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using System.Linq;
using Sandbox;
namespace MurderGame;
public class FootprintTrackerComponent : EntityComponent<Player>, ISingletonComponent
{
private TimeSince TimeSinceFootstep = 0;
private bool FootstepLeft = true;
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
};
}
}
}
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