using Sandbox; public sealed class Noclip : Component { [Property] [Category( "Ref" )] public ModelRenderer HumanForScale { get; set; } [Property] [Category( "Ref" )] public CharacterController CharController { get; set; } [Property] [Category( "Ref" )] public GameObject Camera { get; set; } private bool ModelVis = true; private Angles Roto; protected override void OnUpdate() { } protected override void OnFixedUpdate() { float X = 0; float Y = 0; float Z = 0; float Speed = 800; if ( Input.Down( "Forward" ) ) { X = 1; } if ( Input.Down( "Backward" ) ) { X = -1; } if ( Input.Down( "Right" ) ) { Y = -1; } if ( Input.Down( "Left" ) ) { Y = 1; } if ( Input.Down( "Jump" ) ) { Z = 1; } if ( Input.Down( "Run" ) ) { Speed = Speed * 2; } if ( Input.Pressed( "use" ) ) { int Value; ModelVis = !ModelVis; if ( ModelVis ) { Value = 1; } else { Value = 0; } HumanForScale.Tint = new Vector4( 1, 1, 1, Value ); } Roto += Input.AnalogLook; GameObject.WorldRotation = Roto; Vector3 WishDir = new Vector3( X, Y, Z ); WishDir = WishDir.RotateAround( new Vector3( 0, 0, 0 ), new Angles( WorldRotation.Pitch(), 0, 0 ) ); WishDir = WishDir.Normal * Speed; CharController.Accelerate( WishDir ); CharController.ApplyFriction( 5f ); CharController.Move(); } }