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wnsrc/lua/weapons/tfa_gun_base/client/viewmodel.lua

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2024-08-04 22:55:00 +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.
local vector_origin = Vector()
local angle_zero = Angle()
local Vector = Vector
local Angle = Angle
local math = math
local LerpVector = LerpVector
local sv_cheats = GetConVar("sv_cheats")
local host_timescale = GetConVar("host_timescale")
local cv_fov = GetConVar("fov_desired")
local cl_vm_nearwall = GetConVar("cl_tfa_viewmodel_nearwall")
local cl_tfa_viewmodel_offset_x = GetConVar("cl_tfa_viewmodel_offset_x")
local cl_tfa_viewmodel_offset_y = GetConVar("cl_tfa_viewmodel_offset_y")
local cl_tfa_viewmodel_offset_z = GetConVar("cl_tfa_viewmodel_offset_z")
local cl_tfa_viewmodel_centered = GetConVar("cl_tfa_viewmodel_centered")
local cl_tfa_viewmodel_vp_enabled = GetConVar("cl_tfa_viewmodel_vp_enabled")
local cl_tfa_viewmodel_vp_pitch = GetConVar("cl_tfa_viewmodel_vp_pitch")
local cl_tfa_viewmodel_vp_pitch_is = GetConVar("cl_tfa_viewmodel_vp_pitch_is")
local cl_tfa_viewmodel_vp_vertical = GetConVar("cl_tfa_viewmodel_vp_vertical")
local cl_tfa_viewmodel_vp_vertical_is = GetConVar("cl_tfa_viewmodel_vp_vertical_is")
local cl_tfa_viewmodel_vp_max_vertical = GetConVar("cl_tfa_viewmodel_vp_max_vertical")
local cl_tfa_viewmodel_vp_max_vertical_is = GetConVar("cl_tfa_viewmodel_vp_max_vertical_is")
local cl_tfa_viewmodel_vp_yaw = GetConVar("cl_tfa_viewmodel_vp_yaw")
local cl_tfa_viewmodel_vp_yaw_is = GetConVar("cl_tfa_viewmodel_vp_yaw_is")
local sv_tfa_recoil_legacy = GetConVar("sv_tfa_recoil_legacy")
local cv_customgunbob = GetConVar("cl_tfa_gunbob_custom")
local function Lerp(t, a, b)
return a + (b - a) * t
end
local function Clamp(a, b, c)
if a < b then return b end
if a > c then return c end
return a
end
local math_max = math.max
local cl_vm_flip_cv = GetConVar("cl_tfa_viewmodel_flip")
local fovmod_add = GetConVar("cl_tfa_viewmodel_offset_fov")
local fovmod_mult = GetConVar("cl_tfa_viewmodel_multiplier_fov")
function SWEP:AirWalkScale()
return (self:OwnerIsValid() and self:GetOwner():IsOnGround()) and 1 or 0.2
end
SWEP.OldPos = Vector(0, 0, 0)
SWEP.OldAng = Angle(0, 0, 0)
function SWEP:GetViewModelPosition(opos, oang, ...)
local self2 = self:GetTable()
if not self2.pos_cached then return opos, oang end
local npos, nang = opos * 1, oang * 1
nang:RotateAroundAxis(nang:Right(), self2.ang_cached.p)
nang:RotateAroundAxis(nang:Up(), self2.ang_cached.y)
nang:RotateAroundAxis(nang:Forward(), self2.ang_cached.r)
npos:Add(nang:Right() * self2.pos_cached.x)
npos:Add(nang:Forward() * self2.pos_cached.y)
npos:Add(nang:Up() * self2.pos_cached.z)
if cv_customgunbob:GetBool() then
npos, nang = self:Sway(npos, nang)
npos, nang = self:SprintBob(npos, nang, Lerp(self2.SprintProgressUnpredicted3 or self2.SprintProgressUnpredicted or self:GetSprintProgress(), 0, self2.SprintBobMult))
end
local pos, ang = self2.SightsAttPos, Angle(self2.SightsAttAng)
if not pos or not ang then return npos, nang end
local ofpos, ofang = WorldToLocal(npos, nang, opos, oang)
self2.OldPos = npos
self2.OldAng = nang
if self.IronSightsProgressUnpredicted > 0.005 then
local _opos, _oang = opos * 1, oang * 1
-- tfa base vm offset
local right, up, fwd = _oang:Right(), _oang:Up(), _oang:Forward()
_opos = _opos - ofpos.y * right + ofpos.x * fwd + ofpos.z * up
_oang:RotateAroundAxis(fwd, ofang.r)
_oang:RotateAroundAxis(right, -ofang.p)
