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120 changes: 120 additions & 0 deletions 2001/ze_amdaporkeep/camera_control.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,120 @@
//⠀⡐⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠃⠀⠀⠀⠀⢀⢠⡀⠐⠂⠀⠀⠒⠒⠒⠠⠀⠠⠤⠀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
//⢠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⠀⣠⠐⠌⠋⠑⣂⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠐⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
//⡄⠀⠀⠀⣰⡆⠀⠀⠀⠀⣠⠕⠏⠀⠀⠀⠀⠀⠀⠈⠉⠙⠲⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠐⠀⡀⠀⠀⠀⠀⠀⠀
//⠅⠀⠀⠐⠀⠇⠀⠀⢀⠞⠁⡠⠄⢀⠄⣀⣠⣤⣶⣶⣶⣾⣿⣿⣷⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢄⠀⠀⠀⠀
//⠸⠀⠀⠀⠀⡀⠀⠐⠁⢠⠞⡁⣠⣶⣿⣿⣿⣿⣿⣿⣿⠿⠿⠿⣿⠿⠷⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠑⢄⠀⠀⠀
// ⣆⢀⠀⢀⠀⠂⠀⢰⣯⣴⣿⣿⣿⣿⠿⠛⣉⠁⠀⢂⠀⠀⠀⠈⠃⠀⠈⢧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠃⡀⠀
// ⠊⠳⣢⠁⠀⢠⣿⣿⣿⣿⠟⠉⠂⠀⠀⠠⠂⠀⠀⢂⠀⠀⠀⠀⠈⠂⠀⠱⠄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⣀⠀⠀
// ⠀⣰⠃⠀⠀⣾⣿⡿⢋⢿⠀⠀⠀⠀⠀⠀⠈⠀⠀⠀⢢⠀⠀⠀⠀⠀⠐⠀⠘⠄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠂⠀⠀⠀⠀⠀⠐⣂⠀
// ⢤⠍⠀⠀⢰⣿⡟⠀⠸⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⣆⠀⠀⠀⠀⠀⠈⢀⠈⠄⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠀⠀⠀⠀⠀⢂
//⠀⠁⡾⠢⠀⠀⣼⢇⠁⠀⠀⠘⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⠋⡀⠀⠀⠀⠀⠀⠂⠘⡀⠀⠀⠀⠀⠀⠀⠀⠀⠁⠀⠀⠀⠀⠀⠀⠀
//⢀⣸⡓⠀⠀⢀⡧⠈⠀⠀⠀⡄⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠈⠁⠀⢀⣀⣀⠀⠀⠰⠀⠀⠀⠀⠀⠀⠀⠀⠘⠀⠀⠀⠀⠀⠀⠀
//⣵⣟⠄⠀⠀⢸⡁⠂⠀⠀⠀⢀⠠⠀⠁⠀⠀⠀⠀⠀⠐⠀⠀⠐⠃⠉⠀⠀⢄⠀⠀⠀⠀⠉⣥⠀⠀⠀⢀⠀⠀⠀⠀⡄⠀⠀⠀⠀⠀⠀
//⡧⣃⠈⠀⠰⢸⠁⠀⠀⠀⠘⠀⠂⠂⠠⠀⠀⠀⠀⠀⠀⠆⠀⠀⠀⠀⠀⠀⠀⠑⢄⠀⠀⠀⠊⡄⠀⠀⠈⠀⠀⠀⠀⠉⠀⠀⠀⠀⠀⠀
//⡼⠙⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠌⠄⠀⠀⠀⠀⠀⠀⢰⠀⠀⢰⠀⠀⠀⠀⠀⠀⠀⠀⣐⠄⢱⠀⠀⠀⠀⠀⠀⠀⠈⠄⠀⠀⠀⠀⠀
//⣏⠄⡇⠀⠀⠀⠀⠀⠀⢀⠔⠎⠀⡈⡌⠄⠀⠀⠀⠀⠆⢸⡄⡅⠸⠠⠔⡀⢅⣰⣤⣤⣾⣿⣷⣾⣤⢤⠀⠀⠀⠀⠀⢸⡀⠀⠀⠀⠀⠀
//⠃⢀⠇⠀⠰⢠⡀⠀⠔⠁⠈⢠⠀⠠⠀⢊⠀⠀⠀⠀⠀⢸⠀⢀⠀⠐⡨⣶⢿⢿⣿⣿⣿⣿⣿⢻⡇⠀⠂⠄⠠⡀⣀⣸⡙⡀⠀⠀⠀⠀
//⠉⡯⠀⠀⠀⠸⠁⠂⠀⠀⠀⡘⠤⠀⢆⠀⠱⡠⡀⠀⡀⠘⢠⠸⠄⠈⠊⠉⠀⠸⣽⣿⣿⣿⡿⠈⠇⠀⢈⠀⠀⠀⠀⠘⢇⠀⠀⠀⠀⠀
