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216
lua/entities/mg_viewmodel/cl_init.lua
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216
lua/entities/mg_viewmodel/cl_init.lua
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@@ -0,0 +1,216 @@
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include("client/cl_animation.lua")
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include("client/cl_calcview.lua")
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include("client/cl_render.lua")
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include("client/cl_events.lua")
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include("shared.lua")
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require("mw_utils")
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ENT.m_Particles = {}
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ENT.m_Shells = {}
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function ENT:CreateRig()
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if (table.IsEmpty(MW_RIGS)) then
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return
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end
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local k, v = next(MW_RIGS)
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if (v == nil) then
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return
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end
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self.m_Rig = ClientsideModel(v.Model, self.RenderGroup)
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self.m_Rig:SetRenderMode(self.RenderMode)
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self.m_Rig:AddEffects(EF_BONEMERGE)
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self.m_Rig:AddEffects(EF_BONEMERGE_FASTCULL)
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self.m_Rig:AddEffects(EF_PARENT_ANIMATES)
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self.m_Rig:SetParent(self)
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function self.m_Rig:CanDraw()
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if (self:GetNoDraw()) then
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return false
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end
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if (gmod.GetGamemode().ForcePlayerHands) then
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return false
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end
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local rig = MW_RIGS[GetConVar("mgbase_rig"):GetString()]
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if (rig == nil) then
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return false
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end
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return true
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end
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function self.m_Rig:RenderOverride(flags)
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if (!self:CanDraw()) then
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return
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end
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self:SetModel(MW_RIGS[GetConVar("mgbase_rig"):GetString()].Model)
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self:SetSkin(GetConVar("mgbase_rig_skin"):GetInt())
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--self:DrawModel(flags)
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--gloves draw the arms as well
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end
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mw_utils.DealWithFullUpdate(self.m_Rig)
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end
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function ENT:CreateGloves()
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if (table.IsEmpty(MW_GLOVES)) then
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return
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end
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local k, v = next(MW_GLOVES)
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if (v == nil) then
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return
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end
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self.m_Gloves = ClientsideModel(v.Model, self.RenderGroup)
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self.m_Gloves:SetRenderMode(self.RenderMode)
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self.m_Gloves:AddEffects(EF_BONEMERGE)
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self.m_Gloves:AddEffects(EF_BONEMERGE_FASTCULL)
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self.m_Gloves:AddEffects(EF_PARENT_ANIMATES)
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self.m_Gloves:SetParent(self.m_Rig)
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function self.m_Gloves:CanDraw()
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if (self:GetNoDraw()) then
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return false
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end
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if (gmod.GetGamemode().ForcePlayerHands) then
