
["ValveBiped.Bip01_L_Forearm"] = {mass = 1.801132, inertia = Vector(0.02, 0.10, 0.10)},
["ValveBiped.Bip01_L_Hand"] = {mass = 1.075074, inertia = Vector(0.02, 0.02, 0.02)},
["ValveBiped.Bip01_R_Forearm"] = {mass = 1.781718, inertia = Vector(0.02, 0.10, 0.10)},
["ValveBiped.Bip01_R_Hand"] = {mass = 1.018670, inertia = Vector(0.02, 0.02, 0.02)},
["ValveBiped.Bip01_R_Thigh"] = {mass = 10.187500, inertia = Vector(0.35, 1.74, 1.76)},
["ValveBiped.Bip01_R_Calf"] = {mass = 4.996145, inertia = Vector(0.10, 0.63, 0.64)},
["ValveBiped.Bip01_Head1"] = {mass = 5.163157, inertia = Vector(0.19, 0.21, 0.27)},
["ValveBiped.Bip01_L_Thigh"] = {mass = 10.188610, inertia = Vector(0.35, 1.74, 1.76)},
["ValveBiped.Bip01_L_Calf"] = {mass = 4.995875, inertia = Vector(0.10, 0.63, 0.64)},
["ValveBiped.Bip01_L_Foot"] = {mass = 2.378366, inertia = Vector(0.05, 0.13, 0.13)},
["ValveBiped.Bip01_R_Foot"] = {mass = 2.378366, inertia = Vector(0.05, 0.13, 0.13)}
}
function ENT:PhysAlignAngles(phys, ang)
local avel = Vector(0, 0, 0)
local ang1 = phys:GetAngles()
local forward1 = ang1:Forward()
local forward2 = ang:Forward()
local fd = forward1:Dot(forward2)
local right1 = ang1:Right()
local right2 = ang:Right()
local rd = right1:Dot(right2)
local up1 = ang1:Up()
local up2 = ang:Up()
local ud = up1:Dot(up2)
local pitchvel = math.asin(forward1:Dot(up2)) * 180 / math.pi
local yawvel = math.asin(forward1:Dot(right2)) * 180 / math.pi
local rollvel = math.asin(right1:Dot(up2)) * 180 / math.pi
avel.y = avel.y + pitchvel
avel.z = avel.z + yawvel
avel.x = avel.x + rollvel
return avel
end
function ENT:SetMaxAngVel(val)
self.max_ang_vel = val
self.max_ang_vel_sqr = val * val
end
function ENT:SetBoneList(list)
self.bone_list = list
end
function ENT:Initialize()
if !self.Module then return end
self:SetModel(self.Module.Model)
for key, value in pairs(self.Module) do
if !self[key] then
self[key] = value
end
end
self:StartMotionController()
local target = self:GetTarget()
if !target._FixedSettings then
target._FixedSettings = true
for bone_name, info in pairs(phys_settings) do
local bone = target:LookupBone(bone_name)
if bone then
local phys_bone = target:TranslateBoneToPhysBone(bone)
local phys = target:GetPhysicsObjectNum(phys_bone)
if IsValid(phys) then
phys:SetInertia(info.inertia)
phys:SetMass(info.mass)
end
end
end
end
self.bone_translate = {}
self.bone_parent = {}
local is_match = false
for _, bone_name in pairs(self.Module.BoneList) do
local bone = target:LookupBone(bone_name)
if bone then
is_match = true
local phys_bone = target:TranslateBoneToPhysBone(bone)
local phys = target:GetPhysicsObjectNum(phys_bone)
if IsValid(phys) then
bone = target:TranslatePhysBoneToBone(phys_bone)
self.root_bone = self.root_bone or bone
self.root_phys_bone = self.root_phys_bone or phys_bone
self:AddToMotionController(phys)
self.bone_translate[bone] = self:LookupBone(bone_name)
local bone_parent = target:GetBoneParent(bone)
bone_parent = target:TranslateBoneToPhysBone(bone_parent)
bone_parent = target:TranslatePhysBoneToBone(bone_parent)
local bone_name_parent = target:GetBoneName(bone_parent)
self.bone_parent[bone] = bone_parent
self.bone_translate[bone_parent] = self:LookupBone(bone_name_parent)
end
end
end
if !is_match then
self:Remove()
return
end
self.bone_head = self:LookupBone("ValveBiped.Bip01_Head1")
if self.bone_head then
self.phys_bone_head = self:TranslatePhysBoneToBone(self.bone_head)
end
self.Created = CurTime()
target:DeleteOnRemove(self)
self:SetMaxAngVel(400) --default
if self.Module.Init then
if self.InitParams then
self.Module.Init(self, unpack(self.InitParams))
else
self.Module.Init(self)
end
end
if self.Module.PhysicsCollide then
self.PCCB = target:AddCallback("PhysicsCollide", function(ent, data)
self.Module.PhysicsCollide(self, ent, data)
end)
end
end
function ENT:Think()
if !self.Module then return end
if self.Module.Think then
self.Module.Think(self)
end
end
function ENT:OnRemove()
if !self.Module then return end
if self.Module.OnRemove then
self.Module.OnRemove(self)
end
local target = self:GetTarget()
if (self.PCCB and IsValid(target)) then
target:RemoveCallback("PhysicsCollide", self.PCCB)
end
end
function ENT:UpdateTransmitState()
return TRANSMIT_NEVER
--return TRANSMIT_PVS
end
function ENT:PhysicsSimulate(phys, dt)
local factor = 1
if self.Module.PhysicsSimulate then
local b, f = self.Module.PhysicsSimulate(self, phys, dt)
if b == false then
return
end
factor = f or factor
end
local target = self:GetTarget()
local phys_bone = phys:GetID()
if target.GS2IsDismembered then
--decapitatied?