_oang:RotateAroundAxis(up, ofang.y)
-- sight offset
_oang:RotateAroundAxis(_oang:Forward(), -ang.r)
_oang:RotateAroundAxis(_oang:Right(), ang.p)
_oang:RotateAroundAxis(_oang:Up(), -ang.y)
right, up, fwd = _oang:Right(), _oang:Up(), _oang:Forward()
_opos = _opos - pos.x * fwd + pos.y * right - pos.z * up
self2.OldPos = LerpVector(self2.IronSightsProgressUnpredicted, npos, _opos)
self2.OldAng = LerpAngle(self2.IronSightsProgressUnpredicted, nang, _oang)
end
return self2.OldPos, self2.OldAng
end
function SWEP:CalculateViewModelFlip()
local self2 = self:GetTable()
if self2.ViewModelFlipDefault == nil then
self2.ViewModelFlipDefault = self2.ViewModelFlip
end
local righthanded = true
if cl_vm_flip_cv:GetBool() then
righthanded = false
end
local shouldflip = self2.ViewModelFlipDefault
if not righthanded then
shouldflip = not self2.ViewModelFlipDefault
end
if self2.ViewModelFlip ~= shouldflip then
self2.ViewModelFlip = shouldflip
end
self2.ViewModelFOV_OG = self2.ViewModelFOV_OG or self2.ViewModelFOV
local cam_fov = self2.LastTranslatedFOV or cv_fov:GetInt() or 90
local iron_add = cam_fov * (1 - 90 / cam_fov) * math.max(1 - self2.GetStatL(self, "Secondary.OwnerFOV", 90) / 90, 0)
local ironSightsProgress = TFA.Cosine(self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress())
self2.ViewModelFOV = Lerp(ironSightsProgress, self2.ViewModelFOV_OG, self2.GetStatL(self, "Secondary.ViewModelFOV", self2.ViewModelFOV_OG)) * fovmod_mult:GetFloat() + fovmod_add:GetFloat() + iron_add * ironSightsProgress
end
function SWEP:UpdateWeaponLength()
local self2 = self:GetTable()
if not self:VMIV() then return end
local vm = self2.OwnerViewModel
local mzpos = self:GetMuzzlePos()
if not mzpos then return end
if not mzpos.Pos then return end
if GetViewEntity and GetViewEntity() ~= self:GetOwner() then return end
local mzVec = vm:WorldToLocal(mzpos.Pos)
self2.WeaponLength = math.abs(mzVec.x)
end
function SWEP:CalculateNearWall(p, a)
local self2 = self:GetTable()
if not self:OwnerIsValid() then return p, a end
if not cl_vm_nearwall:GetBool() then return p, a end
local ply = self:GetOwner()
local sp = ply:GetShootPos()
local ea = ply:EyeAngles()
local et = util.QuickTrace(sp,ea:Forward()*128,{self,ply})--self:GetOwner():GetEyeTrace()
local dist = et.HitPos:Distance(sp)
if dist<1 then
et=util.QuickTrace(sp,ea:Forward()*128,{self,ply,et.Entity})
dist = et.HitPos:Distance(sp)
end
self:UpdateWeaponLength()
local nw_offset_vec = LerpVector(self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress(), self2.NearWallVector, self2.NearWallVectorADS)
local off = self2.WeaponLength - dist
self2.LastNearWallOffset = self2.LastNearWallOffset or 0
local ft = RealFrameTime() * game.GetTimeScale() * (sv_cheats:GetBool() and host_timescale:GetFloat() or 1)
if off > self2.LastNearWallOffset then
self2.LastNearWallOffset = math.min(self2.LastNearWallOffset + math.max(ft * 66, off * 0.1), off, 34)
elseif off < self2.LastNearWallOffset then
self2.LastNearWallOffset = math.max(self2.LastNearWallOffset - ft * 66, off, 0)
end
off = TFA.Cosine(self2.LastNearWallOffset / 34) * 34
if off > 0 then
p = p + nw_offset_vec * off / 2
local posCompensated = sp * 1
posCompensated:Add(ea:Right() * nw_offset_vec.x * off / 2 * (self2.ViewModelFlip and -1 or 1))
posCompensated:Add(ea:Forward() * nw_offset_vec.y * off / 2)
posCompensated:Add(ea:Up() * nw_offset_vec.z * off / 2)
local angleComp = (et.HitPos - posCompensated):Angle()