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return false
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end
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local rig = MW_RIGS[GetConVar("mgbase_rig"):GetString()]
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local gloves = MW_GLOVES[GetConVar("mgbase_gloves"):GetString()]
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if (gloves == nil || rig == nil) then
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--checks rig as well since it draws it
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return false
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end
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return true
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end
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function self.m_Gloves:RenderOverride(flags)
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if (!self:CanDraw()) then
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return
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end
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self:SetModel(MW_GLOVES[GetConVar("mgbase_gloves"):GetString()].Model)
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self:SetSkin(GetConVar("mgbase_gloves_skin"):GetInt())
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self:DrawModel(flags)
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end
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mw_utils.DealWithFullUpdate(self.m_Gloves)
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end
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function ENT:CreateCHands()
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self.m_CHands = ClientsideModel(Model("models/weapons/c_arms_hev.mdl"), self.RenderGroup)
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self.m_CHands:SetRenderMode(self.RenderMode)
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self.m_CHands:AddEffects(EF_BONEMERGE)
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self.m_CHands:AddEffects(EF_BONEMERGE_FASTCULL)
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self.m_CHands:AddEffects(EF_PARENT_ANIMATES)
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self.m_CHands:SetParent(self)
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function self.m_CHands:CanDraw()
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if (self:GetNoDraw()) then
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return false
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end
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local rig = GetConVar("mgbase_rig"):GetString()
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if (rig != "chands" && !gmod.GetGamemode().ForcePlayerHands) then
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return false
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end
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return IsValid(LocalPlayer():GetHands())
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end
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function self.m_CHands:GetPlayerColor()
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return LocalPlayer():GetPlayerColor()
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end
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function self.m_CHands:RenderOverride(flags)
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if (!self:CanDraw()) then
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return
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end
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local p = LocalPlayer()
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if (VManip != nil) then
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p:GetHands():SetParent(self:GetParent())
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p:GetHands():DrawModel(flags) --for thermals
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--its a useless call outside of thermals but i dont care
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return
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end
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self:SetModel(p:GetHands():GetModel())
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self:SetSkin(p:GetHands():GetSkin())
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for b = 0, p:GetHands():GetNumBodyGroups() do
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self:SetBodygroup(b, p:GetHands():GetBodygroup(b))
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end
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self:DrawModel(flags)
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end
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mw_utils.DealWithFullUpdate(self.m_CHands)
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end
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ENT.m_LastAnim = -1
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function ENT:PlaySequence(anim, rate, cycle)
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rate = rate || 1
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cycle = cycle || 0
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if (self.m_LastAnim != anim) then
