Clientside noclip?

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Clientside noclip?
Title says it all.
Look at hera and OubHack beta
go to steam workshop and get falco. run it do falcop_spectate
or yknow...

Code:
 	

    // SpiritWalk by RabidToaster
    // Original concept by RabidToaster + Devenger
     
    local SW = {}
     
    SW.Enabled = false
    SW.ViewOrigin = Vector( 0, 0, 0 )
    SW.ViewAngle = Angle( 0, 0, 0 )
    SW.Velocity = Vector( 0, 0, 0 )
     
    function SW.CalcView( ply, origin, angles, fov )
            if ( !SW.Enabled ) then return end
            if ( SW.SetView ) then
                    SW.ViewOrigin = origin
                    SW.ViewAngle = angles
                   
                    SW.SetView = false
            end
            return { origin = SW.ViewOrigin, angles = SW.ViewAngle }
    end
    hook.Add( "CalcView", "SpiritWalk", SW.CalcView )
     
    function SW.CreateMove( cmd )
            if ( !SW.Enabled ) then return end
           
            // Add and reduce the old velocity.
            local time = FrameTime()
            SW.ViewOrigin = SW.ViewOrigin + ( SW.Velocity * time )
            SW.Velocity = SW.Velocity * 0.95
           
            // Rotate the view when the mouse is moved.
            local sensitivity = 0.022
            SW.ViewAngle.p = math.Clamp( SW.ViewAngle.p + ( cmd:GetMouseY() * sensitivity ), -89, 89 )
            SW.ViewAngle.y = SW.ViewAngle.y + ( cmd:GetMouseX() * -1 * sensitivity )
           
            // What direction we're going to move in.
            local add = Vector( 0, 0, 0 )
            local ang = SW.ViewAngle
            if ( cmd:KeyDown( IN_FORWARD ) ) then add = add + ang:Forward() end
            if ( cmd:KeyDown( IN_BACK ) ) then add = add - ang:Forward() end
            if ( cmd:KeyDown( IN_MOVERIGHT ) ) then add = add + ang:Right() end
            if ( cmd:KeyDown( IN_MOVELEFT ) ) then add = add - ang:Right() end
            if ( cmd:KeyDown( IN_JUMP ) ) then add = add + ang:Up() end
            if ( cmd:KeyDown( IN_DUCK ) ) then add = add - ang:Up() end
           
            // Speed.
            add = add:GetNormal() * time * 500
            if ( cmd:KeyDown( IN_SPEED ) ) then add = add * 2 end
           
            SW.Velocity = SW.Velocity + add
           
            // This stops us looking around crazily while spiritwalking.
            if ( SW.LockView == true ) then
                    SW.LockView = cmd:GetViewAngles()
            end
            if ( SW.LockView ) then
                    cmd:SetViewAngles( SW.LockView )
            end
           
            // This stops us moving while spiritwalking.
            cmd:SetForwardMove( 0 )
            cmd:SetSideMove( 0 )
            cmd:SetUpMove( 0 )
    end
    hook.Add( "CreateMove", "SpiritWalk", SW.CreateMove )
     
    function SW.Toggle()
            SW.Enabled = !SW.Enabled
            SW.LockView = SW.Enabled
            SW.SetView = true
           
            local status = { [ true ] = "ON", [ false ] = "OFF" }
            print( "SpiritWalk " .. status[ SW.Enabled ] )
    end
    concommand.Add( "sw_toggle", SW.Toggle )
     
    concommand.Add( "sw_pos", function() print( SW.ViewOrigin ) end )
What's the practical purpose of this? Doesn't your actual body just stay in the same place the whole time?
Quote Originally Posted by feartheforsaken View Post
What's the practical purpose of this? Doesn't your actual body just stay in the same place the whole time?
seeing in bases
oh so this is like a dark rp thing... gotcha. makes sense now
Posts 1–7 of 7 · Page 1 of 1
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