a.x = a.x - math.AngleDifference(angleComp.p, ea.p) / 2
a.y = a.y + math.AngleDifference(angleComp.y, ea.y) / 2
end
return p, a
end
local centered_sprintpos = Vector(0, -1, 1)
local centered_sprintang = Vector(-15, 0, 0)
local bezierVectorBuffer = {}
local function bezierVector(t, vec1, vec2, vec3)
local _1, _2 = vec1.x, vec3.x
bezierVectorBuffer[1] = _1
bezierVectorBuffer[2] = _1
bezierVectorBuffer[3] = _1
bezierVectorBuffer[4] = _1
bezierVectorBuffer[5] = vec2.x
bezierVectorBuffer[6] = _2
bezierVectorBuffer[7] = _2
bezierVectorBuffer[8] = _2
bezierVectorBuffer[9] = _2
local x = TFA.tbezier(t, bezierVectorBuffer)
_1, _2 = vec1.y, vec3.y
bezierVectorBuffer[1] = _1
bezierVectorBuffer[2] = _1
bezierVectorBuffer[3] = _1
bezierVectorBuffer[4] = _1
bezierVectorBuffer[5] = vec2.y
bezierVectorBuffer[6] = _2
bezierVectorBuffer[7] = _2
bezierVectorBuffer[8] = _2
bezierVectorBuffer[9] = _2
local y = TFA.tbezier(t, bezierVectorBuffer)
_1, _2 = vec1.z, vec3.z
bezierVectorBuffer[1] = _1
bezierVectorBuffer[2] = _1
bezierVectorBuffer[3] = _1
bezierVectorBuffer[4] = _1
bezierVectorBuffer[5] = vec2.z
bezierVectorBuffer[6] = _2
bezierVectorBuffer[7] = _2
bezierVectorBuffer[8] = _2
bezierVectorBuffer[9] = _2
local z = TFA.tbezier(t, bezierVectorBuffer)
return Vector(x, y, z)
end
function SWEP:CalculateViewModelOffset(delta)
local self2 = self:GetTable()
local target_pos, target_ang
local additivePos = self2.GetStatL(self, "AdditiveViewModelPosition")
if additivePos then
target_pos, target_ang = Vector(), Vector()
else
target_pos = Vector(self2.GetStatL(self, "ViewModelPosition"))
target_ang = Vector(self2.GetStatL(self, "ViewModelAngle"))
end
local CenteredViewModelPosition = self2.GetStatL(self, "CenteredViewModelPosition")
local CenteredViewModelAngle = self2.GetStatL(self, "CenteredViewModelAngle")
local IronSightsPosition = self2.GetStatL(self, "IronSightsPosition", self2.SightsPos)
local IronSightsAngle = self2.GetStatL(self, "IronSightsAngle", self2.SightsAng)
local targetPosCenter, targetAngCenter
if CenteredViewModelPosition then
targetPosCenter = Vector(CenteredViewModelPosition)
if CenteredViewModelAngle then
targetAngCenter = Vector(CenteredViewModelAngle)
end
elseif IronSightsPosition then
targetPosCenter = Vector((self2.IronSightsPositionCurrent or IronSightsPosition).x, target_pos.y, target_pos.z - 3)
if IronSightsAngle then
targetAngCenter = Vector(0, (self2.IronSightsAngleCurrent or IronSightsAngle).y, 0)
end
else
targetPosCenter, targetAngCenter = target_pos, target_ang
end
if cl_tfa_viewmodel_centered:GetBool() then
target_pos:Set(targetPosCenter)
target_ang:Set(targetAngCenter)
end
local stat = self:GetStatus()
local holsterStatus = TFA.Enum.HolsterStatus[stat] and self2.GetStatL(self, "ProceduralHolsterEnabled")
local proceduralReloadStatus = TFA.Enum.ReloadStatus[stat] and self2.GetStatL(self, "IsProceduralReloadBased")
local holsterProgress = 0
local statusProgress = self:GetStatusProgress()
if proceduralReloadStatus then
holsterProgress = TFA.Quintic(Clamp((statusProgress >= 0.5 and (2 - statusProgress * 2) or (statusProgress * 2)), 0, 1))
elseif self2.GetStatL(self, "ProceduralHolsterEnabled") then
if TFA.Enum.HolsterStatusFinal[stat] then
holsterProgress = 1
elseif TFA.Enum.HolsterStatus[stat] then
holsterProgress = TFA.Quintic(Clamp(statusProgress * 1.1, 0, 1))
end
end
local sprintAnimAllowed = self2.Sprint_Mode == TFA.Enum.LOCOMOTION_LUA or self2.Sprint_Mode == TFA.Enum.LOCOMOTION_HYBRID