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self.m_RightHandGripTarget = 1
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self.m_LeftHandGripTarget = 1
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end
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self.m_LastAnim = anim
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self:ResetSequence(anim)
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self:SetPlaybackRate(rate)
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self:SetCycle(cycle)
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end
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----------------------------------------------------
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net.Receive("mgbase_viewmodelanim", function(len)
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local ent = net.ReadEntity()
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local rate = net.ReadFloat()
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local animId = net.ReadUInt(16)
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local tick = net.ReadUInt(16)
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if (!IsValid(ent)) then
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return
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end
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ent.m_AnimFromServer = {
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Rate = rate,
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Tick = tick,
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AnimID = animId,
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TimeDifference = ent:GetOwner():IsCarriedByLocalPlayer() && LocalPlayer():Ping() / 1000 || 0
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}
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end)
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hook.Add("VManipPrePlayAnim", "MW19_VManipStopActions", function()
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local ply = LocalPlayer()
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local w = ply:GetActiveWeapon()
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if (IsValid(w) && weapons.IsBasedOn(w:GetClass(), "mg_base")) then
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return !w:HasFlag("Reloading")
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&& !w:HasFlag("Drawing")
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&& w:HasFlag("Rechambered")
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&& CurTime() >= w:GetNextMeleeTime()
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&& CurTime() >= w:GetNextAimModeTime()
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&& !w:HasFlag("Holstering")
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&& w:GetViewModel().m_LastSequenceIndex != "Inspect" && w:GetViewModel().m_LastSequenceIndex != "Inspect_Empty"
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end
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end)
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275
lua/entities/mg_viewmodel/client/cl_animation.lua
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275
lua/entities/mg_viewmodel/client/cl_animation.lua
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@@ -0,0 +1,275 @@
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require("mw_math")
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ENT.m_AimDeltaLerp = 0
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ENT.m_LocomotionDeltaLerp = 0
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ENT.m_CustomizationRateLerp = 0
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ENT.m_bMoveStopped = true
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ENT.m_bMoveStarted = false
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ENT.m_bOnGround = true
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ENT.m_LeftHandGripPoseParameter = nil
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ENT.m_LeftHandGripTarget = 0
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ENT.m_LeftHandGripLerp = 0
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ENT.m_RightHandGripPoseParameter = nil
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ENT.m_RightHandGripTarget = 0
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ENT.m_RightHandGripLerp = 0
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ENT.m_LastSprayRounds = 0
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local idleIndices = {
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["Idle"] = true,
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["Jump"] = true,
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["Jog_Out"] = true,
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["Land"] = true
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}
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local uncancellableIndices = {
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["Sprint_In"] = true,
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["Holster"] = true
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}
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local allowAim = {
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["Ads_In"] = true,
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["Fire_Last"] = true,