if (self.phys_bone_head and target:GS2IsDismembered(self.phys_bone_head)) then
self:Remove()
return
end
local phys_bone = phys_bone
local dis = false
local bone = target:TranslatePhysBoneToBone(phys_bone)
repeat
phys_bone = target:TranslateBoneToPhysBone(bone)
if target:GS2IsDismembered(phys_bone) then
dis = true
break
end
bone = target:GetBoneParent(bone)
until (phys_bone == 1 or phys_bone == 0)
if (phys_bone == 0) then
dis = target:GS2IsDismembered(1)
if dis then
self.StartDie = self.StartDie or CurTime()
end
elseif (phys_bone != 1) then
dis = true
end
if dis then
self:RemoveFromMotionController(phys)
return
end
end
self:FrameAdvance()
local bone = target:TranslatePhysBoneToBone(phys_bone)
local bone_parent = self.bone_parent[bone]
local self_bone = self.bone_translate[bone]
local self_bone_parent = self.bone_translate[bone_parent]
if (self_bone and self_bone_parent) then
local _, bone_ang = self:GetBonePosition(self_bone)
local _, bone_ang_parent = self:GetBonePosition(self_bone_parent)
local _, lang = WorldToLocal(vector_origin, bone_ang, vector_origin, bone_ang_parent)
local _, target_ang = LocalToWorld(vector_origin, lang, target:GetBonePosition(bone_parent))
--TODO: clamp to ragdoll joint limits to avoid spazz
local ang_vel = self:PhysAlignAngles(phys, target_ang)
ang_vel:Mul(6 * factor)
ang_vel:Sub(phys:GetAngleVelocity())
if self.max_ang_vel then
local len_sqr = ang_vel:LengthSqr()
if (len_sqr > self.max_ang_vel_sqr) then
ang_vel:Normalize()
ang_vel:Mul(self.max_ang_vel)
end
end
phys:AddAngleVelocity(ang_vel)
--maybe this can work some day but that day is not today
--[[local phys_bone_parent = target:TranslateBoneToPhysBone(self_bone_parent)
local phys_parent = target:GetPhysicsObjectNum(phys_bone_parent)
local _, lang = WorldToLocal(vector_origin, bone_ang_parent, vector_origin, bone_ang)
local _, target_ang = LocalToWorld(vector_origin, lang, target:GetBonePosition(bone))
--TODO: clamp to ragdoll joint limits to avoid spazz
local ang_vel = self:PhysAlignAngles(phys_parent, target_ang)
ang_vel:Mul(20 * factor)
ang_vel:Sub(phys_parent:GetAngleVelocity())
if self.max_ang_vel then
local len_sqr = ang_vel:LengthSqr()
if (len_sqr > self.max_ang_vel_sqr) then
ang_vel:Normalize()
ang_vel:Mul(self.max_ang_vel)
end
end
phys_parent:AddAngleVelocity(ang_vel)]]
end
end

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include("fedhoria/modules.lua")
local enabled = CreateConVar("fedhoria_enabled", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local players = CreateConVar("fedhoria_players", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local npcs = CreateConVar("fedhoria_npcs", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local active_range = CreateConVar("fedhoria_active_range", 300, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local always_active_on_player_kill = CreateConVar("fedhoria_always_active_on_player_kill", 1, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local last_dmgpos = {}
local last_hitgroup = {}
local last_attacker = {}
hook.Add("CreateEntityRagdoll", "Fedhoria", function(ent, ragdoll)
if (!enabled:GetBool() or !npcs:GetBool()) then return end
local dmgpos = last_dmgpos[ent]
if last_hitgroup[ent] == HITGROUP_HEAD then return end
local active_by_default = false
if always_active_on_player_kill:GetBool() then
if last_attacker[ent] and last_attacker[ent]:IsPlayer() then active_by_default = true end
end
if !active_by_default then
local entity_position = ragdoll:GetPos()
local in_range = false
local players = player.GetAll()
for i, loop_player in pairs(players) do
local player_position = loop_player:GetPos()
local distance = entity_position:Distance(player_position)
if distance <= active_range:GetFloat() then
in_range = true
break
end
end
if !in_range then return end
end
print(dmgpos)
local phys_bone, lpos
if dmgpos then
phys_bone = ragdoll:GetClosestPhysBone(dmgpos)
if phys_bone then
local phys = ragdoll:GetPhysicsObjectNum(phys_bone)
lpos = phys:WorldToLocal(dmgpos)
end
end
timer.Simple(0, function()
if !IsValid(ragdoll) then return end
fedhoria.StartModule(ragdoll, "stumble_legs", phys_bone, lpos)
last_dmgpos[ent] = nil
end)
end)
hook.Add("EntityTakeDamage", "Fedhoria", function(ent, dmginfo)
if (!enabled:GetBool() or !npcs:GetBool()) then return end
if (!ent:IsNPC() or dmginfo:GetDamage() < ent:Health()) then return end
last_dmgpos[ent] = dmginfo:GetDamagePosition()
last_attacker[ent] = dmginfo:GetAttacker()
end)
hook.Add("ScaleNPCDamage", "Fedhoria", function(npc, hitgroup, dmginfo)
if not IsValid(npc) then return end
last_hitgroup[npc] = hitgroup
print(last_hitgroup[npc] == HITGROUP_HEAD)
end)
--[[hook.Add("OnNPCKilled", "Fedhoria", function(ent, attacker, inflictor)
if (!enabled:GetBool() or !npcs:GetBool()) then return end
if (!ent:IsNPC() or dmginfo:GetDamage() < ent:Health()) then return end
last_dmgpos[ent] = dmginfo:GetDamagePosition()
end)]]
local once = true
--RagMod/TTT support
hook.Add("OnEntityCreated", "Fedhoria", function(ent)
--If RagMod isn't installed remove this hook
if once then
once = nil
if (!RMA_Ragdolize and !CORPSE) then
hook.Remove("OnEntityCreated", "Fedhoria")
return
end
--these hooks fucks shit up
if RMA_Ragdolize then
hook.Remove( "PlayerDeath", "RM_PlayerDies")
hook.Add( "PostPlayerDeath", "RemoveRagdoll", function(ply)
if IsValid(ply.RM_Ragdoll) then
SafeRemoveEntity(ply:GetRagdollEntity())
ply:SpectateEntity(ply.RM_Ragdoll)
end
end)
end
end
if (!enabled:GetBool() or !players:GetBool() or !ent:IsRagdoll()) then return end
timer.Simple(0, function()
if !IsValid(ent) then return end
if CORPSE then
local ply = ent:GetDTEntity(CORPSE.dti.ENT_PLAYER)
if (IsValid(ply) and ply:IsPlayer()) then
fedhoria.StartModule(ent, "stumble_legs")
return
end
end
for _, ply in ipairs(player.GetAll()) do
if (ply.RM_IsRagdoll and ply.RM_Ragdoll == ent) then
fedhoria.StartModule(ent, "stumble_legs")
return
end
end
end)
end)
local PLAYER = FindMetaTable("Player")
local oldCreateRagdoll = PLAYER.CreateRagdoll
local dolls = {}
local function CreateRagdoll(self)
SafeRemoveEntity(dolls[self])
local ragdoll = ents.Create("prop_ragdoll")
ragdoll:SetModel(self:GetModel())
ragdoll:SetPos(self:GetPos())
ragdoll:SetAngles(self:GetAngles())
ragdoll:Spawn()
ragdoll:SetSkin(self:GetSkin())
for i = 0, self:GetNumBodyGroups() - 1 do
ragdoll:SetBodygroup(i, self:GetBodygroup(i))
end
for i = 0, ragdoll:GetPhysicsObjectCount()-1 do
local phys = ragdoll:GetPhysicsObjectNum(i)
local bone = ragdoll:TranslatePhysBoneToBone(i)
local matrix = self:GetBoneMatrix(bone)
local pos, ang = matrix:GetTranslation(), matrix:GetAngles()--self:GetBonePosition(bone)
phys:SetPos(pos)
phys:SetAngles(ang)
phys:SetVelocity(self:GetVelocity())
end
self:SpectateEntity(ragdoll)
self:Spectate(OBS_MODE_CHASE)
dolls[self] = ragdoll
end
local oldGetRagdollEntity = PLAYER.GetRagdollEntity
local function GetRagdollEntity(self)
return dolls[self] or NULL
end
if enabled:GetBool() then
PLAYER.CreateRagdoll = CreateRagdoll
PLAYER.GetRagdollEntity = GetRagdollEntity
end
cvars.AddChangeCallback("fedhoria_enabled", function(name, old, new)
if (new == "1") then
if players:GetBool() then
PLAYER.CreateRagdoll = CreateRagdoll
PLAYER.GetRagdollEntity = GetRagdollEntity
end
else
PLAYER.CreateRagdoll = oldCreateRagdoll
PLAYER.GetRagdollEntity = oldGetRagdollEntity
end
end)
cvars.AddChangeCallback("fedhoria_players", function(name, old, new)
if (new == "1") then
if enabled:GetBool() then
if (debug.getinfo(PLAYER.CreateRagdoll).short_src == "[C]") then
PLAYER.CreateRagdoll = CreateRagdoll
PLAYER.GetRagdollEntity = GetRagdollEntity
end
end
else
PLAYER.CreateRagdoll = oldCreateRagdoll
PLAYER.GetRagdollEntity = oldGetRagdollEntity
end
end)
hook.Add("PostPlayerDeath", "Fedhoria", function(ply)
if (!enabled:GetBool() or !players:GetBool()) then return end
timer.Simple(0, function()
if !IsValid(ply) then return end
local ragdoll = ply:GetRagdollEntity()
if (IsValid(ragdoll) and ragdoll:IsRagdoll()) then
fedhoria.StartModule(ragdoll, "stumble_legs")
end
end)
end)
--RagMod Reworked support
hook.Add("RM_RagdollReady", "Fedhoria", function(ragdoll)
if IsValid(ragdoll) then
fedhoria.StartModule(ragdoll, "stumble_legs")
end
end)

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fedhoria = {}
local modules = {}
function fedhoria.GetModule(name)
if modules[name] then
return modules[name]
end
local path = "fedhoria/modules/"..name..".lua"
if !file.Exists(path, "LUA") then
print("fedhoria.GetModule failed, couldn't find module '"..name.."'")