local isSafety = self:IsSafety()
local ironSights = self:GetIronSights()
local isSprinting = self:GetSprinting()
local sprintProgress = sprintAnimAllowed and TFA.Cubic(self2.SprintProgressUnpredicted2 or self2.SprintProgressUnpredicted or self:GetSprintProgress()) or 0
local safetyProgress = Lerp(sprintProgress, TFA.Cubic(self2.SafetyProgressUnpredicted or 0), 0)
local ironSightsProgress = Clamp(
Lerp(
math_max(holsterProgress, sprintProgress, safetyProgress),
TFA.Cubic(self2.IronSightsProgressUnpredicted2 or self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress()),
0)
, 0, 1)
--local ironSightsProgress = TFA.tbezier(self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress(), IRON_SIGHTS_BEZIER)
local crouchRatio = Lerp(math_max(ironSightsProgress, holsterProgress, Clamp(sprintProgress * 2, 0, 1), safetyProgress), TFA.Quintic(self2.CrouchingRatioUnpredicted or self:GetCrouchingRatio()), 0)
if crouchRatio > 0.01 then
target_pos = LerpVector(crouchRatio, target_pos, self2.GetStatL(self, "CrouchViewModelPosition"))
target_ang = LerpVector(crouchRatio, target_ang, self2.GetStatL(self, "CrouchViewModelAngle"))
end
if holsterStatus or proceduralReloadStatus then
local targetHolsterPos = Vector(self2.GetStatL(self, "ProceduralHolsterPosition"))
local targetHolsterAng = Vector(self2.GetStatL(self, "ProceduralHolsterAngle"))
if self2.ViewModelFlip then
targetHolsterPos.x = -targetHolsterPos.x
targetHolsterAng.y = -targetHolsterAng.y
targetHolsterAng.z = -targetHolsterAng.z
end
target_pos = LerpVector(holsterProgress, target_pos, targetHolsterPos)
target_ang = LerpVector(holsterProgress, target_ang, targetHolsterAng)
end
if
(sprintProgress > 0.01 or safetyProgress > 0.01) and
(sprintAnimAllowed and sprintProgress > 0.01 or safetyProgress > 0.01)
and stat ~= TFA.Enum.STATUS_BASHING
then
if cl_tfa_viewmodel_centered:GetBool() then
target_pos = target_pos + centered_sprintpos
target_ang = target_ang + centered_sprintang
else
target_pos = LerpVector(safetyProgress, target_pos, self2.GetStatL(self, "SafetyPos", self2.GetStatL(self, "SprintViewModelPosition")))
target_ang = LerpVector(safetyProgress, target_ang, self2.GetStatL(self, "SafetyAng", self2.GetStatL(self, "SprintViewModelAngle")))
if sprintAnimAllowed then
target_pos = LerpVector(sprintProgress, target_pos, self2.GetStatL(self, "SprintViewModelPosition"))
target_ang = LerpVector(sprintProgress, target_ang, self2.GetStatL(self, "SprintViewModelAngle"))
end
end
end
if ironSightsProgress > 0.02 and (self2.Sights_Mode == TFA.Enum.LOCOMOTION_LUA or self2.Sights_Mode == TFA.Enum.LOCOMOTION_HYBRID) then
local score = self2.VM_IronPositionScore or 1
local getSightsPos = self2.IronSightsPositionCurrent or IronSightsPosition or self2.GetStatL(self, "SightsPos", vector_origin)
if targetPosCenter and score > 0.04 then
target_pos = bezierVector(ironSightsProgress, target_pos, LerpVector(score, getSightsPos, targetPosCenter), getSightsPos)
else
target_pos = LerpVector(ironSightsProgress, target_pos, getSightsPos)
end
if targetAngCenter and score > 0.04 then
local deviate = 30 * score
if self2.VM_IsScopedIn then
deviate = -deviate
end
if self2.ViewModelFlip then
deviate = -deviate
end
local targetAngCenter2 = Vector(targetAngCenter.x * score, targetAngCenter.y * score, targetAngCenter.z * score + deviate)
target_ang = bezierVector(ironSightsProgress, target_ang, targetAngCenter2, self2.IronSightsAngleCurrent or IronSightsAngle or self2.GetStatL(self, "SightsAng", vector_origin))