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["Fire"] = true
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}
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local function playIdleAnimation(vm, seqIndex)
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local ind = vm.m_LastSequenceIndex
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if ((idleIndices[ind] || (!uncancellableIndices[ind] && vm:GetCycle() >= 0.98)) && (allowAim[ind] != nil || vm:GetOwner():GetAimDelta() <= 0)) then
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vm:PlayAnimation(seqIndex, true)
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end
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end
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local function locomotion(vm)
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local w = vm:GetOwner()
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local p = w:GetOwner()
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if (!IsValid(p) || !p:IsPlayer()) then
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return
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end
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local vel = p:GetVelocity()
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vel = Vector(vel.x, vel.y, 0)
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local len = math.max(vel:Length(), 0.01)
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if (!p:IsOnGround() || (p.GetSliding != nil && p:GetSliding())) then
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vm.m_LocomotionDeltaLerp = mw_math.SafeLerp(6 * RealFrameTime(), vm.m_LocomotionDeltaLerp, 0)
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else
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vm.m_LocomotionDeltaLerp = mw_math.SafeLerp(4 * RealFrameTime(), vm.m_LocomotionDeltaLerp, len / p:GetWalkSpeed())
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end
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--jogging and walking
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local slowWalkPoint = p:GetSlowWalkSpeed() / p:GetWalkSpeed()
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local slowWalkDelta = 1 - math.abs(slowWalkPoint - vm.m_LocomotionDeltaLerp) / slowWalkPoint
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local jogDelta = vm.m_LocomotionDeltaLerp - slowWalkDelta
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--when we stop jogging
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if (jogDelta <= 0.5 && !vm.m_bMoveStopped) then
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if (p:IsOnGround()) then
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playIdleAnimation(vm, "Jog_Out")
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end
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vm.m_bMoveStopped = true
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elseif (jogDelta > 0.5) then
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vm.m_bMoveStopped = false
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end
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--when we start moving
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if (vm.m_LocomotionDeltaLerp > 0.1 && !vm.m_bMoveStarted) then
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if (p:IsOnGround()) then
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playIdleAnimation(vm, "Land")
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end
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vm.m_bMoveStarted = true
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elseif (vm.m_LocomotionDeltaLerp <= 0.1) then
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vm.m_bMoveStarted = false
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end
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vm:SetPoseParameter("jog_loop", jogDelta * Lerp(vm.m_AimDeltaLerp, 1, 0.1 * (w.Zoom.MovementMultiplier || 1)))
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vm:SetPoseParameter("walk_loop", slowWalkDelta * Lerp(vm.m_AimDeltaLerp, 1, 0.2 * (w.Zoom.PoseParameterMultiplier || 1)))
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--freefall loop
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local z = math.min(p:GetVelocity().z, 0)
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local delta = math.min(math.min(z + 500, 0) / -1100, 1)
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vm:SetPoseParameter("freefall_loop", delta * Lerp(vm.m_AimDeltaLerp, 1, 0.1))
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--jumping and landing
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if (vm.m_bOnGround != p:IsOnGround()) then
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if (!p:IsOnGround()) then
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playIdleAnimation(vm, "Jump")
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else
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playIdleAnimation(vm, "Land")
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end
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vm.m_bOnGround = p:IsOnGround()
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end
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--sprint
