All pastes #798279 Raw Edit

Anonymous

public lua v1 · immutable
#798279 ·published 2007-11-26 18:41 UTC
rendered paste body
local v15up = Vector(0, 0, 15)local v20up = Vector(0, 0, 20)function ENT:PhysicsSimulate(phys, frametime)	local v = self.Driver	if not v:IsValid() then return SIM_NOTHING end		v:SetPos(self:GetPos() + v15up)	if self.Crash then		if v:IsValid() then			v:DestroyVehicle()		end	end	if self.Launch > CurTime() then		phys:ApplyForceCenter(self.BaseSpeed * phys:GetMass() * self:GetTrueUp() + v20up)		phys:EnableGravity(false)		return	elseif self.TakeOff then		phys:ApplyForceCenter((self.BaseSpeed / 1.5) * phys:GetMass() * self:GetTrueForward())	end	if v:KeyDown( IN_JUMP ) then		if self.TakeOff then			self.Land = true			self.TakeOff = false			phys:EnableGravity(true)			self:EmitSound("doors/doorstop1.wav", 100, math.random(90, 100))		elseif self.Land then			self.TakeOff = true			self.Land = false			self.Launch = CurTime() + 1.3			self:EmitSound("ambient/machines/thumper_startup1.wav", 100, math.random(90, 100))		end	end	if self.Launch < CurTime() and self.TakeOff then		if v:KeyDown( IN_FORWARD ) then			if v.Inverted then				phys:AddAngleVelocity(Angle(0, self.BaseSpeed * frametime * -66, 0))			else				phys:AddAngleVelocity(Angle(0, self.BaseSpeed * frametime * 66, 0))			end 		elseif v:KeyDown( IN_BACK ) then			if not v.Inverted then				phys:AddAngleVelocity(Angle(0, self.BaseSpeed * frametime * -66, 0))			else				phys:AddAngleVelocity(Angle(0, self.BaseSpeed * frametime * 66, 0))			end 		elseif v:KeyDown( IN_SPEED ) then			if not self.Land then				local forward = phys:GetMass() * self.BaseSpeed * self:GetTrueForward()				phys:ApplyForceCenter(forward) 			end		elseif v:KeyDown( IN_MOVELEFT ) then			if not self.Land then				phys:AddAngleVelocity(Angle(-1 * self.BaseSpeed * 0.5 * self:GetTrueForward():Forward(), 0, 0))			end		elseif v:KeyDown( IN_MOVERIGHT ) then			if not self.Land then				phys:AddAngleVelocity(Angle(1 * self.BaseSpeed * 0.5 * self:GetTrueForward():Forward(), 0, 0))			end		end	endend