//⠀⠀⠄⠀⠀⠀⡒⠠⠀⠀⠀⢀⠏⣀⠘⡂⠀⠈⠈⠦⠳⠸⠸⡤⠀⠀⠀⠀⠀⠀⠛⠛⠉⠉⠁⠀⠀⠀⠄⠀⠀⠀⠈⡜⠜⠀⠀⠀⠀⠀
// ⢱⠡⠀⠀⠐⠐⠀⠄⠀⠀⠀⣠⣲⣦⡶⣶⡒⠀⢀⠬⠃⠈⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠑⠀⠈⠀⡄⠀⠀⠀⡀⢆⠀⢀⠀⠀⠀⠀⠀
// ⢿⠐⠆⠀⡈⣁⠐⡐⠀⠀⣴⡾⠿⣷⣿⣿⣷⠇⠁⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠠⢁⣒⠁⠀⠀⢀⠠⠈⢀⡌⠀⠀⠀⠀⠀
//⠀⠼⡆⠓⠄⠐⡀⠀⠐⡨⢟⣟⠖⡃⠘⢿⡿⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢑⠗⡂⠀⠀⠀⠌⠆⠑⢹⠐⠀⡄⠀⠀⠰
//⠀⠀⡲⠈⢉⢀⠀⢍⡆⠘⢔⣿⢮⡁⠂⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠁⠀⠜⠡⠀⠀⠀⡀⠼⡈⠀⢸⠀⠀⡇⠀⠀⠀
// ⠀⠆⠆⠀⠦⡀⠀⠈⢑⣦⠲⡉⡳⡀⠀⠄⠀⠀⠀⠀⠀⠰⠿⠗⠀⠀⠀⠀⠀⠀⠀⠀⠠⠀⠂⠀⠀⠄⡬⢲⠦⠀⡌⢰⡄⢇⠀⠀⠆
// ⢱⣄⣀⠨⠐⠀⢀⣀⠙⣂⠉⢰⢖⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡂⡊⠀⡠⠂⠊⠑⠈⠐⠢⠱⡪⢂⠸⠀⠀⢠
// ⣆⢤⡮⠋⠔⠁⠀⠈⠤⠀⢊⠈⠢⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠄⠀⣐⡙⠠⢪⠃⠀⠊⠀⠀⠀⠀⠀⢰⣕⡀⠀⠀⢠
// ⡭⠋⠴⢁⠈⠘⠀⡀⠈⢖⠀⢢⠀⠀⢫⠀⠒⠀⢠⠄⠀⢀⢠⣴⢞⣡⣴⣶⣓⠀⢀⠁⠀⠀⠀⠀⠀⠀⠀⠀⠈⡜⡍⠄⢠⢸
//⠰⣄⢇⢟⠑⠃⢀⠀⠈⠐⠀⠀⠀⢀⠋⡼⠀⠨⢹⠂⠀⠠⠁⠄⠀⠀⢪⣿⣿⣿⣿⡑⠁⠀⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠰⡘⢊⢸⡞
//⠀⣻⡂⡀⠄⠀⠀⠈⠀⠀⠀⠠⠀⠀⠈⠣⠾⢣⡀⠉⠄⠀⠀⠁⡄⠀⠀⠸⡟⣫⠂⢀⢔⣾⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠂⠽⠺⣇
//⡄⢱⣧⠰⠌⣠⠀⠀⠠⠀⠃⠀⠀⢀⠀⠑⠀⠤⡃⡲⡒⠒⢀⣶⠞⠉⢁⡀⠱⣱⣞⠑⣻⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠄⠳⣿
//⠘⡼⣵⡄⠾⠟⠊⠁⠀⠀⠀⠀⠀⠀⠀⠁⢡⢡⠷⢞⣳⢀⣿⠛⠤⠀⡀⡠⠎⠝⠉⣼⣿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠊⣇
//⠈⠱⡀⠒⡐⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠄⠀⠙⠡⠘⠻⠀⠀⠀⠉⠀⠈⠀⠀⣿⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢙
//⠀⠡⢱⣀⢡⡀⠀⠀⠀⠀⠀⠀⠀⠀⠄⠶⠀⠀⠀⠀⠀⠸⡧⠇⠀⠀⠀⠀⠀⠀⢠⣿⣃⠀⠀⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
//⠀⠀⢿⢣⠠⢐⠀⠀⠀⠀⠈⡀⠀⠀⠐⠀⠀⠀⠀⠀⠀⢻⡶⢅⠄⠀⠀⠀⠀⠀⠘⡃⠀⠀⠀⠀⠀⠁⠂⠄⡀⠀⠀⠀⠀⠀⡀⠀⠀⠀
//⠀⠀⢸⢌⠁⢇⠀⡀⠄⠐⠀⠀⠀⠈⠀⠀⠀⠀⠀⠀⢠⠡⢁⡀⡘⠀⠀⡀⠀⢀⠵⠪⠁⠀⠀⠉⠀⠀⠀⠐⠈⠐⠄⠀⠀⡐⠀⠀⠀⠀
//⠀⢀⣾⢄⠀⠀⠑⠌⠀⠀⠀⠐⠁⠀⠀⠀⠀⠀⠀⠀⡄⡩⢈⠊⢢⡀⠐⠁⠠⠁⠠⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠈⠘⢅⠀⠀⠀⠀
//⠀⢨⠏⠀⠀⠀⠀⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠣⡁⡀⢀⠀⢄⡖⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠄⠀⠀⠢⠀⠀
//⠀⢸⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⠀⠀⡇⠈⠃⠡⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⢀⠀⠁⠐⢀⠀⠁
