--[[ | 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