return
end
local MODULE_old = MODULE
MODULE = {}
include(path)
modules[name] = MODULE
MODULE = MODULE_old
return modules[name]
end
function fedhoria.GetModuleList()
return modules
end
function fedhoria.StartModule(ent, name, ...)
if (!modules[name] and !fedhoria.GetModule(name)) then
return false
end
local contr = ents.Create("active_ragdoll_controller")
contr:SetTarget(ent)
contr:SetModule(modules[name])
contr:SetInitParams(...)
contr:Spawn()
return contr
end
--preload modules
for _, file_name in pairs(file.Find("fedhoria/modules/*.lua", "LUA")) do
fedhoria.GetModule(file_name:sub(1, -5))
end
local ENTITY = FindMetaTable("Entity")
--TODO: make this actually take mass into account
function ENTITY:GetMassCenter()
local center = Vector(0, 0, 0)
local mass = 0
local count = self:GetPhysicsObjectCount()
for phys_bone = 0, count - 1 do
local phys = self:GetPhysicsObjectNum(phys_bone)
local m = phys:GetMass()
mass = mass * m
--center:Add(phys:LocalToWorld(phys:GetMassCenter()) * m)
center:Add(phys:LocalToWorld(phys:GetMassCenter()))
end
--center:Div(mass)
center:Div(count)
return center
end
local PCOLLIDE_CACHE = {}
local vec_max = Vector(1, 1, 1) * 4
local vec_min = -vec_max
function ENTITY:GetClosestPhysBone(pos)
local mdl = self:GetModel()
local collides = PCOLLIDE_CACHE[mdl]
if !collides then
PCOLLIDE_CACHE[mdl] = CreatePhysCollidesFromModel(mdl)
collides = PCOLLIDE_CACHE[mdl]
end
if !collides then return end
local closest_bone
local dist = math.huge
for phys_bone = 0, self:GetPhysicsObjectCount() - 1 do
local phys = self:GetPhysicsObjectNum(phys_bone)
local collide = collides[phys_bone + 1]
if IsValid(collide) then
local phys_pos = phys:GetPos()
local phys_ang = phys:GetAngles()
local lpos = phys:WorldToLocal(pos)
local hitpos, _, d = collide:TraceBox(phys_pos, phys_ang, pos, pos, vec_min, vec_max)
if hitpos then
if (d < dist) then
dist = d
closest_bone = phys_bone
end
end
end
end
return closest_bone
end
local PHYS = FindMetaTable("PhysObj")
function PHYS:GetID()
local ent = self:GetEntity()
for phys_bone = 0, ent:GetPhysicsObjectCount() - 1 do
if (ent:GetPhysicsObjectNum(phys_bone) == self) then
return phys_bone
end
end
return -1
end
function PHYS:GetAABBCenter()
local min, max = self:GetAABB()
return (min + max) / 2
end

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MODULE.Model = "models/police.mdl"
MODULE.BoneList =
{
"ValveBiped.Bip01_Pelvis",
"ValveBiped.Bip01_Spine2",
"ValveBiped.Bip01_Head1",
"ValveBiped.Bip01_R_Upperarm",
"ValveBiped.Bip01_R_Forearm",
"ValveBiped.Bip01_R_Hand",
"ValveBiped.Bip01_L_Upperarm",
"ValveBiped.Bip01_L_Forearm",
"ValveBiped.Bip01_L_Hand",
"ValveBiped.Bip01_R_Thigh",
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Thigh",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_L_Foot"
}
function MODULE:Init()
end
function MODULE:Think()
end
function MODULE:PhysicsCollide(ent, data)
end
function MODULE:PhysicsSimulate(phys, dt)
end

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--[[-------------------------------------------------------------------------
Скрипт для управления поведением падающих частей тела NPC (например, ног)
Включает эффекты дергания и анимацию переката при ударе.
Версия 2: Исправлены ошибки GetGameData и HitNormal.
---------------------------------------------------------------------------]]
MODULE = {}
MODULE.Model = "models/police.mdl" -- Модель, к которой применяется скрипт (вероятно, не используется напрямую в этом коде)
-- Список костей, которые МОГУТ быть затронуты физикой или анимацией.
-- Для дергания будут использоваться только кости ног из этого списка.
MODULE.BoneList =
{
"ValveBiped.Bip01_Pelvis",
-- "ValveBiped.Bip01_Spine2",
-- "ValveBiped.Bip01_Head1",
-- "ValveBiped.Bip01_R_Upperarm",
-- "ValveBiped.Bip01_R_Forearm",
-- "ValveBiped.Bip01_R_Hand",
-- "ValveBiped.Bip01_L_Upperarm",
-- "ValveBiped.Bip01_L_Forearm",
-- "ValveBiped.Bip01_L_Hand",
"ValveBiped.Bip01_R_Thigh",
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Thigh",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_L_Foot"
}
-- Список костей, к которым БУДЕТ применяться эффект дергания.
-- Отфильтровано из MODULE.BoneList, чтобы исключить таз и другие нежелательные кости.
local twitchable_bone_names = {
"ValveBiped.Bip01_R_Thigh",
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Thigh",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_L_Foot"
}
-- Локальные копии функций для оптимизации
local math_Clamp = math.Clamp
local math_Rand = math.Rand
local math_random = math.random
local table_Random = table.Random -- Используем table.Random для выбора случайного элемента
local IsValid = IsValid -- Локальная копия IsValid
local CurTime = CurTime -- Локальная копия CurTime
local timer_Create = timer.Create
local timer_Remove = timer.Remove
local VectorRand = VectorRand
--[[-------------------------------------------------------------------------
Конвары (Настройки)
---------------------------------------------------------------------------]]
-- Подергивание
local cv_twitch_enabled = CreateConVar("fedhoria_falling_twitch_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить дергание для падающих ног")
local cv_twitch_interval_min = CreateConVar("fedhoria_falling_twitch_interval_min", "3", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Минимальный интервал между дерганиями (сек)")
local cv_twitch_interval_max = CreateConVar("fedhoria_falling_twitch_interval_max", "6", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Максимальный интервал между дерганиями (сек)")
local cv_twitch_force_min = CreateConVar("fedhoria_falling_twitch_min", "100", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. угловая скорость для дергания")
local cv_twitch_force_max = CreateConVar("fedhoria_falling_twitch_max", "250", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Макс. угловая скорость для дергания")
-- Перекат
local cv_anim_roll_enabled = CreateConVar("fedhoria_falling_anim_roll_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить анимацию при ударе о землю")
local cv_anim_roll_min_delay = CreateConVar("fedhoria_falling_anim_roll_min_delay", "0.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. задержка перед возможной анимацией после удара (сек)")
local cv_anim_roll_duration = CreateConVar("fedhoria_falling_anim_roll_duration", "3.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Продолжительность принудительной анимации (сек)")
local cv_anim_roll_impact_threshold = CreateConVar("fedhoria_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
local cv_anim_roll_playback_rate = CreateConVar("fedhoria_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
-- Время жизни объекта после остановки
local die_time = CreateConVar("fedhoria_dietime", 5, {FCVAR_ARCHIVE, FCVAR_REPLICATED})
local die_time_variation = CreateConVar("fedhoria_dietime_variation", 3, {FCVAR_ARCHIVE, FCVAR_REPLICATED})
--[[-------------------------------------------------------------------------
Функция дергания
Применяет случайный импульс к одной из костей ног.