else
target_ang = LerpVector(ironSightsProgress, target_ang, self2.IronSightsAngleCurrent or IronSightsAngle or self2.GetStatL(self, "SightsAng", vector_origin))
end
end
target_pos.x = target_pos.x + cl_tfa_viewmodel_offset_x:GetFloat() * (1 - ironSightsProgress)
target_pos.y = target_pos.y + cl_tfa_viewmodel_offset_y:GetFloat() * (1 - ironSightsProgress)
target_pos.z = target_pos.z + cl_tfa_viewmodel_offset_z:GetFloat() * (1 - ironSightsProgress)
local customizationProgress = TFA.Quintic(self2.CustomizingProgressUnpredicted or self:GetInspectingProgress())
if customizationProgress > 0.01 and self2.Customize_Mode ~= TFA.Enum.LOCOMOTION_ANI then
if not self2.InspectPos then
self2.InspectPos = Vector(self2.InspectPosDef)
if self2.ViewModelFlip then
self2.InspectPos.x = self2.InspectPos.x * -1
end
end
if not self2.InspectAng then
self2.InspectAng = Vector(self2.InspectAngDef)
if self2.ViewModelFlip then
self2.InspectAng.y = self2.InspectAngDef.y * -1
self2.InspectAng.z = self2.InspectAngDef.z * -1
end
end
target_pos = LerpVector(customizationProgress, target_pos, self2.GetStatL(self, "InspectPos"))
target_ang = LerpVector(customizationProgress, target_ang, self2.GetStatL(self, "InspectAng"))
end
target_pos, target_ang = self:CalculateNearWall(target_pos, target_ang)
if additivePos then
target_pos:Add(self2.GetStatL(self, "ViewModelPosition"))
target_ang:Add(self2.GetStatL(self, "ViewModelAngle"))
end
target_ang.z = target_ang.z + -7.5 * (1 - math.abs(0.5 - ironSightsProgress) * 2) * (self:GetIronSights() and 1 or 0.5) * (self2.ViewModelFlip and 1 or -1) * (self2.VM_IronPositionScore or 1)
if self:GetHidden() then
target_pos.z = target_pos.z - 5
end
if self2.GetStatL(self, "BlowbackEnabled") and self2.BlowbackCurrentRoot > 0.01 then
local bbvec = self2.GetStatL(self, "BlowbackVector")
target_pos = target_pos + bbvec * self2.BlowbackCurrentRoot
local bbang = self2.GetStatL(self, "BlowbackAngle") or angle_zero
bbvec = bbvec * 1
bbvec.x = bbang.p
bbvec.y = bbang.y
bbvec.z = bbang.r
target_ang = target_ang + bbvec * self2.BlowbackCurrentRoot
bbang = self2.BlowbackRandomAngle * (1 - math.max(0, ironSightsProgress) * .8)
bbvec.x = bbang.p
bbvec.y = bbang.y
bbvec.z = bbang.r
target_ang = target_ang + bbvec * self2.BlowbackCurrentRoot
end
if not sv_tfa_recoil_legacy:GetBool() and cl_tfa_viewmodel_vp_enabled:GetBool() then
if self:HasRecoilLUT() then
if not ironSights then
local ang = self:GetRecoilLUTAngle()
target_ang.x = target_ang.x - ang.p / 2 * Lerp(ironSightsProgress, self:GetStatL("ViewModelPunchPitchMultiplier") * cl_tfa_viewmodel_vp_pitch:GetFloat(), self:GetStatL("ViewModelPunchPitchMultiplier_IronSights") * cl_tfa_viewmodel_vp_pitch_is:GetFloat())
target_ang.y = target_ang.y + ang.y / 2 * Lerp(ironSightsProgress, self:GetStatL("ViewModelPunchYawMultiplier") * cl_tfa_viewmodel_vp_yaw:GetFloat(), self:GetStatL("ViewModelPunchYawMultiplier_IronSights") * cl_tfa_viewmodel_vp_yaw_is:GetFloat())
end
else
target_ang.x = target_ang.x - self:GetViewPunchP() * Lerp(ironSightsProgress, self:GetStatL("ViewModelPunchPitchMultiplier") * cl_tfa_viewmodel_vp_pitch:GetFloat(), self:GetStatL("ViewModelPunchPitchMultiplier_IronSights") * cl_tfa_viewmodel_vp_pitch_is:GetFloat())
target_ang.y = target_ang.y + self:GetViewPunchY() * Lerp(ironSightsProgress, self:GetStatL("ViewModelPunchYawMultiplier") * cl_tfa_viewmodel_vp_yaw:GetFloat(), self:GetStatL("ViewModelPunchYawMultiplier_IronSights") * cl_tfa_viewmodel_vp_yaw_is:GetFloat())
