### Proper Momentum Release Mechanics (Lua) Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md This snippet details the replacement of broken release systems in `StopWebSwing()` with the proper momentum system's release feedback and velocity application. ```lua -- REPLACED: Use proper momentum system for release mechanics if self.ProperMomentum and self.AttachPoint then local releaseInfo = self.ProperMomentum:OnSwingReleaseWithFeedback(ply, self.AttachPoint) if releaseInfo then -- Apply the momentum speed to player velocity local newVel = self.ProperMomentum:ApplyMomentumToPlayer(ply, releaseVelocity) releaseVelocity = newVel -- Debug feedback if developer mode is on if GetConVar("developer") and GetConVar("developer"):GetBool() then print("Release Quality:", releaseInfo.quality, "New Speed:", releaseInfo.newSpeed) print("Tier:", releaseInfo.tier, "Combo:", releaseInfo.comboMultiplier) end end end ``` -------------------------------- ### Replace Broken Imports with Proper Momentum System (Lua) Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md This snippet demonstrates the removal of several broken and competing physics/momentum systems and the inclusion of a new, functional momentum system in `shared.lua`. ```lua -- DELETED: All these competing, broken systems local PhysicsSystem = include("physics_system.lua") -- Disabled momentum building local SwingTargeting = include("swing_targeting.lua") -- Over-engineered AI targeting local AdaptiveTension = include("adaptive_tension.lua") -- Unnecessary complexity local PendulumPhysics = include("pendulum_physics.lua") -- Redundant local WebReleaseDynamics = include("web_release_dynamics.lua") -- Over-complicated local WebOfShadowsPhysics = include("web_of_shadows_physics.lua") -- Competing system local MomentumConversion = include("momentum_conversion.lua") -- Broken conversion local ObstaclePrediction = include("obstacle_prediction.lua") -- Unnecessary -- REPLACED: Import the new proper momentum system instead of broken ones local ProperMomentum = include("momentum_system.lua") ``` -------------------------------- ### Update AddCSLuaFile Calls Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md Manages the inclusion of game script files. This entry details the removal of several broken system files and the addition of the new, working momentum system file. ```lua -- DELETED these broken AddCSLuaFile calls: AddCSLuaFile("weapons/webswing/physics_system.lua") AddCSLuaFile("weapons/webswing/swing_targeting.lua") AddCSLuaFile("weapons/webswing/adaptive_tension.lua") AddCSLuaFile("weapons/webswing/pendulum_physics.lua") AddCSLuaFile("weapons/webswing/web_release_dynamics.lua") AddCSLuaFile("weapons/webswing/web_of_shadows_physics.lua") AddCSLuaFile("weapons/webswing/momentum_conversion.lua") AddCSLuaFile("weapons/webswing/obstacle_prediction.lua") ``` ```lua AddCSLuaFile("weapons/webswing/momentum_system.lua") -- The working momentum system ``` -------------------------------- ### Restore AI Targeting with Fallback (Lua) Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md This snippet shows the restoration of the AI targeting system, including finding potential swing points and a fallback to manual targeting if the AI fails. ```lua -- RESTORED: AI targeting system (by user request) local bestPoint = self:FindPotentialSwingPoints() if not bestPoint or not bestPoint.pos or not bestPoint.normal then -- Fallback to manual targeting if AI fails tr = util.TraceLine({ start = self.Owner:EyePos(), endpos = self.Owner:EyePos() + self.Owner:GetAimVector() * self.BaseRange, filter = self.Owner, mask = MASK_SOLID, collisiongroup = COLLISION_GROUP_NONE, ignoreworld = false }) if not tr.Hit then return end else tr = { Hit = true, HitPos = bestPoint.pos, HitNormal = bestPoint.normal, Entity = bestPoint.entity or game.GetWorld(), StartPos = self.Owner:EyePos(), PhysicsBone = 0 } end ``` -------------------------------- ### Update Proper Momentum System Logic (Lua) Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md This snippet shows the updated logic for the Think() function, initializing and updating the new momentum system, including server-side auto-balancing and player momentum updates. ```lua -- Initialize the proper momentum system if not already done if not self.ProperMomentum then self.ProperMomentum = ProperMomentum if SERVER then self.ProperMomentum:AnalyzeBalance() -- Auto-balance on startup end end -- Update the proper momentum system if IsValid(self.Owner) then self.ProperMomentum:UpdateMomentum(self.Owner, FrameTime(), self.RagdollActive) end ``` -------------------------------- ### Apply Simple Pendulum Physics Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md Implements a simple pendulum physics simulation to replace existing, non-functional systems. It includes gravity compensation and applies momentum-based velocity to the player's physics object. ```lua -- Simple pendulum physics to replace broken systems function SWEP:ApplySimplePendulumPhysics(frameTime) if not IsValid(self.Ragdoll) or not self.ConstraintController then return end local owner = self.Owner local targetSpeed = self.ProperMomentum:GetCurrentSpeed(owner) -- Simple gravity compensation during swing for i = 0, self.Ragdoll:GetPhysicsObjectCount() - 1 do local physObj = self.Ragdoll:GetPhysicsObjectNum(i) if IsValid(physObj) then local mass = physObj:GetMass() local upwardForce = mass * 600 * 0.6 * frameTime -- Apply momentum-based velocity local currentVel = owner:GetVelocity() if currentVel:Length() > 50 then local newVel = self.ProperMomentum:ApplyMomentumToPlayer(owner, currentVel) owner:SetVelocity(newVel) end physObj:ApplyForceCenter(Vector(0, 0, upwardForce)) end end end ``` -------------------------------- ### Draw Momentum HUD Source: https://github.com/mariospaghet/asdasddd/blob/main/FIXED_YOUR_MOMENTUM_SYSTEM.md Adds a Heads-Up Display (HUD) drawing function to visualize the proper momentum system. This function checks for valid momentum and owner objects before drawing the momentum HUD. ```lua -- Add HUD drawing for the proper momentum system function SWEP:DrawHUD() if IsValid(self.ProperMomentum) and IsValid(self.Owner) then self.ProperMomentum:DrawMomentumHUD(self.Owner) end end ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.