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local sprintPoint = p:GetRunSpeed() / p:GetWalkSpeed()
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local sprintDelta = (vm.m_LocomotionDeltaLerp - 1) / (sprintPoint - 1)
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vm:SetPoseParameter("sprint_loop", math.min(sprintDelta, math.Clamp((CurTime() - w:GetNextReloadTime()) * 10, 0, 1)) * Lerp(vm.m_AimDeltaLerp, 1, 0.1))
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-- not so efficient but very effective sprinting reload bodge
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--the offset when moving in general
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local offsetDelta = mw_math.CosineInterp(vm.m_LocomotionDeltaLerp * math.Clamp(1 - sprintDelta, 0, 1), 0, 1)
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offsetDelta = offsetDelta * (1 - math.Clamp(vm.m_AimDeltaLerp * 2, 0, 1))
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vm:SetPoseParameter("jog_offset", offsetDelta)
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--after fire reshoulder
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if (vm.m_LastSprayRounds != w:GetSprayRounds() && !w:HasFlag("BipodDeployed")) then
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if (w:GetSprayRounds() == 0 && vm.m_LastSprayRounds >= 5) then
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if (!string.find(string.lower(vm.m_LastSequenceIndex), "fire")) then
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local anim = math.random(1, 2) == 1 && "Land" || "Jog_Out"
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if (w.Animations.SprayEnd != nil) then
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anim = "SprayEnd"
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end
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playIdleAnimation(vm, anim)
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vm.m_LastSprayRounds = w:GetSprayRounds()
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end
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else
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vm.m_LastSprayRounds = w:GetSprayRounds()
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end
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end
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end
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ENT.m_InspectSpeed = 1
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local function inspection(vm)
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local w = vm:GetOwner()
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local randomness = math.sin(CurTime() * 2) * 0.05 + math.sin(CurTime() * 3) * 0.05
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local inspectDelta = w.FreezeInspectDelta || 0.15
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if (w:Clip1() <= 0 && w.EmptyFreezeInspectDelta) then
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inspectDelta = w.EmptyFreezeInspectDelta
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end
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local bStop = w:HasFlag("StoppedInspectAnimation") || (w:HasFlag("Customizing") && vm:GetCycle() > inspectDelta)
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vm.m_InspectSpeed = mw_math.SafeLerp(5 * RealFrameTime(), vm.m_InspectSpeed, Lerp(mw_math.btn(bStop), 1, randomness))
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if (string.find(string.lower(vm.m_LastSequenceIndex), "inspect")) then
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vm:SetPlaybackRate(vm.m_InspectSpeed)
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end
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end
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local function grips(vm)
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local w = vm:GetOwner()
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if (w.GripPoseParameters != nil) then
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for i, pp in pairs(w.GripPoseParameters) do
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vm:SetPoseParameter(pp, 0)
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end
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vm.m_LeftHandGripLerp = math.Approach(vm.m_LeftHandGripLerp, vm.m_LeftHandGripTarget, 10 * RealFrameTime())
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if (vm.m_LeftHandGripPoseParameter != nil) then
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vm:SetPoseParameter(vm.m_LeftHandGripPoseParameter, vm.m_LeftHandGripLerp)
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end
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end
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if (w.GripPoseParameters2 != nil) then
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for i, pp in pairs(w.GripPoseParameters2) do
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vm:SetPoseParameter(pp, 0)
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end
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vm.m_RightHandGripLerp = math.Approach(vm.m_RightHandGripLerp, vm.m_RightHandGripTarget, 10 * RealFrameTime())
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if (vm.m_RightHandGripPoseParameter != nil) then