local ViewModelPunch_MaxVertialOffset = Lerp(ironSightsProgress, self:GetStatL("ViewModelPunch_MaxVertialOffset") * cl_tfa_viewmodel_vp_max_vertical:GetFloat(), self:GetStatL("ViewModelPunch_MaxVertialOffset_IronSights") * cl_tfa_viewmodel_vp_max_vertical_is:GetFloat())
target_pos.y = target_pos.y + math.Clamp(
self:GetViewPunchP() * Lerp(ironSightsProgress, self:GetStatL("ViewModelPunch_VertialMultiplier") * cl_tfa_viewmodel_vp_vertical:GetFloat(), self:GetStatL("ViewModelPunch_VertialMultiplier_IronSights") * cl_tfa_viewmodel_vp_vertical_is:GetFloat()),
-ViewModelPunch_MaxVertialOffset,
ViewModelPunch_MaxVertialOffset)
end
end
if not cv_customgunbob:GetBool() then
self2.pos_cached, self2.ang_cached = Vector(target_pos), Angle(target_ang.x, target_ang.y, target_ang.z)
return
end
local intensityWalk = math.min(self:GetOwner():GetVelocity():Length2D() / self:GetOwner():GetWalkSpeed(), 1) * Lerp(ironSightsProgress, self2.WalkBobMult, self2.WalkBobMult_Iron or self2.WalkBobMult)
local intensityBreath = Lerp(ironSightsProgress, self2.GetStatL(self, "BreathScale", 0.2), self2.GetStatL(self, "IronBobMultWalk", 0.5) * intensityWalk)
intensityWalk = (1 - ironSightsProgress) * intensityWalk
local intensityRun = Lerp(self2.SprintProgressUnpredicted3 or self2.SprintProgressUnpredicted or self:GetSprintProgress(), 0, self2.SprintBobMult)
local velocity = math.max(self:GetOwner():GetVelocity():Length2D() * self:AirWalkScale() - self:GetOwner():GetVelocity().z * 0.5, 0)
local rate = math.min(math.max(0.15, math.sqrt(velocity / self:GetOwner():GetRunSpeed()) * 1.75), self:GetSprinting() and 5 or 3)
self2.pos_cached, self2.ang_cached = self:WalkBob(
target_pos,
Angle(target_ang.x, target_ang.y, target_ang.z),
math.max(intensityBreath - intensityWalk - intensityRun, 0),
math.max(intensityWalk - intensityRun, 0), rate, delta)
end
local rft, eyeAngles, viewPunch, oldEyeAngles, delta, motion, counterMotion, compensation, fac, positionCompensation, swayRate, wiggleFactor, flipFactor
local gunswaycvar = GetConVar("cl_tfa_gunbob_intensity")
local sv_tfa_weapon_weight = GetConVar("sv_tfa_weapon_weight")
function SWEP:Sway(pos, ang, ftv)
local self2 = self:GetTable()
--sanity check
if not self:OwnerIsValid() then return pos, ang end
--convar
fac = gunswaycvar:GetFloat() * 3 * ((1 - ((self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress()) or 0)) * 0.85 + 0.15)
flipFactor = (self2.ViewModelFlip and -1 or 1)
--init vars
delta = delta or Angle()
motion = motion or Angle()
counterMotion = counterMotion or Angle()
compensation = compensation or Angle()
if ftv then
--grab eye angles
eyeAngles = self:GetOwner():EyeAngles()
viewPunch = self:GetOwner():GetViewPunchAngles()
eyeAngles.p = eyeAngles.p - viewPunch.p
eyeAngles.y = eyeAngles.y - viewPunch.y
oldEyeAngles = oldEyeAngles or eyeAngles
--calculate delta
wiggleFactor = (1 - (sv_tfa_weapon_weight:GetBool() and self2.GetStatL(self, "RegularMoveSpeedMultiplier") or 1)) / 0.6 + 0.15
swayRate = math.pow(sv_tfa_weapon_weight:GetBool() and self2.GetStatL(self, "RegularMoveSpeedMultiplier") or 1, 1.5) * 10
rft = math.Clamp(ftv, 0.001, 1 / 20)
local clampFac = 1.1 - math.min((math.abs(motion.p) + math.abs(motion.y) + math.abs(motion.r)) / 20, 1)
delta.p = math.AngleDifference(eyeAngles.p, oldEyeAngles.p) / rft / 120 * clampFac
delta.y = math.AngleDifference(eyeAngles.y, oldEyeAngles.y) / rft / 120 * clampFac
delta.r = math.AngleDifference(eyeAngles.r, oldEyeAngles.r) / rft / 120 * clampFac
