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new hitpos pac bones
hitpos_world_props: stops at world or a physics prop, has normal angle hitpos_world: stops at world, has normal angle hitpos_world_noang: stops at world, has 0,0,0 angle
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@ -107,6 +107,9 @@ function pac.GetAllBones(ent)
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tbl.footstep = {friendly = "footsteps", is_special = true}
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tbl.skirt = {friendly = "skirt", is_special = true}
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tbl.skirt2 = {friendly = "skirt2", is_special = true}
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tbl.hitpos_world_props = {friendly = "hitpos_world_props", is_special = true}
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tbl.hitpos_world = {friendly = "hitpos_world", is_special = true}
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tbl.hitpos_world_noang = {friendly = "hitpos_world_noang", is_special = true}
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tbl.hitpos_ent_ang = {friendly = "hitpos_ent_ang", is_special = true}
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tbl.hitpos_ent_ang_zero_pitch = {friendly = "hitpos_ent_ang_zero_pitch", is_special = true}
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tbl.pos_ang = {friendly = "pos_ang", is_special = true}
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@ -261,6 +264,21 @@ function pac.GetBonePosAng(ent, id, parent)
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return ent:EyePos(), ent:EyeAngles()
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elseif id == "eyepos_ang" then
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return ent:EyePos(), ent:GetAngles()
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elseif id == "hitpos_world_props" then
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local res = util_QuickTrace(ent:EyePos(), ent:EyeAngles():Forward() * 16000, function(ent)
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return ent:GetClass() == "prop_physics"
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end)
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return res.HitPos, res.HitNormal:Angle()
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elseif id == "hitpos_world" then
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local res = util_QuickTrace(ent:EyePos(), ent:EyeAngles():Forward() * 16000, function(ent)
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return ent:IsWorld()
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end)
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return res.HitPos, res.HitNormal:Angle()
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elseif id == "hitpos_world_noang" then
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local res = util_QuickTrace(ent:EyePos(), ent:EyeAngles():Forward() * 16000, function(ent)
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return ent:IsWorld()
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end)
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return res.HitPos, angle_origin
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elseif id == "hitpos" or id == "hit position" then
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if ent.pac_traceres then
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return ent.pac_traceres.HitPos, ent.pac_traceres.HitNormal:Angle()
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