---------------------------------------------------------------------------]]
function MODULE:DoTwitch()
if not IsValid(self) or not IsValid(self:GetTarget()) then return end
if not cv_twitch_enabled:GetBool() then return end
local phys = self:GetPhysicsObject()
if not IsValid(phys) then return end
if #twitchable_bone_names == 0 then return end
local random_bone_name = table_Random(twitchable_bone_names)
if not random_bone_name then return end
-- Получаем индекс кости по имени
local bone_index = self:LookupBone(random_bone_name)
if not bone_index then
-- print("[Fedhoria Twitch] Bone index not found for name:", random_bone_name)
return
end
-- Получаем физический объект кости по ее индексу
local phys_bone = self:GetPhysicsObjectNum(bone_index) -- Используем GetPhysicsObjectNum для получения физ. объекта конкретной кости
if IsValid(phys_bone) then
local force = math_Rand(cv_twitch_force_min:GetFloat(), cv_twitch_force_max:GetFloat())
local torque = VectorRand():GetNormal() * force
phys_bone:AddAngleVelocity(torque)
-- print("[Fedhoria Twitch] Applied torque", torque, "to bone", random_bone_name, "(index:", bone_index, ")")
-- else
-- print("[Fedhoria Twitch] Could not find a valid physics bone for index:", bone_index, "name:", random_bone_name)
end
self:ScheduleNextTwitch()
end
--[[-------------------------------------------------------------------------
Планирование следующего вызова DoTwitch
---------------------------------------------------------------------------]]
function MODULE:ScheduleNextTwitch()
if not IsValid(self) then return end
if not cv_twitch_enabled:GetBool() then return end
local timer_name = "Fedhoria_FallingLegs_Twitch_" .. self:EntIndex()
timer_Remove(timer_name)
local delay = math_Rand(cv_twitch_interval_min:GetFloat(), cv_twitch_interval_max:GetFloat())
timer_Create(timer_name, delay, 1, function()
if not IsValid(self) then return end
self:DoTwitch()
end)
end
--[[-------------------------------------------------------------------------
Запуск анимации переката
---------------------------------------------------------------------------]]
function MODULE:StartAnimationRoll()
if not cv_anim_roll_enabled:GetBool() then return end
local target = self:GetTarget()
if not IsValid(target) then return end
local cur_time = CurTime()
self.AnimationRollEndTime = cur_time + cv_anim_roll_duration:GetFloat()
local seq = self:LookupSequence("Choked_Barnacle")
if seq and seq > 0 then
self:ResetSequence(seq)
self:SetPlaybackRate(cv_anim_roll_playback_rate:GetFloat())
else
self.AnimationRollEndTime = 0
return
end
--self.StartDie = nil
end
function MODULE:Init()
local seq = self:LookupSequence("Choked_Barnacle")
if seq then self:ResetSequence(seq) end
self:SetPlaybackRate(1)
self.LastCollideTime = 0
self.LastGroundCollideTime = 0
self.StartDie = nil
self.AnimationRollEndTime = 0
-- Добавляем демпфирование для всех костей
local phys = self:GetPhysicsObject()
if IsValid(phys) then
local bone_count = phys:GetBoneCount()
for bone_index = 0, bone_count - 1 do
local phys_bone = phys:GetBone(bone_index)
if IsValid(phys_bone) then
phys_bone:SetDamping(0.8, 0.9) -- Линейное и угловое демпфирование
end
end
end
-- запускаем систему дергания
self:ScheduleNextTwitch()
end
--[[-------------------------------------------------------------------------
Think-хук
---------------------------------------------------------------------------]]
function MODULE:Think()
-- Место для дополнительной логики
end
--[[-------------------------------------------------------------------------
Хук столкновения физики (ИСПРАВЛЕН)
---------------------------------------------------------------------------]]
function MODULE:PhysicsCollide(data, phys)
-- Проверяем валидность данных столкновения и наличие HitNormal
if not data or not data.HitNormal then
-- print("[Fedhoria Collide] Invalid collision data received.")
return
end
if data.HitEntity == self then return end
local cur_time = CurTime()
self.LastCollideTime = cur_time
-- Проверка на столкновение с землей (нормаль смотрит вверх)
if data.HitNormal.z > 0.7 then
local impact_speed = data.Speed
-- print("[Fedhoria Collide] Ground collision detected. Speed:", impact_speed)
if cv_anim_roll_enabled:GetBool() and
impact_speed > cv_anim_roll_impact_threshold:GetFloat() and
cur_time > self.AnimationRollEndTime and
cur_time > self.LastGroundCollideTime + cv_anim_roll_min_delay:GetFloat() then
self:StartAnimationRoll()
end
self.LastGroundCollideTime = cur_time
end
end
--[[-------------------------------------------------------------------------
Хук симуляции физики (ИСПРАВЛЕН)
---------------------------------------------------------------------------]]
function MODULE:PhysicsSimulate(phys, dt)
local cur_time = CurTime()
local target = self:GetTarget()
if not IsValid(target) then self:Remove(); return false end
-- проверка на активную анимацию
if cur_time < self.AnimationRollEndTime then
--self.StartDie = nil -- сбрасываем таймер "смерти"
return true -- используем стандартную физику
end
-- логика для таймера исчезновения
local f = 1 -- множитель силы (по умолчанию 1)
if self.StartDie then
f = math_Clamp(1 - (cur_time - self.StartDie) / die_time:GetFloat(), 0, 1)
end
-- поддержка для RagMod
if ragmod and ragmod:IsRagmodRagdoll(target) then
local owner = target:GetOwningPlayer()
f = (IsValid(owner) and owner:Alive()) and 1 or 0
--self.StartDie = nil
if f <= 0 then self.AnimationRollEndTime = 0 end
end
-- удаление, если истекло время жизни
if (f <= 0) then
self:Remove()
return false
end
local phys_bone_id = phys:GetID()
-- основная логика для корневой кости
if (phys_bone_id == 0) then
-- логика для воды
if target:WaterLevel() > 0 then
self.AnimationRollEndTime = 0
local seq_choked = self:LookupSequence("Choked_Barnacle")
if seq_choked then self:ResetSequence(seq_choked) end
return false
end
-- логика для анимации падения
local vel = phys:GetVelocity()
local pbr = math_Clamp(vel.z / -600, 0.5, 1.5)
if self:GetSequence() ~= self:LookupSequence("Choked_Barnacle") or self:GetPlaybackRate() ~= pbr then
local seq_idle = self:LookupSequence("Choked_Barnacle")
if seq_idle then
self:ResetSequence(seq_idle)
self:SetPlaybackRate(pbr)
end
end
-- фикс: безопасная работа с векторами
local pos = phys:GetPos()
if not pos then return true, f end -- если pos невалиден, ничего не делаем
self.last_pos = self.last_pos or pos
if not self.last_pos then self.last_pos = pos end
local offset_sqr = (pos - self.last_pos):LengthSqr()
self.last_pos = pos
if (offset_sqr < (10*10 * dt*dt) and not (ragmod and ragmod:IsRagmodRagdoll(target))) then
self.StartDie = self.StartDie or cur_time
else
--self.StartDie = nil
end
-- коррекция физики после столкновения
local delta_collide = cur_time - self.LastCollideTime
if (delta_collide < 0.2) then
return true, 1 * f
elseif (delta_collide < 1.2) then
return true, (1 - (delta_collide - 0.2)) * f
end
return true, f
end
-- логика для других костей
local delta_collide = cur_time - self.LastCollideTime
if (delta_collide < 0.2) then
return true, 1 * f
elseif (delta_collide < 1.2) then
return true, (1 - (delta_collide - 0.2)) * f
end
return true, f
end
--[[-------------------------------------------------------------------------
Хук удаления сущности
---------------------------------------------------------------------------]]
function MODULE:OnRemove()
local timer_name = "Fedhoria_FallingLegs_Twitch_" .. self:EntIndex()
timer_Remove(timer_name)
end
--[[-------------------------------------------------------------------------
Регистрация модуля (если это часть системы модулей)
---------------------------------------------------------------------------]]
-- Пример регистрации:
-- falling_legs_manager:RegisterModule("FedhoriaFallingLegs", MODULE)

View file

@ -1,283 +0,0 @@
--здесь был BRAT.
