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rappel.lua
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local PLUGIN = PLUGIN
-- use this plugin at your own risk, don't really wanna be bothered to fix or remake this..
PLUGIN.name = "Rappel"
PLUGIN.author = "Riggs Mackay"
PLUGIN.description = "Allows Combine to rappel down from ledges."
PLUGIN.schema = "HL2 RP"
PLUGIN.license = [[
Copyright 2022 Riggs Mackay
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
if ( SERVER ) then
function PLUGIN:BeginRappel(ply, char)
local movetype = ply:GetMoveType()
local pos = ply:GetPos() + (ply:GetForward() * 30)
local trace = {}
trace.start = pos
trace.endpos = pos - Vector(0, 0, 1000)
trace.filter = {ply}
local traceLine = util.TraceLine(trace)
if ( traceLine.HitPos.z <= ply:GetPos().z ) then
local ent = ents.Create("npc_metropolice")
if ( ply:Team() == FACTION_OTA ) then
ent = ents.Create("npc_combine_s")
end
ent:SetModel(ply:GetModel())
ent:SetSkin(ply:GetSkin())
ent:SetBodyGroups(ply:GetBodyGroups())
ent:SetKeyValue("waitingtorappel", 1)
ent:SetPos(pos)
ent:SetAngles(Angle(0, ply:EyeAngles().yaw, 0))
ent:Spawn()
ent:CapabilitiesClear()
ent:CapabilitiesAdd(CAP_MOVE_GROUND)
timer.Create("ixRappelCheck", 0.1, 0, function()
if ent:IsOnGround() then
ply:SetPos(ent:GetPos())
ply:SetEyeAngles(Angle(0, ent:GetAngles().yaw, 0))
ent:EmitSound("npc/combine_soldier/zipline_hitground"..math.random(1,2)..".wav", 80)
ent:Remove()
timer.Destroy("ixRappelCheck")
ply:Freeze(false)
ply:SetNoDraw(false)
ply:SetNotSolid(false)
ply:DrawWorldModel(true)
ply:DrawShadow(true)
ply:SetNoTarget(false)
ply:GodDisable()
ply:SetNWEntity("ixRappelingEntity", nil)
ply:SetNWBool("ixRappeling", false)
end
end)
ent:AddRelationship("player D_LI")
ent:EmitSound("npc/combine_soldier/zipline_clip"..math.random(1,2)..".wav", 90)
timer.Simple(0.5, function()
if IsValid(ent) then
ent:EmitSound("npc/combine_soldier/zipline"..math.random(1,2)..".wav", 90)
end
end)
ply:SetLocalVar("ixRappelingEntity", ent)
ply:SetLocalVar("ixRappeling", true)
ply:Freeze(true)
ply:SetNoDraw(true)
ply:SetNotSolid(true)
ply:DrawWorldModel(false)
ply:DrawShadow(false)
ply:GodEnable()
ply:SetNoTarget(true)
ent:Fire("beginrappel")
ent:Fire("addoutput", "OnRappelTouchdown rappelent,RunCode,0,-1", 0)
end
end
end
ix.command.Add("Rappel", {
description = "Rappel down a ledge.",
OnRun = function(self, ply)
if not ( ply:IsCombine() ) then
ply:Notify("You are unable to use this!")
return false
end
if not ( ply:OnGround() ) then
ply:Notify("You can't rappel whilst falling.")
return false
end
if ( SERVER ) and PLUGIN.BeginRappel then
PLUGIN:BeginRappel(ply)
end
end
})
if (CLIENT) then
function PLUGIN:CalcView(ply, pos, angles, fov)
if ( ply:GetLocalVar("ixRappelingEntity") and IsValid( ply:GetLocalVar("ixRappelingEntity") ) ) then
local ent = ply:GetLocalVar("ixRappelingEntity")
local view = {}
view.origin = ent:EyePos() - (angles:Forward() * 50)
view.angles = angles
view.fov = fov
view.drawviewer = true
return view
end
end
end