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wnsrc/lua/weapons/tfa_gun_base/client/viewbob.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Copyright (c) 2018-2020 TFA Base Devs
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
SWEP.SprintBobMult = 1.5 -- More is more bobbing, proportionally. This is multiplication, not addition. You want to make this > 1 probably for sprinting.
SWEP.IronBobMult = 0.0 -- More is more bobbing, proportionally. This is multiplication, not addition. You want to make this < 1 for sighting, 0 to outright disable.
SWEP.IronBobMultWalk = 0.2 -- More is more bobbing, proportionally. This is multiplication, not addition. You want to make this < 1 for sighting, 0 to outright disable.
SWEP.WalkBobMult = 1 -- More is more bobbing, proportionally. This is multiplication, not addition. You may want to disable it when using animated walk.
SWEP.SprintViewBobMult = 4
--[[
Function Name: CalcView
Syntax: Don't ever call this manually.
Returns: Nothing.
Notes: Used to calculate view angles.
Purpose: Feature
]]
--"
--[[
local ta = Angle()
local v = Vector()
local m_AD = math.AngleDifference
local m_NA = math.NormalizeAngle
local l_LA = function(t,a1,a2)
ta.p = m_NA( a1.p + m_AD(a2.p,a1.p) * t )
ta.y = m_NA( a1.y + m_AD(a2.y,a1.y) * t )
ta.r = m_NA( a1.r + m_AD(a2.r,a1.r) * t )
return ta
end
local l_LV = function(t,v1,v2)
v = v1 + ( v2 - v1 ) * t
return v * 1
end
]]
--
SWEP.ViewHolProg = 0
SWEP.AttachmentViewOffset = Angle(0, 0, 0)
SWEP.ProceduralViewOffset = Angle(0, 0, 0)
--local procedural_fadeout = 0.6
local procedural_vellimit = 5
local l_Lerp = Lerp
local l_mathApproach = math.Approach
local l_mathClamp = math.Clamp
local viewbob_intensity_cvar, viewbob_animated_cvar
viewbob_intensity_cvar = GetConVar("cl_tfa_viewbob_intensity")
viewbob_animated_cvar = GetConVar("cl_tfa_viewbob_animated")
local oldangtmp
local mzang_fixed
local mzang_fixed_last
local mzang_velocity = Angle()
local progress = 0
local targint, targbool
function SWEP:CalcView(ply, pos, ang, fov)
if not ang then return end
if ply ~= LocalPlayer() then return end
local vm = ply:GetViewModel()
if not IsValid(vm) then return end
local self2 = self:GetTable()
local ftv = math.max(TFA.FrameTime(), 0.001)
local viewbobintensity = viewbob_intensity_cvar:GetFloat() * 0.5
local holprog = TFA.Enum.HolsterStatus[self2.GetStatus(self)] and 1 or 0
self2.ViewHolProg = math.Approach(self2.ViewHolProg, holprog, ftv / 5)
oldangtmp = ang * 1
if self2.CameraAngCache and viewbob_animated_cvar:GetBool() then
self2.CameraAttachmentScale = self2.CameraAttachmentScale or 1
ang:RotateAroundAxis(ang:Right(), (self2.CameraAngCache.p + self2.CameraOffset.p) * viewbobintensity * -self2.CameraAttachmentScale)
ang:RotateAroundAxis(ang:Up(), (self2.CameraAngCache.y + self2.CameraOffset.y) * viewbobintensity * self2.CameraAttachmentScale)
ang:RotateAroundAxis(ang:Forward(), (self2.CameraAngCache.r + self2.CameraOffset.r) * viewbobintensity * self2.CameraAttachmentScale)
-- - self2.MZReferenceAngle--WorldToLocal( angpos.Pos, angpos.Ang, angpos.Pos, oldangtmp + self2.MZReferenceAngle )
--* progress )
--self2.ProceduralViewOffset.p = l_mathApproach(self2.ProceduralViewOffset.p, 0 , l_mathClamp( procedural_pitchrestorefac - math.min( math.abs( self2.ProceduralViewOffset.p ), procedural_pitchrestorefac ) ,1,procedural_pitchrestorefac)*ftv/5 )
--self2.ProceduralViewOffset.y = l_mathApproach(self2.ProceduralViewOffset.y, 0 , l_mathClamp( procedural_pitchrestorefac - math.min( math.abs( self2.ProceduralViewOffset.y ), procedural_pitchrestorefac ) ,1,procedural_pitchrestorefac)*ftv/5 )