oldEyeAngles = eyeAngles
--calculate motions, based on Juckey's methods
counterMotion = LerpAngle(rft * (swayRate * (0.75 + math.max(0, 0.5 - wiggleFactor))), counterMotion, -motion)
compensation.p = math.AngleDifference(motion.p, -counterMotion.p)
compensation.y = math.AngleDifference(motion.y, -counterMotion.y)
motion = LerpAngle(rft * swayRate, motion, delta + compensation)
end
--modify position/angle
positionCompensation = 0.2 + 0.2 * ((self2.IronSightsProgressUnpredicted or self:GetIronSightsProgress()) or 0)
pos:Add(-motion.y * positionCompensation * 0.66 * fac * ang:Right() * flipFactor) --compensate position for yaw
pos:Add(-motion.p * positionCompensation * fac * ang:Up()) --compensate position for pitch
ang:RotateAroundAxis(ang:Right(), motion.p * fac)
ang:RotateAroundAxis(ang:Up(), -motion.y * 0.66 * fac * flipFactor)
ang:RotateAroundAxis(ang:Forward(), counterMotion.r * 0.5 * fac * flipFactor)
return pos, ang
end
local mirror = Matrix()
hook.Add("PostRender", "TFA:CacheSightsPos", function()
local self = LocalPlayer():GetActiveWeapon()
if not IsValid(self) then return end
local self2 = self:GetTable()
if not self2.IsTFAWeapon then return end
if not self2.ViewModelFlip then return end
local vm = self2.OwnerViewModel
self2.ViewModelFlip = false
vm:SetRenderOrigin(vector_origin)
vm:SetRenderAngles(angle_zero)
vm:InvalidateBoneCache()
vm:SetupBones()
local ViewModelElements = self:GetStatRaw("ViewModelElements", TFA.LatestDataVersion)
if ViewModelElements and self2.HasInitAttachments then
if not self2.vRenderOrder then
self:RebuildModsRenderOrder()
end
TFA._IncNextSetupBones()
for index = 1, #self2.vRenderOrder do
local name = self2.vRenderOrder[index]
local element = ViewModelElements[name]
if not element then
self:RebuildModsRenderOrder()
break
end
if element.type ~= "Model" then goto CONTINUE end
if element.hide then goto CONTINUE end
if not element.bone then goto CONTINUE end
if self2.GetStatL(self, "ViewModelElements." .. name .. ".active") == false then goto CONTINUE end
local pos, ang = self:GetBoneOrientation(ViewModelElements, element, vm, nil, true)
if not pos and not element.bonemerge then goto CONTINUE end
self:PrecacheElement(element, true)
local model = element.curmodel
local sprite = element.spritemat
if IsValid(model) then
if not element.bonemerge then
model:SetPos(pos + ang:Forward() * element.pos.x + ang:Right() * element.pos.y + ang:Up() * element.pos.z)
ang:RotateAroundAxis(ang:Up(), element.angle.y)
ang:RotateAroundAxis(ang:Right(), element.angle.p)
ang:RotateAroundAxis(ang:Forward(), element.angle.r)
model:SetAngles(ang)
mirror:Identity()
mirror:Scale(element.size)
model:EnableMatrix("RenderMultiply", mirror)
end
if not self2.VElementsBodygroupsCache[index] then
self2.VElementsBodygroupsCache[index] = #model:GetBodyGroups() - 1
end
if self2.VElementsBodygroupsCache[index] then
for _b = 0, self2.VElementsBodygroupsCache[index] do
local newbg = self2.GetStatL(self, "ViewModelElements." .. name .. ".bodygroup." .. _b, 0) -- names are not supported, use overridetable
if model:GetBodygroup(_b) ~= newbg then
model:SetBodygroup(_b, newbg)
end
end
end
if element.bonemerge then
if element.rel and ViewModelElements[element.rel] and IsValid(ViewModelElements[element.rel].curmodel) then
element.parModel = ViewModelElements[element.rel].curmodel
else
element.parModel = self2.OwnerViewModel or self
end
if model:GetParent() ~= element.parModel then