MODULE = {}
MODULE.Model = "models/police.mdl"
MODULE.BoneList =
{
"ValveBiped.Bip01_Pelvis",
"ValveBiped.Bip01_Spine2",
"ValveBiped.Bip01_Head1",
"ValveBiped.Bip01_R_Upperarm",
"ValveBiped.Bip01_R_Forearm",
"ValveBiped.Bip01_L_Upperarm",
"ValveBiped.Bip01_L_Forearm",
}
local math_Clamp = math.Clamp
local math_Rand = math.Rand
local math_random = math.random
local table_HasValue = table.HasValue
local hand_offset = Vector(2, 0, 0)
--twtiching
local cv_twitch_enabled = CreateConVar("fedhoria_falling_twitch_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить дергание для падающих торсов")
local cv_twitch_interval_min = CreateConVar("fedhoria_falling_twitch_interval_min", "3", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Минимальный интервал между дерганиями (сек)")
local cv_twitch_interval_max = CreateConVar("fedhoria_falling_twitch_interval_max", "6", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Максимальный интервал между дерганиями (сек)")
local cv_twitch_force_min = CreateConVar("fedhoria_falling_twitch_min", "100", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. угловая скорость для дергания")
local cv_twitch_force_max = CreateConVar("fedhoria_falling_twitch_max", "250", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Макс. угловая скорость для дергания")
local ignore_bone_indices_twitch = {0} -- игнор нахуй
--перекат ебаный
local cv_anim_roll_enabled = CreateConVar("fedhoria_falling_anim_roll_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Включить анимацию 'idleonfire' при ударе о землю")
local cv_anim_roll_min_delay = CreateConVar("fedhoria_falling_anim_roll_min_delay", "0.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. задержка перед возможной анимацией после удара (сек)")
local cv_anim_roll_duration = CreateConVar("fedhoria_falling_anim_roll_duration", "3.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Продолжительность принудительной анимации 'idleonfire' (сек)")
local cv_anim_roll_impact_threshold = CreateConVar("fedhoria_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
local cv_anim_roll_playback_rate = CreateConVar("fedhoria_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации 'idleonfire'")
local die_time = CreateConVar("fedhoria_dietime", 5, {FCVAR_ARCHIVE, FCVAR_REPLICATED})
local die_time_variation = CreateConVar("fedhoria_dietime_variation", 3, {FCVAR_ARCHIVE, FCVAR_REPLICATED})
-- адно дергание
function MODULE:DoTwitch()
if not IsValid(self) or not IsValid(self:GetTarget()) then return end
if not cv_twitch_enabled:GetBool() then return end
local phys = self:GetPhysicsObject()
if not IsValid(phys) then return end
local bone_count = phys:GetBoneCount()
if bone_count <= 1 then return end -- нет костей для дергания (кроме, возможно, корневой)
local phys_bone = nil
local attempts = 0
local bone_index = -1 -- есл нету кости то иди нахуй
-- нахуй игнорируем кости, которые не нужны для дергания
repeat
bone_index = math_random(0, bone_count - 1)
if not table_HasValue(ignore_bone_indices_twitch, bone_index) then
phys_bone = phys:GetBone(bone_index)
end
attempts = attempts + 1
until IsValid(phys_bone) or attempts > 20 -- мало попытов но если не нашли то идем нахуй
if IsValid(phys_bone) then
local force = math_Rand(cv_twitch_force_min:GetFloat(), cv_twitch_force_max:GetFloat())
local torque = VectorRand():GetNormal() * force -- сила есть ума не надо
phys_bone:AddAngleVelocity(torque)
-- print("[Fedhoria Twitch] Applied torque", torque, "to bone", bone_index)
-- else
-- print("[Fedhoria Twitch] Could not find a valid bone to twitch after", attempts, "attempts.")
end
-- следующее дергание
self:ScheduleNextTwitch()
end
-- следующая дрочка
function MODULE:ScheduleNextTwitch()
if not IsValid(self) then return end
if not cv_twitch_enabled:GetBool() then return end
local timer_name = "Fedhoria_FallingTorso_Twitch_" .. self:EntIndex()
timer.Remove(timer_name) -- пашол нахуй этот таймер
local delay = math_Rand(cv_twitch_interval_min:GetFloat(), cv_twitch_interval_max:GetFloat())
timer.Create(timer_name, delay, 1, function()
if not IsValid(self) then return end
self:DoTwitch()
end)
-- print("[Fedhoria Twitch] Scheduled next twitch in", delay, "seconds.") -- ебаная отладка
end
function MODULE:StartAnimationRoll()
if not cv_anim_roll_enabled:GetBool() then return end
local target = self:GetTarget()
if not IsValid(target) then return end
local cur_time = CurTime()
self.AnimationRollEndTime = cur_time + cv_anim_roll_duration:GetFloat()
-- нужная анимация бля
local seq = self:LookupSequence("idleonfire")
if seq then
self:ResetSequence(seq)
self:SetPlaybackRate(cv_anim_roll_playback_rate:GetFloat())
else
print("[Fedhoria AnimRoll ERROR] Sequence 'idleonfire' not found!")
