Revision Difference
drive.Register#515423
<function name="Register" parent="drive" type="libraryfunc">⤶
<description>Registers a new entity drive.</description>⤶
<realm>Shared</realm>⤶
<args>⤶
<arg name="name" type="string">The name of the drive.</arg>⤶
<arg name="data" type="table">The data required to create the drive. This includes the functions used by the drive.</arg>⤶
<arg name="base" type="string">The base of the drive.</arg>⤶
</args>⤶
</function>⤶
⤶
<example>⤶
<description>Adds a noclip drive type.</description>⤶
<code>⤶
drive.Register( "drive_noclip", ⤶
{⤶
--⤶
-- Called before each move. You should use your entity and cmd to ⤶
-- fill mv with information you need for your move.⤶
--⤶
StartMove = function( self, mv, cmd )⤶
⤶
--⤶
-- Update move position and velocity from our entity⤶
--⤶
mv:SetOrigin( self.Entity:GetNetworkOrigin() )⤶
mv:SetVelocity( self.Entity:GetAbsVelocity() )⤶
⤶
end,⤶
⤶
--⤶
-- Runs the actual move. On the client when there's ⤶
-- prediction errors this can be run multiple times.⤶
-- You should try to only change mv.⤶
--⤶
Move = function( self, mv )⤶
⤶
--⤶
-- Set up a speed, go faster if shift is held down⤶
--⤶
local speed = 0.0005 * FrameTime()⤶
if ( mv:KeyDown( IN_SPEED ) ) then speed = 0.005 * FrameTime() end⤶
⤶
--⤶
-- Get information from the movedata⤶
--⤶
local ang = mv:GetMoveAngles()⤶
local pos = mv:GetOrigin()⤶
local vel = mv:GetVelocity()⤶
⤶
--⤶
-- Add velocities. This can seem complicated. On the first line⤶
-- we're basically saying get the forward vector, then multiply it⤶
-- by our forward speed (which will be &gt; 0 if we're holding W, &lt; 0 if we're⤶
-- holding S and 0 if we're holding neither) - and add that to velocity.⤶
-- We do that for right and up too, which gives us our free movement.⤶
--⤶
vel = vel + ang:Forward() * mv:GetForwardSpeed() * speed⤶
vel = vel + ang:Right() * mv:GetSideSpeed() * speed⤶
vel = vel + ang:Up() * mv:GetUpSpeed() * speed⤶
⤶
--⤶
-- We don't want our velocity to get out of hand so we apply⤶
-- a little bit of air resistance. If no keys are down we apply⤶
-- more resistance so we slow down more.⤶
--⤶
if ( math.abs(mv:GetForwardSpeed()) + math.abs(mv:GetSideSpeed()) + math.abs(mv:GetUpSpeed()) &lt; 0.1 ) then⤶
vel = vel * 0.90⤶
else⤶
vel = vel * 0.99⤶
end⤶
⤶
--⤶
-- Add the velocity to the position (this is the movement)⤶
--⤶
pos = pos + vel⤶
⤶
--⤶
-- We don't set the newly calculated values on the entity itself⤶
-- we instead store them in the movedata. These get applied in FinishMove.⤶
--⤶
mv:SetVelocity( vel )⤶
mv:SetOrigin( pos )⤶
⤶
end,⤶
⤶
--⤶
-- The move is finished. Use mv to set the new positions⤶
-- on your entities/players.⤶
--⤶
FinishMove = function( self, mv )⤶
⤶
--⤶
-- Update our entity!⤶
--⤶
self.Entity:SetNetworkOrigin( mv:GetOrigin() )⤶
self.Entity:SetAbsVelocity( mv:GetVelocity() )⤶
self.Entity:SetAngles( mv:GetMoveAngles() )⤶
⤶
--⤶
-- If we have a physics object update that too. But only on the server.⤶
--⤶
if ( SERVER && IsValid( self.Entity:GetPhysicsObject() ) ) then⤶
⤶
self.Entity:GetPhysicsObject():EnableMotion( true )⤶
self.Entity:GetPhysicsObject():SetPos( mv:GetOrigin() );⤶
self.Entity:GetPhysicsObject():Wake()⤶
self.Entity:GetPhysicsObject():EnableMotion( false )⤶
⤶
end⤶
⤶
end,⤶
⤶
--⤶
-- Calculates the view when driving the entity⤶
--⤶
CalcView = function( self, view )⤶
⤶
--⤶
-- Use the utility method on drive_base.lua to give us a 3rd person view⤶
--⤶
local idealdist = math.max( 10, self.Entity:BoundingRadius() ) * 4⤶
⤶
self:CalcView_ThirdPerson( view, idealdist, 2, { self.Entity } )⤶
⤶
end,⤶
⤶
}, "drive_base" );⤶
</code>⤶
⤶
</example>