//⠀⠀⢷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⠆⡄⠠⡀⠀⠀⠁⠠⠀⢀⠀⠠⠀⠀⠐⠁⠀⠁⠀⠀⠀⠀⠀⠀⠀⠂
//⠀⠀⠀⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠅⠀⠀⠀⢈⢀⠄⠔⠠⠀⠐⠀⠈⠀⠀⠈⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡄⠀⠐
//⠀⠀⠀⠘⡼⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡂⠀⠀⠰⠻⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠑⠀⠀⠀⠀⠀⠀⠀⠀⠀⡚⠀⠀⠀
//⠀⠀⠀⠀⢠⠹⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠁⢨⠂⠅⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⠀⠐⠀⠀⠀⠀
//⠀⠀⠀⠀⠀⡇⠄⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠄⠀⡀⠀⠈⠀⠀⠛⠄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠄⠀⠀⠀⢀⠁⠀⠀⠀⠀
//⠀⠀⠀⠀⠀⣿⠴⠀⠀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠁⠌⠀⠀⢠⡄⠀⢆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠄⠀⠀⠀⠀⢀
//⠀⠀⠀⠐⢀⠉⠗⡃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠂⠀⠀⠁⠀⠀⠀⠌⠀⠀⠘⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠀⠐⠀⠀⠀⠀⠔⠁
//⠀⠀⠀⠀⠆⡀⢀⢚⡄⠀⠀⠀⠀⠀⠀⠀⠀⠠⠀⠀⠀⠀⠀⠀⠠⠀⠀⠀⠀⠂⠢⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⠁⠀⠀⠀⠌⠁⠘
//⠀⠀⠀⢠⣸⠃⡸⠀⠐⠀⠀⠀⠀⠀⠀⠀⠀⡄⠀⠀⠀⠀⠀⠀⡄⠀⠀⠀⠀⢠⠀⠡⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⠀⠐⡀⢀⠖⠀⠀⠀
//⠀⠀⠀⠈⠹⠀⠀⠀⠀⢃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⠁⠀⠀⣠⣇⠠⠀⠂⠉
//⠀⠀⠀⢰⠁⠀⢣⠃⠀⠀⠀⢂⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠐⡀⠀⠀⠀⠈⡀⠀⠀⠀⠀⠀⢀⠂⠀⠀⡰⠁⠀⠀⠀⠀⠀⠀⠀
//⠀⠀⠀⠠⠀⠀⠓⠔⡀⠀⠀⠀⢂⠄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⡀⠀⠀⠀⡐⠂⠀⣠⠞⠦⠀⢀⠀⠀⠀⠀⠀⠀
//⠀⠀⠀⠀⠀⡰⠐⢱⡀⠄⢀⠀⠀⢂⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠐⠀⠀⠀⢀⠞⠁⠀⠀⠀⠀⠀⠁⠀⠂⠀⠄
//⠀⠀⠀⠀⠀⡧⠄⠡⢖⠐⡀⠀⡀⠀⠄⠐⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠈⢀⠔⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
//⠀⠀⠀⠀⠃⠃⠢⠀⠩⢆⠀⠄⠚⢤⣈⡄⠀⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡠⣠⠄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