model:SetParent(element.parModel)
end
if not model:IsEffectActive(EF_BONEMERGE) then
model:AddEffects(EF_BONEMERGE)
model:AddEffects(EF_BONEMERGE_FASTCULL)
model:SetMoveType(MOVETYPE_NONE)
model:SetLocalPos(vector_origin)
model:SetLocalAngles(angle_zero)
end
elseif model:IsEffectActive(EF_BONEMERGE) then
model:RemoveEffects(EF_BONEMERGE)
model:SetParent(NULL)
end
model:InvalidateBoneCache()
model:SetupBones()
model.tfa_next_setup_bones = TFA._GetNextSetupBones()
end
::CONTINUE::
end
end
self:CacheSightsPos(vm, true)
vm:SetRenderOrigin()
vm:SetRenderAngles()
self.ViewModelFlip = true
vm:InvalidateBoneCache()
end)
function SWEP:CacheSightsPos(vm, flipped)
self.SightsAttPos, self.SightsAttAng = nil, nil
if not self:GetStat("ProceduralSight", false) then return end
local model = vm
local attname = self:GetStat("ProceduralSight_VElement")
if attname then
if not self:GetStat("VElements." .. attname .. ".active", false) then return end
model = self.VElements[attname].curmodel
end
if not IsValid(model) then return end
local ViewModelElements = self:GetStatRaw("ViewModelElements", TFA.LatestDataVersion)
TFA._IncNextSetupBones()
if self:GetStat("ProceduralSight_PositionType", TFA.Enum.SIGHTSPOS_ATTACH) == TFA.Enum.SIGHTSPOS_BONE then
local boneid = self:GetStat("ProceduralSight_Bone")
if not boneid then return end
if type(boneid) == "string" then
boneid = model:LookupBone(boneid)
end
if not boneid or boneid < 0 then return end
self.SightsAttPos, self.SightsAttAng = model:GetBonePosition(boneid)
else
local attid = self:GetStat("ProceduralSight_Attachment")
if not attid then return end
if type(attid) == "string" then
attid = model:LookupAttachment(attid)
end
if not attid or attid <= 0 then return end
local attpos = model:GetAttachment(attid)
self.SightsAttPos, self.SightsAttAng = attpos.Pos, attpos.Ang
end
if self.SightsAttPos and self.SightsAttAng then
if not flipped then
local transform = Matrix()
transform:Translate(vm:GetPos())
transform:Rotate(vm:GetAngles())
transform:Invert()
transform:Translate(self.SightsAttPos)
transform:Rotate(self.SightsAttAng)
self.SightsAttPos, self.SightsAttAng = transform:GetTranslation(), transform:GetAngles()
end
local OffsetPos = self:GetStatL("ProceduralSight_OffsetPos")
if OffsetPos then
if GetConVarNumber("developer") > 0 then -- draw pre-offset pos
local a, b = LocalToWorld(self.SightsAttPos, self.SightsAttAng, vm:GetPos(), vm:GetAngles())
render.DrawLine(a, a + b:Forward() * 1, Color(127, 0, 0), false)
render.DrawLine(a, a - b:Right() * 1, Color(0, 127, 0), false)
render.DrawLine(a, a + b:Up() * 1, Color(0, 0, 127), false)
end
self.SightsAttPos:Add(self.SightsAttAng:Right() * OffsetPos.x)
self.SightsAttPos:Add(self.SightsAttAng:Forward() * OffsetPos.y)
self.SightsAttPos:Add(self.SightsAttAng:Up() * OffsetPos.z)
end
local OffsetAng = self:GetStatL("ProceduralSight_OffsetAng")
if OffsetAng then
self.SightsAttAng:RotateAroundAxis(self.SightsAttAng:Right(), OffsetAng.p)
self.SightsAttAng:RotateAroundAxis(self.SightsAttAng:Up(), OffsetAng.y)
self.SightsAttAng:RotateAroundAxis(self.SightsAttAng:Forward(), OffsetAng.r)
end
if GetConVarNumber("developer") > 0 then -- draw final pos
local a, b = LocalToWorld(self.SightsAttPos, self.SightsAttAng, vm:GetPos(), vm:GetAngles())
render.DrawLine(a, a + b:Forward() * 1, Color(255, 0, 0), false)
render.DrawLine(a, a - b:Right() * 1, Color(0, 255, 0), false)
render.DrawLine(a, a + b:Up() * 1, Color(0, 0, 255), false)
end
end
end