self.AnimationRollEndTime = 0
return
end
self.StartDie = nil -- блять я заебался с этой хуйней
-- print("[Fedhoria AnimRoll] StartAnimationRoll initiated. Speed:", cv_anim_roll_playback_rate:GetFloat(), "Duration:", cv_anim_roll_duration:GetFloat(), "End Time:", self.AnimationRollEndTime) -- Debug
end
function MODULE:Init()
local seq = self:LookupSequence("idleonfire")
if seq then self:ResetSequence(seq) end
self:SetPlaybackRate(1)
self.LastCollideTime = 0
self.LastGroundCollideTime = 0
self.StartDie = nil
self.AnimationRollEndTime = 0
-- идте нахуй с этой хуйней
self:ScheduleNextTwitch()
end
function MODULE:Think()
end
function MODULE:PhysicsCollide(ent, data)
if data.HitEntity == self then return end
-- if data.HitEntity == self:GetTarget() then return end
local cur_time = CurTime()
self.LastCollideTime = cur_time
-- пизда, если это не земля
if (data.HitNormal.z > 0.7) then
local impact_speed = data.Speed
-- print("[Fedhoria Collide] Ground impact detected. Speed:", impact_speed, "Threshold:", cv_anim_roll_impact_threshold:GetFloat()) -- Debug
-- перекат ебаный
if cv_anim_roll_enabled:GetBool() and
impact_speed > cv_anim_roll_impact_threshold:GetFloat() and
cur_time > self.AnimationRollEndTime and -- анимация пошла нахуй если не запускаеться
cur_time > self.LastGroundCollideTime + cv_anim_roll_min_delay:GetFloat() then -- минимальная задержка перед идте нахуй
-- print("[Fedhoria AnimRoll] Ground Impact Threshold met. Speed:", impact_speed) -- Debug
self:StartAnimationRoll()
end
self.LastGroundCollideTime = cur_time
-- else -- Debug для других столкновений
-- print("[Fedhoria Collide] Non-ground collision. Normal Z:", data.HitNormal.z)
end
end
function MODULE:PhysicsSimulate(phys, dt)
local cur_time = CurTime()
local target = self:GetTarget()
if not IsValid(target) then self:Remove(); return false end -- если цели нет, то идем нахуй
-- проверка на физику
if cur_time < self.AnimationRollEndTime then
-- print("[Fedhoria Sim] In Animation Roll. Time left:", self.AnimationRollEndTime - cur_time) -- Debug
-- self.StartDie = nil -- Сбрасываем таймер смерти
return true -- стандартная физика пошла нахуй, у меня по ней 2
-- return false -- если физика нахуй идет
end
-- --- логика идет нахуй
-- логика для таймера
local f = 1 -- сила есть ума не надо (по умолчанию 1)
if self.StartDie then
f = math_Clamp(1 - (cur_time - self.StartDie) / die_time:GetFloat(), 0, 1)
end
print(f)
-- ебаная логика для regmod
if ragmod and ragmod:IsRagmodRagdoll(target) then
local owner = target:GetOwningPlayer()
-- владелец идот нахуй
f = (IsValid(owner) and owner:Alive()) and 1 or 0
self.StartDie = nil
if f <= 0 then self.AnimationRollEndTime = 0 end
end
--
if (f <= 0) then
-- print("[Fedhoria Sim] Removing entity (f <= 0)") -- Debug
self:Remove()
return false -- Прекращаем хуйню
end
local phys_bone_id = phys:GetID() -- айди кости
-- ыыыуыыыыыыыы
if (phys_bone_id == 0) then
-- логика для блядской воды (если торс попал в воду)
if target:WaterLevel() > 0 then
-- print("[Fedhoria Sim] Target in water.") -- Debug
self.AnimationRollEndTime = 0 -- нахуй анимация пошла
local seq_choked = self:LookupSequence("Choked_Barnacle")
if seq_choked then self:ResetSequence(seq_choked) end
-- возможн нужно добавить таймер на удаление или другую логику для воды
-- timer.Simple(0.5, function() if IsValid(self) then self:Remove() end end) -- пример опиздюливания через 5 сек
return false
end
-- логика для анимации переката
local vel = phys:GetVelocity()
local pbr = math_Clamp(vel.z / -600, 0.5, 1.5)
-- падения и ебаная скорость
-- если мы не в.. а впрочем иди нахуй
if self:GetSequence() ~= self:LookupSequence("idleonfire") or self:GetPlaybackRate() ~= pbr then
local seq_idle = self:LookupSequence("idleonfire")
if seq_idle then
-- print("[Fedhoria Sim] Resetting sequence to idleonfire, pbr:", pbr) -- Debug
self:ResetSequence(seq_idle)
self:SetPlaybackRate(pbr)
end
end
-- логика таймера ебаного умирания
local pos = phys:GetPos()
self.last_pos = self.last_pos or pos
local offset_sqr = (pos - self.last_pos):LengthSqr()
self.last_pos = pos
if (offset_sqr < (10*10 * dt*dt) and not (ragmod and ragmod:IsRagmodRagdoll(target))) then -- uменьшил порог неподвижности
self.StartDie = self.StartDie or cur_time -- идите нахуй
-- print("[Fedhoria Sim] Torso seems stationary. StartDie:", self.StartDie) -- Debug
else
-- self.StartDie = nil -- нахуй таймер
-- print("[Fedhoria Sim] Torso moved. Resetting StartDie.") -- Debug
end
--
local delta_collide = cur_time - self.LastCollideTime
if (delta_collide < 0.2) then
return true, 1 * f -- сила есть ума не надо
elseif (delta_collide < 1.2) then
return true, (1 - (delta_collide - 0.2)) * f -- ебаная сила
end
return true, f
end
-- --- отстали от жизни
-- затухание
local delta_collide = cur_time - self.LastCollideTime
if (delta_collide < 0.2) then
return true, 1 * f
elseif (delta_collide < 1.2) then
return true, (1 - (delta_collide - 0.2)) * f
end
return true, f
end
function MODULE:OnRemove()
-- пошел нахуй таймер
local timer_name = "Fedhoria_FallingTorso_Twitch_" .. self:EntIndex()
timer.Remove(timer_name)
-- print("[Fedhoria] OnRemove called for", self:EntIndex(), "Timer removed:", timer_name) -- Debug
end

View file

@ -1,554 +0,0 @@
MODULE.Model = "models/barney.mdl"
MODULE.BoneList =
{
"ValveBiped.Bip01_Pelvis",
"ValveBiped.Bip01_Spine2",
--"ValveBiped.Bip01_Head1",
--"ValveBiped.Bip01_R_Upperarm",
--"ValveBiped.Bip01_R_Forearm",
--"ValveBiped.Bip01_R_Hand",
--"ValveBiped.Bip01_L_Upperarm",
--"ValveBiped.Bip01_L_Forearm",
--"ValveBiped.Bip01_L_Hand",
"ValveBiped.Bip01_R_Thigh",
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Thigh",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_L_Foot"
}
local stumble_time = CreateConVar("fedhoria_stumble_time", 2, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local grab_chance = CreateConVar("fedhoria_woundgrab_chance", 0.9, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local grab_time = CreateConVar("fedhoria_woundgrab_time", 5, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
local math_atan2 = math.atan2
local math_pi = math.pi
local math_Clamp = math.Clamp
local math_max = math.max
local math_min = math.min
local constant = 10000
local function CreateSpring(phys1, phys2)
if (!IsValid(phys1) or !IsValid(phys2)) then return NULL end
local str_axis = tostring(phys2:LocalToWorld(phys2:GetAABBCenter()))
local const = ents.Create("phys_spring")
const:SetPos(phys1:LocalToWorld(phys1:GetAABBCenter()))
