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path: root/code/pawn/component/FootprintTrackerComponent.cs
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using System.Linq;
using Sandbox;

namespace MurderGame;

public class FootprintTrackerComponent : EntityComponent<Player>, ISingletonComponent
{
	private bool FootstepLeft = true;
	private TimeSince TimeSinceFootstep = 0;

	public void Simulate( IClient cl )
	{
		if ( !Game.IsClient || TimeSinceFootstep < 0.25 )
		{
			return;
		}

		TimeSinceFootstep = 0;
		FootstepLeft = !FootstepLeft;

		var bystanders = Game.Clients.Where( c => (c.Pawn as Player)?.Team is Team.Bystander or Team.Detective );

		foreach ( var bystander in bystanders )
		{
			if ( bystander.Pawn is not Player player )
			{
				continue;
			}

			if ( player.Velocity.Length < 1 )
			{
				continue;
			}

			var start = player.Position + Vector3.Up;
			var end = start + Vector3.Down * 20;

			var tr = Trace.Ray( start, end )
				.Size( 2 )
				.WithAnyTags( "solid" )
				.Ignore( Entity )
				.Run();

			if ( !tr.Hit )
			{
				continue;
			}

			var material = FootstepLeft
				? "materials/left_shoe_footprint.vmat"
				: "materials/right_shoe_footprint.vmat";
			var _ = new Footprint
			{
				SpriteMaterial = Material.Load( material ),
				SpriteScale = 24f,
				Position = player.Position + Vector3.Up * 1f,
				Rotation = Rotation.LookAt( player.Velocity, tr.Normal ).RotateAroundAxis( tr.Normal, 270 ),
				Color = player.Color
			};
		}
	}
}