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vm:SetPoseParameter(vm.m_RightHandGripPoseParameter, vm.m_RightHandGripLerp)
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end
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end
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end
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function ENT:SetPoseParameters()
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local w = self:GetOwner()
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self:SetPoseParameter("aim_offset", self.m_AimDeltaLerp)
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self:SetPoseParameter("hybrid_offset", w:GetAimMode())
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self:SetPoseParameter("firemode_offset", w:GetFiremode() - 1)
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self:SetPoseParameter("empty_offset", mw_math.btn(w:Clip1() <= 0 || !w:HasFlag("Rechambered")))
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self:SetPoseParameter("bipod", mw_math.btn(w:HasFlag("BipodDeployed")))
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end
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ENT.m_UpdateDelta = 0
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function ENT:Think()
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local w = self:GetOwner()
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if (!IsValid(w)) then
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return
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end
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self:ReconcileServerAnims()
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if (!w:IsCarriedByLocalPlayer() || !IsValid(w:GetOwner()) || w != w:GetOwner():GetActiveWeapon()) then
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return
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end
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if (self.m_UpdateDelta <= 0.2) then
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self:UpdateAnimation(self.m_LastSequenceIndex)
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self.m_UpdateDelta = self.m_UpdateDelta + FrameTime()
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--WAKE UP GODDAMN IT
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end
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if (self.m_LastSequenceIndex != "INIT") then
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self.m_AimDeltaLerp = mw_math.SafeLerp(30 * RealFrameTime(), self.m_AimDeltaLerp, w:GetAimDelta())
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self:SetPoseParameters()
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--we play idle a bit earlier if ads in
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local targetCycle = self.m_LastSequenceIndex == "Ads_In" && 0.5 || 0.98
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if (self:GetCycle() >= targetCycle) then
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playIdleAnimation(self, "Idle")
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end
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--states
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locomotion(self)
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inspection(self)
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grips(self)
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end
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end
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function ENT:ReconcileServerAnims()
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if (self.m_AnimFromServer == nil) then
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return
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end
|
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local tick = self.m_AnimFromServer.Tick
|
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local animId = self.m_AnimFromServer.AnimID
|
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local rate = self.m_AnimFromServer.Rate
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local timeDifference = self.m_AnimFromServer.TimeDifference
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self.m_AnimFromServer = nil
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local seqIndex = self:GetSequenceIndexByID(animId)
|
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if (tick < self.m_Tick || (tick == self.m_Tick && self.m_LastSequenceIndex == seqIndex)) then
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return
|
||||
end
|
||||
|
||||
local sequences = self:GetOwner().Animations[seqIndex].Sequences
|
||||
|
||||
local seqId = self:LookupSequence(sequences[1])
|
||||
local length = self:SequenceDuration(seqId)
|
||||
|
||||
local cycle = timeDifference / length
|
||||
cycle = cycle * rate
|
||||
|
||||
self:PlaySequence(sequences[math.random(1, #sequences)], rate, cycle)
|
||||
|
||||
self.m_LastSequenceIndex = seqIndex
|
||||
self.m_Tick = tick
|
||||
end
|
||||
|
||||
function ENT:VManipPostPlayAnim(name)
|
||||
playIdleAnimation(self, "Jog_Out")
|
||||
end
|
||||
|
||||
function ENT:VManipHoldQuit()
|
||||
playIdleAnimation(self, "Land")
|
||||
end
|
||||
|
||||
function ENT:VManipRemove()
|
||||
playIdleAnimation(self, "Jog_Out")
|
||||
end
|
||||
461
lua/entities/mg_viewmodel/client/cl_calcview.lua
Normal file