--self2.ProceduralViewOffset.r = l_mathApproach(self2.ProceduralViewOffset.r, 0 , l_mathClamp( procedural_pitchrestorefac - math.min( math.abs( self2.ProceduralViewOffset.r ), procedural_pitchrestorefac ) ,1,procedural_pitchrestorefac)*ftv/5 )
else
local vb_d, vb_r, vb_s, idraw, ireload, ihols, stat
stat = self:GetStatus()
idraw = stat == TFA.Enum.STATUS_DRAW
ihols = TFA.Enum.HolsterStatus[stat]
ireload = TFA.Enum.ReloadStatus[stat]
vb_d = viewbob_animated_cvar:GetBool()
vb_r = viewbob_animated_cvar:GetBool()
vb_s = viewbob_animated_cvar:GetBool()
targbool = (vb_d and idraw) or (vb_r and ireload) or (self2.GetBashing and self2.GetBashing(self)) or (vb_s and stat == TFA.Enum.STATUS_SHOOTING and (self2.ViewBob_Shoot or not self:CanInterruptShooting())) or stat == TFA.Enum.STATUS_PUMP
targbool = targbool and not (ihols and self2.GetStatL(self, "ProceduralHolsterEnabled"))
targint = targbool and 1 or 0
if stat == TFA.Enum.STATUS_RELOADING_LOOP_END or stat == TFA.Enum.STATUS_RELOADING or stat == TFA.Enum.STATUS_PUMP or (stat == TFA.Enum.STATUS_RELOADING_WAIT and not self:GetStatL("LoopedReload")) or stat == TFA.Enum.STATUS_SHOOTING or (idraw and vb_d) then
targint = math.min(targint, 1 - math.pow(math.max(vm:GetCycle() - 0.5, 0) * 2, 2))
end
progress = l_Lerp(ftv * 15, progress, targint)
local att = self2.MuzzleAttachmentRaw or vm:LookupAttachment(self2.MuzzleAttachment)
if not att then
att = 1
end
local angpos = vm:GetAttachment(att)
if angpos then
mzang_fixed = vm:WorldToLocalAngles(angpos.Ang)
mzang_fixed:Normalize()
end
self2.ProceduralViewOffset:Normalize()
if mzang_fixed_last then
local delta = mzang_fixed - mzang_fixed_last
delta:Normalize()
mzang_velocity = mzang_velocity + delta * (2 * (1 - self2.ViewHolProg))
mzang_velocity.p = l_mathApproach(mzang_velocity.p, -self2.ProceduralViewOffset.p * 2, ftv * 20)
mzang_velocity.p = l_mathClamp(mzang_velocity.p, -procedural_vellimit, procedural_vellimit)
self2.ProceduralViewOffset.p = self2.ProceduralViewOffset.p + mzang_velocity.p * ftv
self2.ProceduralViewOffset.p = l_mathClamp(self2.ProceduralViewOffset.p, -90, 90)
mzang_velocity.y = l_mathApproach(mzang_velocity.y, -self2.ProceduralViewOffset.y * 2, ftv * 20)
mzang_velocity.y = l_mathClamp(mzang_velocity.y, -procedural_vellimit, procedural_vellimit)
self2.ProceduralViewOffset.y = self2.ProceduralViewOffset.y + mzang_velocity.y * ftv
self2.ProceduralViewOffset.y = l_mathClamp(self2.ProceduralViewOffset.y, -90, 90)
mzang_velocity.r = l_mathApproach(mzang_velocity.r, -self2.ProceduralViewOffset.r * 2, ftv * 20)
mzang_velocity.r = l_mathClamp(mzang_velocity.r, -procedural_vellimit, procedural_vellimit)
self2.ProceduralViewOffset.r = self2.ProceduralViewOffset.r + mzang_velocity.r * ftv
self2.ProceduralViewOffset.r = l_mathClamp(self2.ProceduralViewOffset.r, -90, 90)
end
self2.ProceduralViewOffset.p = l_mathApproach(self2.ProceduralViewOffset.p, 0, (1 - progress) * ftv * -self2.ProceduralViewOffset.p)
self2.ProceduralViewOffset.y = l_mathApproach(self2.ProceduralViewOffset.y, 0, (1 - progress) * ftv * -self2.ProceduralViewOffset.y)
self2.ProceduralViewOffset.r = l_mathApproach(self2.ProceduralViewOffset.r, 0, (1 - progress) * ftv * -self2.ProceduralViewOffset.r)
mzang_fixed_last = mzang_fixed
local ints = viewbob_intensity_cvar:GetFloat() * 1.25
ang:RotateAroundAxis(ang:Right(), l_Lerp(progress, 0, -self2.ProceduralViewOffset.p) * ints)
ang:RotateAroundAxis(ang:Up(), l_Lerp(progress, 0, self2.ProceduralViewOffset.y / 2) * ints)
ang:RotateAroundAxis(ang:Forward(), Lerp(progress, 0, self2.ProceduralViewOffset.r / 3) * ints)
end
return pos, LerpAngle(math.pow(self2.ViewHolProg, 2), ang, oldangtmp), fov
end