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worldbounds.lua
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-- from gmod.one with <3
-- https://github.com/Be1zebub/Small-GLua-Things/blob/master/libs/worldbounds.lua
local airdrop_model = "models/props_junk/plasticbucket001a.mdl"
local max_map_size = Vector(1, 1, 1) * 2 ^ 15
local function TraceDirection(pos, dir)
return util.TraceLine({
start = pos,
endpos = pos + dir * max_map_size,
mask = MASK_NPCWORLDSTATIC
}).HitPos
end
local function GetSkyboxCorners()
local skyz = TraceDirection(vector_origin, Vector(0, 0, 1))
local skysidex = TraceDirection(skyz, Vector(0, 1, 0))
local skysidey = TraceDirection(skyz, Vector(-1, 0, 0))
return TraceDirection(skysidex, Vector(1, 0, 0)), TraceDirection(skysidey, Vector(0, -1, 0))
end
local function GetWorldBounds()
local corner1, corner2 = GetSkyboxCorners()
return corner1, corner2, TraceDirection(corner1, Vector(0, 0, -1)), TraceDirection(corner2, Vector(0, 0, -1))
end
local function RandomPos(mins, maxs)
return mins + Vector(math.random(), math.random(), math.random()) * (maxs - mins)
end
local function GetRandomSkyPos()
local corner1, corner2 = GetSkyboxCorners()
return RandomPos(corner1, corner2)
end
local function GetRandomGroundPos()
return TraceDirection(GetRandomSkyPos(), Vector(0, 0, -1))
end
local function Distance2Ground(pos)
return util.TraceLine({
start = pos,
endpos = pos + dir * max_map_size,
filter = function() return false end
}).HitPos:DistToSqr(pos)
end
if SERVER then
local airdrops = {}
local i = 0
local function AirdropTest()
i = i + 1
if i > 25 then i = 1 end
if IsValid(airdrops[i]) then
airdrops[i]:Remove()
end
local pos = GetRandomSkyPos()
local airdrop = ents.Create("prop_physics")
airdrop:SetModel(airdrop_model)
if i % 2 == 0 then
airdrop:SetPos(TraceDirection(pos, Vector(0, 0, -1)))
else
pos = pos - Vector(0, 0, airdrop:OBBMaxs().z)
airdrop:SetPos(pos)
end
airdrop:Spawn()
local phys = airdrop:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
end
airdrops[i] = airdrop
end
timer.Create("AirdropTest", 0.1, 0, AirdropTest)
AirdropTest()
else
local corner1, corner2, corner3, corner4 = GetWorldBounds()
local sprite, sprite_color = Material("sprites/gmdm_pickups/light"), Color(175, 255, 255)
local beam, beam_color = Material("cable/new_cable_lit"), Color(128, 50, 100)
local airdrop_color = Color(0, 255, 0)
hook.Add("PreDrawEffects", "SkyboxCorners", function()
cam.IgnoreZ(true)
render.SetMaterial(sprite)
render.DrawSprite(corner1, 512, 512, sprite_color)
render.DrawSprite(corner2, 512, 512, sprite_color)
render.DrawSprite(corner3, 512, 512, sprite_color)
render.DrawSprite(corner4, 512, 512, sprite_color)
for i, airdrop in ipairs(ents.GetAll()) do
if airdrop:GetModel() == airdrop_model then
render.DrawSprite(airdrop:GetPos(), 512, 512, airdrop_color)
end
end
render.SetMaterial(beam)
render.DrawBeam(corner1, corner2, 8, 0, 12, beam_color)
render.DrawBeam(corner1, corner3, 8, 0, 12, beam_color)
render.DrawBeam(corner2, corner4, 8, 0, 12, beam_color)
render.DrawBeam(corner3, corner4, 8, 0, 12, beam_color)
cam.IgnoreZ(false)
end)
end
--[[
function Airdrop:Spawn()
local sky = GetRandomSkyPos()
sky.z = sky.z - self:OBBMaxs().z - 500
local dirNormal = Vector(math.Rand(-1, 1), math.Rand(-1, 1))
local path = {
start = TraceDirection(sky, dirNormal),
endpos = TraceDirection(sky, -dirNormal)
}
self:SetPos(path.start)
self:MoveTo(path.endpos)
-- self:SetDropPos(path.start + (path.endpos - path.start) * 0.5)
end
function Airdrop:MoveTo(endpos, len)
local start = self:GetPos()
local shoulddrop = true
return self:NewAnimation(len or 10, 0.5, function(frac)
self:SetPos(start + (endpos - start) * frac)
if shoulddrop and frac >= 0.5 then
shoulddrop = false
self:DropPlayer()
end
end)
end
function Airdrop:NewAnimation(len, ease, cback)
return self.Animations[table.insert(self.Animations, {
start = SysTime(),
endtime = SysTime() + len,
ease = ease or -1,
cback = cback
})]
end
function Airdrop:Init()
self.Animations = {}
end
function Airdrop:Think()
local time = SysTime()
for i, anim in ipairs(self.Animations) do
local frac = math.Clamp((time - anim.start) / (time - anim.endtime), 0, 1)
if anim.ease < 0 then
frac = frac ^ (1 - frac - 0.5)
elseif anim.ease > 0 and anim.ease < 1 then
frac = 1 - (1 - frac) ^ (1 / anim.ease)
end
anim.cback(frac)
if frac == 1 then
table.remove(self.Animations, i)
end
end
end
]]