461
lua/entities/mg_viewmodel/client/cl_calcview.lua
Normal file
@@ -0,0 +1,461 @@
|
||||
require("mw_math")
|
||||
require("mw_utils")
|
||||
|
||||
ENT.m_AimDelta = 0
|
||||
ENT.m_AimModeDelta = 0
|
||||
ENT.m_CameraAttachment = nil
|
||||
function ENT:CalcView(origin, angles)
|
||||
if (self:GetRenderOrigin() == nil) then
|
||||
return
|
||||
end
|
||||
|
||||
--local camera = self:GetAttachment(mw_utils.LookupAttachmentCached(self, "camera"))
|
||||
|
||||
if (self.m_CameraAttachment == nil) then
|
||||
return
|
||||
end
|
||||
|
||||
local camera = self.m_CameraAttachment
|
||||
local cameraPos, cameraAng = camera:GetTranslation(), camera:GetAngles()
|
||||
|
||||
angles:RotateAroundAxis(angles:Forward(), cameraAng.r)
|
||||
angles:RotateAroundAxis(angles:Up(), -cameraAng.y)
|
||||
angles:RotateAroundAxis(angles:Right(), cameraAng.p)
|
||||
|
||||
mw_math.VectorAddAndMul(origin, angles:Forward(), -cameraPos.x)
|
||||
mw_math.VectorAddAndMul(origin, angles:Up(), -cameraPos.z)
|
||||
mw_math.VectorAddAndMul(origin, angles:Right(), cameraPos.y)
|
||||
end
|
||||
|
||||
ENT.m_Movement = {
|
||||
p = mw_math.CreateSpring(150, 0.75),
|
||||
x = mw_math.CreateSpring(80, 1),
|
||||
y = mw_math.CreateSpring(100, 1)
|
||||
}
|
||||
|
||||
ENT.m_LastZVel = 0
|
||||
ENT.m_LandTarget = 0
|
||||
|
||||
local function movementInertia(vm, pos, ang)
|
||||
local w = vm:GetWeaponOwner()
|
||||
local p = vm:GetPlayerOwner()
|
||||
|
||||
if (!IsValid(vm:GetPlayerOwner())) then
|
||||
return
|
||||
end
|
||||
|
||||
local vel = p:GetVelocity()
|
||||
|
||||
--vertical
|
||||
if (!p:IsOnGround()) then
|
||||
vm.m_LastZVel = vel.z
|
||||
vm.m_LandTarget = 0
|
||||
else
|
||||
if (vm.m_LastZVel != 0) then
|
||||
vm.m_LandTarget = -math.Clamp(vm.m_LastZVel, -1000, 1000) * 0.02
|
||||
vm.m_LastZVel = 0
|
||||
end
|
||||
|
||||
vm.m_LandTarget = mw_math.SafeLerp(5 * FrameTime(), vm.m_LandTarget, 0)
|
||||
end
|
||||
|
||||
vm.m_Movement.p:SetTarget(math.Clamp(math.Clamp(vel.z, -200, 200) * 0.025, -10, 10) + vm.m_LandTarget)
|
||||
vm.m_Movement.p:Decay()
|
||||
|
||||
local pi = vm.m_Movement.p:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, 0.1)
|
||||
|
||||
ang:SetUnpacked(ang.p - pi, ang.y, ang.r)
|
||||
|
||||
--horizontal
|
||||
vel:Div(p:GetWalkSpeed())
|
||||
|
||||
local dotY = 0
|
||||
local dotX = 0
|
||||
|
||||
if (!w:HasFlag("Sprinting")) then
|
||||
local movementAngles = Angle(0, p:EyeAngles().y, 0)
|
||||
dotY = movementAngles:Forward():Dot(vel)
|
||||
dotY = dotY * -1
|
||||
dotY = math.Clamp(dotY, -2, 2)
|
||||
|
||||
dotX = movementAngles:Right():Dot(vel)
|
||||
dotX = dotX * -1
|
||||
dotX = math.Clamp(dotX, -1.25, 1.25)
|
||||
end
|
||||
|
||||
vm.m_Movement.y:SetTarget(dotY)
|
||||
vm.m_Movement.y:Decay()
|
||||
|
||||
vm.m_Movement.x:SetTarget(dotX)
|
||||
vm.m_Movement.x:Decay()
|
||||
|
||||
local y = vm.m_Movement.y:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, 0.3)
|
||||
local x = vm.m_Movement.x:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, 0.075)
|
||||
|
||||
pos:SetUnpacked(pos.x + x, pos.y + y, pos.z)
|
||||
end
|
||||
|
||||
ENT.m_SwayAngle = nil
|
||||
ENT.m_Sway = {
|
||||
p = mw_math.CreateSpring(150, 0.75),
|
||||
ya = mw_math.CreateSpring(120, 1),
|
||||
r = mw_math.CreateSpring(60, 0.85),
|
||||
x = mw_math.CreateSpring(145, 1),
|
||||
y = mw_math.CreateSpring(100, 1),
|
||||
z = mw_math.CreateSpring(150, 0.75)
|
||||
}
|
||||
|
||||
local function sway(vm, pos, ang, originalAng)
|
||||
if (vm.m_SwayAngle == nil) then
|
||||
vm.m_SwayAngle = Angle(originalAng)
|
||||
end
|
||||
|
||||
local diffY = math.AngleDifference(vm.m_SwayAngle.y, originalAng.y)
|
||||
diffY = diffY / RealFrameTime()
|
||||
diffY = diffY * 0.015
|
||||
|
||||
local diffP = math.AngleDifference(vm.m_SwayAngle.p, originalAng.p)
|
||||
diffP = diffP / RealFrameTime()
|
||||
diffP = diffP * 0.01
|
||||
|
||||
vm.m_Sway.p:SetTarget(diffP + diffY * mw_math.SafeLerp(vm.m_AimDelta, 0.1, 0))
|
||||
vm.m_Sway.ya:SetTarget(diffY)
|
||||
vm.m_Sway.r:SetTarget(diffY * 0.75)
|
||||
|
||||
vm.m_Sway.z:SetTarget(diffP * 0.125 + diffY * mw_math.SafeLerp(vm.m_AimDelta, 0.01, 0))
|
||||
vm.m_Sway.x:SetTarget(diffY * 0.15)
|
||||
vm.m_Sway.y:SetTarget(diffY * 0.1)
|
||||
|
||||
vm.m_Sway.p:Decay()
|
||||
vm.m_Sway.ya:Decay()
|
||||
vm.m_Sway.r:Decay()
|
||||
vm.m_Sway.x:Decay()
|
||||
vm.m_Sway.y:Decay()
|
||||
vm.m_Sway.z:Decay()
|
||||
|
||||
vm.m_SwayAngle:Set(originalAng)
|
||||
|
||||
--
|
||||
|
||||
local p = vm.m_Sway.p:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
local y = vm.m_Sway.ya:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
local r = vm.m_Sway.r:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
|
||||
ang:SetUnpacked(ang.p - p, ang.y + y, ang.r - r)
|
||||
|
||||
local x = vm.m_Sway.x:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
x = x - mw_math.SafeLerp(vm.m_AimDelta, r * 0.05, 0)
|
||||
|
||||
local y = vm.m_Sway.y:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
local z = vm.m_Sway.z:GetValue() * mw_math.SafeLerp(vm.m_AimDelta, 1, -0.1)
|
||||
z = z - mw_math.SafeLerp(vm.m_AimDelta, r * 0.035, 0)
|
||||
|
||||
pos:SetUnpacked(pos.x + x, pos.y + y, pos.z + z)
|
||||
end
|
||||
|
||||
local defaultSprintAngle = Angle(0, 0, 25)
|
||||
local defaultSprintPos = Vector(1, 0, -1)
|
||||
local defaultVManipAngle = Angle(0, 2, -10)
