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Noclip.cs
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using BrokeProtocol.Client.UI;
using BrokeProtocol.Entities;
using BrokeProtocol.Managers;
using BrokeProtocol.Utility;
using BrokeProtocolClient.settings;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BrokeProtocolClient.modules.movement
{
class Noclip : Module
{
NumberSetting speed = new NumberSetting("Speed", 1, 1000, 180, 1);
NumberSetting speedBoost = new NumberSetting("Speed boost multiplier", 1, 10, 5, 0.5);
Rigidbody rb;
Vector2 sensitivity = MonoBehaviourSingleton<ClManager>.Instance.sensitivity;
public Noclip() : base(Categories.Movement, "Noclip", "Allows to fly and phase through walls")
{
addSetting(speed);
addSetting(speedBoost);
}
public override void onActivate()
{
if (!getClient().ClManager.myPlayer) return;
rb = getClient().ClManager.myPlayer.GetComponent<Rigidbody>();
rb.isKinematic = true;
getClient().ClManager.myPlayer.capsule.isTrigger = true;
getClient().ClManager.myPlayer.headCollider.isTrigger = true;
getClient().ClManager.sensitivity.x = sensitivity.x * 3;
}
public override void onDeactivate()
{
if (!getClient().ClManager.myPlayer) return;
if (!rb) return;
rb.isKinematic = false;
getClient().ClManager.myPlayer.capsule.isTrigger = false;
getClient().ClManager.myPlayer.headCollider.isTrigger = false;
getClient().ClManager.sensitivity = sensitivity;
}
public override void onRender()
{
}
public override void onUpdate()
{
if (!getClient().ClManager.myPlayer) return;
if (!rb) return;
ShPlayer player = getClient().ClManager.myPlayer;
rb.isKinematic = true;
Vector3 vector = Vector3.zero;
var boost = 1.0f;
if (Keyboard.current.wKey.isPressed)
vector += player.transform.forward;
if (Keyboard.current.sKey.isPressed)
vector -= player.transform.forward;
if (Keyboard.current.aKey.isPressed)
vector -= player.transform.right;
if (Keyboard.current.dKey.isPressed)
vector += player.transform.right;
if (Keyboard.current.spaceKey.isPressed)
vector += Vector3.up;
if (Keyboard.current.ctrlKey.isPressed)
vector += Vector3.down;
if (Keyboard.current.shiftKey.isPressed)
boost = speedBoost.getValueFloat();
rb.MovePosition(player.GetPosition + vector * speed.getValueFloat() * boost * Time.deltaTime);
}
}
}