Create FPS Test minigame with other shit
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174
code/Minigames/FpsTest/PawnController.cs
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174
code/Minigames/FpsTest/PawnController.cs
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using Sandbox;
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using System;
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using System.Collections.Generic;
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namespace LuckerGame.Minigames.FpsTest;
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public class PawnController : EntityComponent<Pawn>
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{
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public int StepSize => 24;
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public int GroundAngle => 45;
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public int JumpSpeed => 300;
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public float Gravity => 800f;
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HashSet<string> ControllerEvents = new( StringComparer.OrdinalIgnoreCase );
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bool Grounded => Entity.GroundEntity.IsValid();
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public void Simulate( IClient cl )
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{
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ControllerEvents.Clear();
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var movement = Entity.InputDirection.Normal;
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var angles = Entity.ViewAngles.WithPitch( 0 );
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var moveVector = Rotation.From( angles ) * movement * 320f;
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var groundEntity = CheckForGround();
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if ( groundEntity.IsValid() )
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{
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if ( !Grounded )
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{
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Entity.Velocity = Entity.Velocity.WithZ( 0 );
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AddEvent( "grounded" );
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}
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Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, 200.0f * ( Input.Down( "run" ) ? 2.5f : 1f ), 7.5f );
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Entity.Velocity = ApplyFriction( Entity.Velocity, 4.0f );
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}
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else
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{
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Entity.Velocity = Accelerate( Entity.Velocity, moveVector.Normal, moveVector.Length, 100, 20f );
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Entity.Velocity += Vector3.Down * Gravity * Time.Delta;
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}
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if ( Input.Pressed( "jump" ) )
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{
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DoJump();
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}
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var mh = new MoveHelper( Entity.Position, Entity.Velocity );
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mh.Trace = mh.Trace.Size( Entity.Hull ).Ignore( Entity );
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if ( mh.TryMoveWithStep( Time.Delta, StepSize ) > 0 )
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{
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if ( Grounded )
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{
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mh.Position = StayOnGround( mh.Position );
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}
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Entity.Position = mh.Position;
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Entity.Velocity = mh.Velocity;
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}
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Entity.GroundEntity = groundEntity;
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}
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void DoJump()
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{
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if ( Grounded )
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{
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Entity.Velocity = ApplyJump( Entity.Velocity, "jump" );
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}
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}
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Entity CheckForGround()
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{
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if ( Entity.Velocity.z > 100f )
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return null;
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var trace = Entity.TraceBBox( Entity.Position, Entity.Position + Vector3.Down, 2f );
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if ( !trace.Hit )
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return null;
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if ( trace.Normal.Angle( Vector3.Up ) > GroundAngle )
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return null;
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return trace.Entity;
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}
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Vector3 ApplyFriction( Vector3 input, float frictionAmount )
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{
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float StopSpeed = 100.0f;
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var speed = input.Length;
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if ( speed < 0.1f ) return input;
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// Bleed off some speed, but if we have less than the bleed
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// threshold, bleed the threshold amount.
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float control = (speed < StopSpeed) ? StopSpeed : speed;
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// Add the amount to the drop amount.
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var drop = control * Time.Delta * frictionAmount;
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// scale the velocity
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float newspeed = speed - drop;
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if ( newspeed < 0 ) newspeed = 0;
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if ( newspeed == speed ) return input;
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newspeed /= speed;
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input *= newspeed;
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return input;
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}
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Vector3 Accelerate( Vector3 input, Vector3 wishdir, float wishspeed, float speedLimit, float acceleration )
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{
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if ( speedLimit > 0 && wishspeed > speedLimit )
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wishspeed = speedLimit;
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var currentspeed = input.Dot( wishdir );
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var addspeed = wishspeed - currentspeed;
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if ( addspeed <= 0 )
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return input;
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var accelspeed = acceleration * Time.Delta * wishspeed;
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if ( accelspeed > addspeed )
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accelspeed = addspeed;
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input += wishdir * accelspeed;
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return input;
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}
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Vector3 ApplyJump( Vector3 input, string jumpType )
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{
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AddEvent( jumpType );
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return input + Vector3.Up * JumpSpeed;
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}
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Vector3 StayOnGround( Vector3 position )
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{
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var start = position + Vector3.Up * 2;
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var end = position + Vector3.Down * StepSize;
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// See how far up we can go without getting stuck
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var trace = Entity.TraceBBox( position, start );
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start = trace.EndPosition;
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// Now trace down from a known safe position
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trace = Entity.TraceBBox( start, end );
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if ( trace.Fraction <= 0 ) return position;
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if ( trace.Fraction >= 1 ) return position;
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if ( trace.StartedSolid ) return position;
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if ( Vector3.GetAngle( Vector3.Up, trace.Normal ) > GroundAngle ) return position;
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return trace.EndPosition;
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}
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public bool HasEvent( string eventName )
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{
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return ControllerEvents.Contains( eventName );
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}
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void AddEvent( string eventName )
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{
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if ( HasEvent( eventName ) )
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return;
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ControllerEvents.Add( eventName );
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}
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}
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