const:SetKeyValue("springaxis", str_axis)
const:SetKeyValue("constant", constant)
const:SetKeyValue("damping", 0.1)
const:SetKeyValue("relativedamping", 0.1)
const:SetPhysConstraintObjects(phys1, phys2)
const:Spawn()
const:Activate()
--const:Fire("SetSpringLength", 0, 0)
return const
end
local allowed_touch =
{
"ValveBiped.Bip01_R_Calf",
"ValveBiped.Bip01_R_Foot",
"ValveBiped.Bip01_L_Calf",
"ValveBiped.Bip01_L_Foot"
}
local hand_offset = Vector(2, 0, 0)
function MODULE:Init(phys_bone, lpos)
self.seq_walk = self:LookupSequence("walk_all")
self.seq_walk_speed = self:GetSequenceMoveDist(self.seq_walk) * self:SequenceDuration(self.seq_walk)
self.seq_run = self:LookupSequence("run_all")
self.seq_run_speed = self:GetSequenceMoveDist(self.seq_run) * self:SequenceDuration(self.seq_run)
self.seq_sprint = self:LookupSequence("sprint_all")
self.seq_sprint_speed = self:GetSequenceMoveDist(self.seq_sprint) * self:SequenceDuration(self.seq_sprint)
self:ResetSequence(self:LookupSequence("idle01"))
local target = self:GetTarget()
for _, bone_name in pairs(self.BoneList) do
local bone = self:LookupBone(bone_name)
if bone then
local phys_bone = target:TranslateBoneToPhysBone(bone)
local phys = target:GetPhysicsObjectNum(phys_bone)
--phys:AddGameFlag(FVPHYSICS_NO_SELF_COLLISIONS)
end
end
self.bone_lthigh = self:LookupBone("ValveBiped.Bip01_L_Thigh")
self.bone_rthigh = self:LookupBone("ValveBiped.Bip01_R_Thigh")
if (self.bone_lthigh and self.bone_rthigh) then
self.phys_bone_lthigh = self:TranslateBoneToPhysBone(self.bone_lthigh)
self.phys_bone_rthigh = self:TranslateBoneToPhysBone(self.bone_rthigh)
end
self.bone_lcalf = self:LookupBone("ValveBiped.Bip01_L_Calf")
self.bone_rcalf = self:LookupBone("ValveBiped.Bip01_R_Calf")
if (self.bone_lcalf and self.bone_rcalf) then
self.phys_bone_lcalf = self:TranslateBoneToPhysBone(self.bone_lcalf)
self.phys_bone_rcalf = self:TranslateBoneToPhysBone(self.bone_rcalf)
end
self.bone_lfoot = self:LookupBone("ValveBiped.Bip01_L_Foot")
self.bone_rfoot = self:LookupBone("ValveBiped.Bip01_R_Foot")
if (self.bone_lfoot and self.bone_rfoot) then
self.phys_bone_lfoot = self:TranslateBoneToPhysBone(self.bone_lfoot)
self.phys_bone_rfoot = self:TranslateBoneToPhysBone(self.bone_rfoot)
end
self.bone_lhand = self:LookupBone("ValveBiped.Bip01_L_Hand")
self.bone_rhand = self:LookupBone("ValveBiped.Bip01_R_Hand")
if (self.bone_lhand and self.bone_rhand) then
self.phys_bone_lhand = self:TranslateBoneToPhysBone(self.bone_lhand)
self.phys_bone_rhand = self:TranslateBoneToPhysBone(self.bone_rhand)
end
self.phys_allowed_touch = {}
for _, bone_name in pairs(allowed_touch) do
local bone = self:LookupBone(bone_name)
if bone then
local phys_bone = self:TranslateBoneToPhysBone(bone)
self.phys_allowed_touch[phys_bone] = true
end
end
self.bone_pelvis = self:LookupBone("ValveBiped.Bip01_Pelvis")
self.bone_torso = self:LookupBone("ValveBiped.Bip01_Spine2")
if (self.bone_pelvis and self.bone_torso) then
self.phys_bone_pelvis = target:TranslateBoneToPhysBone(self.bone_pelvis)
self.phys_bone_torso = target:TranslateBoneToPhysBone(self.bone_torso)
--constraint.Weld(target, target, phys_bone_pelvis, phys_bone_torso)
end
local vel = target:GetVelocity():Length2D()
if phys_bone then
self.Springs = {}
--Grab wound
local phys = target:GetPhysicsObjectNum(phys_bone)
local dmgpos = phys:LocalToWorld(lpos)
if (IsValid(phys) and phys_bone != self.phys_bone_lhand and phys_bone != self.phys_bone_rhand) then
local phys_lhand = target:GetPhysicsObjectNum(self.phys_bone_lhand)
local phys_rhand = target:GetPhysicsObjectNum(self.phys_bone_rhand)
local str_axis = tostring(dmgpos)
if (IsValid(phys_lhand) and math.random() < grab_chance:GetFloat()) then
local const = ents.Create("phys_spring")
const:SetPos(phys_lhand:LocalToWorld(hand_offset))
const:SetKeyValue("springaxis", str_axis)
const:SetKeyValue("constant", 300)
const:SetKeyValue("damping", 0.1)
const:SetKeyValue("relativedamping", 0.1)
const:SetPhysConstraintObjects(phys_lhand, phys)
const:Spawn()
const:Activate()
const:Fire("SetSpringLength", 0, 0)
SafeRemoveEntityDelayed(const, grab_time:GetFloat())
table.insert(self.Springs, const)
end
if (IsValid(phys_rhand) and math.random() < grab_chance:GetFloat()) then
local const = ents.Create("phys_spring")
const:SetPos(phys_rhand:LocalToWorld(hand_offset))
const:SetKeyValue("springaxis", str_axis)
const:SetKeyValue("constant", 300)
const:SetKeyValue("damping", 0.1)
const:SetKeyValue("relativedamping", 0.1)
const:SetPhysConstraintObjects(phys_rhand, phys)
const:Spawn()
const:Activate()
const:Fire("SetSpringLength", 0, 0)
SafeRemoveEntityDelayed(const, grab_time:GetFloat())
table.insert(self.Springs, const)
end
end
end
--[[if (!target.GS2IsDismembered and vel < self.seq_walk_speed) then
--self:Remove()
self.Springs = {}
if (self.phys_bone_lthigh and self.phys_bone_lcalf) then
local phys_lthigh = target:GetPhysicsObjectNum(self.phys_bone_lthigh)
local phys_lcalf = target:GetPhysicsObjectNum(self.phys_bone_lcalf)
table.insert(self.Springs, CreateSpring(phys_lthigh, phys_lcalf))
end
if (self.phys_bone_rthigh and self.phys_bone_rcalf) then
local phys_rthigh = target:GetPhysicsObjectNum(self.phys_bone_rthigh)
local phys_rcalf = target:GetPhysicsObjectNum(self.phys_bone_rcalf)
table.insert(self.Springs, CreateSpring(phys_rthigh, phys_rcalf))
end
if (self.phys_bone_pelvis and self.phys_bone_torso) then
local phys_pelvis = target:GetPhysicsObjectNum(self.phys_bone_pelvis)
local phys_torso = target:GetPhysicsObjectNum(self.phys_bone_torso)
--CreateSpring(phys_pelvis, phys_torso)
end
if (self.phys_bone_pelvis and self.phys_bone_lthigh) then
local phys_pelvis = target:GetPhysicsObjectNum(self.phys_bone_pelvis)
local phys_lthigh = target:GetPhysicsObjectNum(self.phys_bone_lthigh)
--CreateSpring(phys_pelvis, phys_lthigh)
end
if (self.phys_bone_pelvis and self.phys_bone_rthigh) then
local phys_pelvis = target:GetPhysicsObjectNum(self.phys_bone_pelvis)
local phys_rthigh = target:GetPhysicsObjectNum(self.phys_bone_rthigh)
--CreateSpring(phys_pelvis, phys_rthigh)
end
end]]
end
local function DoFallingAnim(ent)
local mod1 = fedhoria.StartModule(ent, "falling_legs")
local mod2 = fedhoria.StartModule(ent, "falling_torso")
end
function MODULE:OnRemove()
local target = self:GetTarget()
if !IsValid(target) then return end
for _, bone_name in pairs(self.BoneList) do
local bone = target:LookupBone(bone_name)
if bone then