import { Instance } from "cs_script/point_script";

const center = Instance.FindEntityByName("Platform_Omega_Edge_Particle");
const centerpos = center.GetAbsOrigin();
centerpos.z = centerpos.z + 300;
let Model = null;
let Camera = null;
let StartTime = 0;

Instance.SetThink(Middle);

Instance.OnScriptInput("Camera1",() => {
Model = Instance.FindEntityByName("Omega_M_Model");
Camera = Instance.FindEntityByName("Omega_Start_Camera1");
Instance.EntFireAtName({name: "Omega_Start_Camera1", input: "Startforward"});
Instance.EntFireAtName({name: "Omega_Start_Camera1_Con", input: "EnableCameraAll"});
StartTime = Instance.GetGameTime();
Instance.SetNextThink(StartTime);
});

function Middle() {
const Time = Instance.GetGameTime();
const Camerapos = Camera.GetAbsOrigin();
const Flag = Instance.FindEntityByName("Omega_Start_Camera1_Path1");
if (Time - StartTime > 15) return;
else if(!Flag) {
const Modelpos = Model.GetAbsOrigin();
Modelpos.z = Modelpos.z + 50;
const Vector = Normalization(Modelpos, Camerapos);
const Angle = ReturnAngles(Vector);
Camera.Teleport({angles: Angle});

}
else {
const Vector = Normalization(centerpos, Camerapos);
const Angle = ReturnAngles(Vector);
Camera.Teleport({angles: Angle});
}
Instance.SetNextThink(Time);
}

function Normalization(vec1, vec2) {
const dx = vec1.x - vec2.x;
const dy = vec1.y - vec2.y;
const dz = vec1.z - vec2.z;
const dis = Math.sqrt(dx * dx + dy * dy + dz * dz);
return {
x: dx / dis,
y: dy / dis,
z: dz / dis
};
}

function ReturnAngles(vec) {
const yawRadians = 180 * Math.atan2(vec.y, vec.x) / Math.PI;
const pitchRadians = -180 * Math.asin(vec.z) / Math.PI;
const Time = Instance.GetGameTime() - StartTime;
let rollRadians = 0;
if (Time < 10) {
rollRadians = 10 - Time;
}
return {
pitch: pitchRadians,
yaw: yawRadians,
roll: rollRadians
};
}
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