local phys_bone = target:TranslateBoneToPhysBone(bone)
local phys = target:GetPhysicsObjectNum(phys_bone)
if IsValid(phys) then
phys:ClearGameFlag(FVPHYSICS_NO_SELF_COLLISIONS)
end
end
end
--[[if self.Springs then
for _, spring in pairs(self.Springs) do
SafeRemoveEntityDelayed(spring, 1)
end
end]]
DoFallingAnim(target)
end
function MODULE:Think()
end
function MODULE:PhysicsCollide(ent, data)
--if (data.HitEntity == ent) then return end
if (data.HitEntity != game.GetWorld()) then return end
if (CurTime() - self.Created < 0.1) then return end
local phys = data.PhysObject
local phys_bone = phys:GetID()
if !self.phys_allowed_touch[phys_bone] then
SafeRemoveEntityDelayed(self, 0)
end
end
local constant = 1
local tilt_ang = Angle(0, 0, 0)
local pelvis_offset = Vector(0, 0, 35)
local torso_offset = Vector(0, 0, 50)
local trace = {output={}}
local tr = trace.output
function MODULE:PhysicsSimulate(phys, dt)
local phys_bone = phys:GetID()
local target = self:GetTarget()
if (self.Springs and target:GetNWInt("GS2DisMask", 0) != 0) then
for _, spring in pairs(self.Springs) do
SafeRemoveEntity(spring)
end
end
local st = stumble_time:GetFloat()
if (st <= 0) then
self:Remove()
return false
end
local f = 1 - (CurTime() - self.Created) / st
--RagMod Reworked support
if ragmod and ragmod:IsRagmodRagdoll(target) then
local owner = target:GetOwningPlayer()
if !IsValid(owner) or !owner:Alive() then
f = 0
else
f = 1
end
end
if (f <= 0) then
self:Remove()
return false
end
--helps reduce excessive twitching
if (phys:GetStress() > 100) then
return false
end
if (phys_bone == self.phys_bone_torso) then
local phys_pelvis = target:GetPhysicsObjectNum(self.phys_bone_pelvis or 0)
local vel = phys:GetVelocity()
vel.z = 0
vel:Normalize()
local ang = phys_pelvis:GetAngles()
ang.p = 0
ang.r = 0
local x = ang:Right():Dot(vel)
local y = ang:Forward():Dot(vel)
local yaw = 180 * math_atan2(y, x) / math_pi
if (yaw < 90 and yaw > -90) then
return false
end
end
if (phys_bone == (self.phys_bone_pelvis or 0)) then
local phys_torso = target:GetPhysicsObjectNum(self.phys_bone_torso or 1)
--calculate animation settings here so its only done once per frame
local pos = phys:GetPos()
local ang = phys:GetAngles()
--local vel = phys:GetVelocity()
local vel = phys_torso:GetVelocity()
local forward = ang:Forward()
local right = ang:Right()
local up = ang:Up()
--try keeping balance a little bit better
tilt_ang.y = math_Clamp(90 + 180 * math_atan2(right.z, up.z) / math_pi, -50, 20) * f
--too much balance?
tilt_ang.p = -ang.p * f
self:ManipulateBoneAngles(self.bone_lthigh, tilt_ang)
self:ManipulateBoneAngles(self.bone_rthigh, tilt_ang)
local speed = vel:Length2D()
local slow = false
if (speed > self.seq_sprint_speed) then
self:ResetSequence(self.seq_sprint)
elseif (speed > self.seq_run_speed) then
self:ResetSequence(self.seq_run)
elseif (speed > self.seq_walk_speed) then
self:ResetSequence(self.seq_walk)
else
slow = true
end
if slow then
return false
--[[elseif (self.Springs) then
for _, spring in pairs(self.Springs) do
SafeRemoveEntity(spring)
end
self.Springs = nil]]
end
--self:ResetSequence(self.seq_sprint)
--local mass_center = target:GetMassCenter()
self.last_pos = self.last_pos or pos
local delta = (pos - self.last_pos) / dt
self.last_pos = pos
local pbr = vel:Length2D() / self:GetSequenceMoveDist(self:GetSequence())
--local pbr = vel:Dot(ang:Right()) / self:GetSequenceMoveDist(self:GetSequence())
--pbr = pbr / self:SequenceDuration()
vel.z = 0
vel:Normalize()
local ang = phys:GetAngles()
ang.p = 0
ang.r = 0
local x = ang:Right():Dot(vel)
local y = ang:Forward():Dot(vel)
self.pbr = math.min(3, Lerp(dt * constant, self.pbr or pbr, pbr))
local yaw = 180 * math_atan2(y, x) / math_pi
local m = 1
if (yaw > 90) then
m = -1.5
yaw = -90 + yaw - 90
self:ResetSequence(self.seq_sprint)
elseif (yaw < -90) then
m = -1.5
yaw = 90 - (yaw + 90)
self:ResetSequence(self.seq_sprint)
end
self.move_yaw = Lerp(dt * constant, self.move_yaw or yaw, yaw)
self:SetPoseParameter("move_yaw", self.move_yaw)
self:SetPlaybackRate(m * self.pbr * self:SequenceDuration())
trace.filter = target
trace.start = pos
trace.endpos = pos - torso_offset
util.TraceLine(trace)
if tr.Hit then
if (x < 0) then
ang = phys:GetAngles()
local a = math.max(0, -ang:Right().z)^2
if (a < 0.2) then
--self:Remove()
--return false
end
pos = phys_torso:GetPos()
local d = (pos - tr.HitPos):Length2D()
local div = self:GetSequenceMoveDist(self:GetSequence()) * self:SequenceDuration()
local m = math_max(0, 1 - (d / div))
vel = phys:GetVelocity()
vel.x = 0
vel.y = 0
m = m * a
vel.z = vel.z * m
phys:ApplyForceCenter(-vel * phys:GetMass() * f)
vel = phys_torso:GetVelocity()
vel.x = 0
vel.y = 0
vel.z = vel.z * m
phys_torso:ApplyForceCenter(-vel * phys_torso:GetMass() * f)
return false
else
local l2d = delta:Length2D()
local f = f * math_Clamp(l2d / self:GetSequenceMoveDist(self:GetSequence()), 0, 1)
local targetZ = tr.HitPos.z + torso_offset.z * f
local offsetZ = targetZ - phys_torso:GetPos().z
if (offsetZ > 0) then
local force = offsetZ^2 - phys_torso:GetVelocity().z
force = force * 0.5
force = math_min(force, 40)
phys_torso:ApplyForceCenter(Vector(0, 0, force) * phys_torso:GetMass() * f)
end
local targetZ = tr.HitPos.z + pelvis_offset.z * f
local offsetZ = targetZ - phys:GetPos().z
if (offsetZ > 0) then
local force = offsetZ^2 - phys:GetVelocity().z
force = force * 0.5
force = math_min(force, 40)
phys:ApplyForceCenter(Vector(0, 0, force) * phys:GetMass() * f)
end
end
else
self:Remove()
return false
end
if (self.phys_bone_lhand) then
--[[local phys_lhand = target:GetPhysicsObjectNum(self.phys_bone_lhand)
pos = phys_lhand:GetPos()
local pos2 = target:GetBonePosition(target:LookupBone("ValveBiped.Bip01_L_Upperarm"))
local offset = pos2 - pos
offset:Add(phys:GetVelocity() * dt)
offset.z = 0
offset = offset:GetNormal() * offset:Length()^2
offset:Sub(phys_lhand:GetVelocity())
phys_lhand:ApplyForceCenter(offset * phys_lhand:GetMass() * f)]]
end
if (self.phys_bone_rhand) then
--[[local phys_rhand = target:GetPhysicsObjectNum(self.phys_bone_rhand)
pos = phys_rhand:GetPos()
local pos2 = target:GetBonePosition(target:LookupBone("ValveBiped.Bip01_R_Upperarm"))
local offset = pos2 - pos
offset:Add(phys:GetVelocity() * dt)
offset.z = 0
offset = offset:GetNormal() * offset:Length()^2
offset:Sub(phys_rhand:GetVelocity())
phys_rhand:ApplyForceCenter(offset * phys_rhand:GetMass() * f)]]
end
return false
end
--[[if self.Springs then
return false
end]]
return true, f
end