|
||||
local defaultVManipPos = Vector(1.5, 3, -1.5)
|
||||
local defaultCrouchAngle = Angle(0, 0, -5)
|
||||
local defaultCrouchPos = Vector(-1, -0.5, -1)
|
||||
local defaultBipodAngle = Angle()
|
||||
local defaultBipodPos = Vector(-1.5, 0, -1.5)
|
||||
|
||||
ENT.m_OffsetAng = {
|
||||
p = mw_math.CreateSpring(150, 0.75),
|
||||
ya = mw_math.CreateSpring(120, 1),
|
||||
r = mw_math.CreateSpring(100, 1.5)
|
||||
}
|
||||
|
||||
ENT.m_OffsetPos = mw_math.CreateVectorSpring(150, 1.5)
|
||||
|
||||
local offsetsPos = Vector()
|
||||
local offsetsAng = Angle()
|
||||
local sprintAng = Angle()
|
||||
local sprintPos = Vector()
|
||||
local alternateAimPos = Vector()
|
||||
local alternateAimAng = Angle()
|
||||
local aimPos = Vector()
|
||||
local aimAng = Angle()
|
||||
local vManipAng = Angle()
|
||||
local vManipPos = Vector()
|
||||
local bipodAng = Angle()
|
||||
local bipodPos = Vector()
|
||||
local crouchAng = Angle()
|
||||
local crouchPos = Vector()
|
||||
|
||||
local function offsets(vm, pos, ang)
|
||||
local w = vm:GetOwner()
|
||||
local p = w:GetOwner()
|
||||
|
||||
offsetsPos:SetUnpacked(0, 0, 0)
|
||||
offsetsAng:SetUnpacked(0, 0, 0)
|
||||
|
||||
--aim offsets
|
||||
aimPos:Set(w.ViewModelOffsets.Aim.Pos)
|
||||
aimAng:Set(w.ViewModelOffsets.Aim.Angles)
|
||||
|
||||
if (w:GetSight() != nil) then
|
||||
aimPos:Add(w:GetSight().AimPos || mw_math.ZeroVector)
|
||||
aimAng:Add(w:GetSight().AimAng || mw_math.ZeroAngle)
|
||||
end
|
||||
|
||||
aimPos:Mul(mw_math.btn(w:HasFlag("Aiming") && w:GetAimMode() == 0))
|
||||
aimAng:Mul(mw_math.btn(w:HasFlag("Aiming") && w:GetAimMode() == 0))
|
||||
|
||||
offsetsPos:Add(aimPos)
|
||||
offsetsAng:Add(aimAng)
|
||||
|
||||
--canted aim offsets
|
||||
alternateAimPos:Set(w.ViewModelOffsets.Aim.Pos)
|
||||
alternateAimAng:Set(w.ViewModelOffsets.Aim.Angles)
|
||||
|
||||
if (w:GetSight() != nil && w:GetSight().ReticleHybrid != nil) then
|
||||
alternateAimPos:Add(w:GetSight().HybridAimPos || w.HybridAimPos || mw_math.ZeroVector)
|
||||
alternateAimAng:Add(w:GetSight().HybridAimAng || w.HybridAimAngles || mw_math.ZeroAngle)
|
||||
else
|
||||
if (w.LaserAimPos != nil && w.LaserAimAngles != nil && w:GetLaser() != nil) then
|
||||
alternateAimPos:Set(w.LaserAimPos)
|
||||
alternateAimAng:Set(w.LaserAimAngles)
|
||||
|
||||
local reloadDelta = Lerp(mw_math.btn(CurTime() >= Lerp(0.5, w:GetNextMagTime(), w:GetNextReloadTime())), 0.5, 1)
|
||||
alternateAimAng:Mul(reloadDelta)
|
||||
alternateAimPos:Mul(reloadDelta)
|
||||
end
|
||||
end
|
||||
|
||||
--alternateAimPos:Mul(vm.m_AimModeDelta)
|
||||
alternateAimPos:Mul(mw_math.btn(!(w.DisableCantedReload && w:HasFlag("Reloading")) && w:HasFlag("Aiming") && w:GetAimMode() > 0))
|
||||
|
||||
--alternateAimAng:Mul(vm.m_AimModeDelta)
|
||||
alternateAimAng:Mul(mw_math.btn(!(w.DisableCantedReload && w:HasFlag("Reloading")) && w:HasFlag("Aiming") && w:GetAimMode() > 0))
|
||||
|
||||
offsetsPos:Add(alternateAimPos)
|
||||
offsetsAng:Add(alternateAimAng)
|
||||
|
||||
--sprinting
|
||||
sprintAng:Set(defaultSprintAngle)
|
||||
sprintPos:Set(defaultSprintPos)
|
||||
|
||||
if (w.ViewModelOffsets.Sprint != nil) then
|
||||
sprintAng:Set(w.ViewModelOffsets.Sprint.Angles || sprintAng)
|
||||
sprintPos:Set(w.ViewModelOffsets.Sprint.Pos || sprintPos)
|
||||
end
|
||||
|
||||
sprintPos:Mul(mw_math.btn(w:HasFlag("Sprinting")))
|
||||
sprintAng:Mul(mw_math.btn(w:HasFlag("Sprinting")))
|
||||
|
||||
offsetsAng:Add(sprintAng)
|
||||
offsetsPos:Add(sprintPos)
|
||||
|
||||
--idle
|
||||
local eyePitch = Lerp(mw_math.btn(w:HasFlag("Aiming")), p:EyeAngles().p / 90, 0)
|
||||
offsetsAng:Add(w.ViewModelOffsets.Idle.Angles * mw_math.btn(!w:HasFlag("Aiming")))
|
||||
offsetsAng.r = offsetsAng.r + (eyePitch * 5)
|
||||
|
||||
offsetsPos:Add(w.ViewModelOffsets.Idle.Pos * mw_math.btn(!w:HasFlag("Aiming")))
|
||||
offsetsPos.y = offsetsPos.y + eyePitch
|
||||
offsetsPos.z = offsetsPos.z + (math.min(eyePitch, 0.5) * 5 * mw_math.btn(w:HasFlag("BipodDeployed")))
|
||||
|
||||
--vmanip
|
||||
vManipAng:Set(defaultVManipAngle)
|
||||
vManipPos:Set(defaultVManipPos)
|
||||
|
||||
if (w.ViewModelOffsets.VManip != nil) then
|
||||
vManipAng:Set(w.ViewModelOffsets.VManip.Angles || vManipAng)
|
||||
vManipPos:Set(w.ViewModelOffsets.VManip.Pos || vManipPos)
|
||||
end
|
||||
|
||||
vManipPos:Mul(mw_math.btn(VManip != nil && !w:HasFlag("Aiming") && VManip:IsActive()))
|
||||
vManipAng:Mul(mw_math.btn(VManip != nil && !w:HasFlag("Aiming") && VManip:IsActive()))
|
||||
|
||||
offsetsAng:Add(vManipAng)
|
||||
offsetsPos:Add(vManipPos)
|
||||
|
||||
--bipod
|
||||
bipodAng:Set(defaultBipodAngle)
|
||||
bipodPos:Set(defaultBipodPos)
|
||||
|
||||
if (w.ViewModelOffsets.Bipod != nil) then
|
||||
bipodAng:Set(w.ViewModelOffsets.Bipod.Angles || bipodAng)
|
||||
bipodPos:Set(w.ViewModelOffsets.Bipod.Pos || bipodPos)
|
||||
end
|
||||
|
||||
bipodPos:Mul(mw_math.btn(w:HasFlag("BipodDeployed") && !w:HasFlag("Aiming")))
|
||||
bipodAng:Mul(mw_math.btn(w:HasFlag("BipodDeployed") && !w:HasFlag("Aiming")))
|
||||
|
||||
offsetsAng:Add(bipodAng)
|
||||
offsetsPos:Add(bipodPos)
|
||||
|
||||
--crouching
|
||||
crouchAng:Set(defaultCrouchAngle)
|
||||
crouchPos:Set(defaultCrouchPos)
|
||||
|
||||
if (w.ViewModelOffsets.Crouch != nil) then
|
||||
crouchAng:Set(w.ViewModelOffsets.Crouch.Angles || crouchAng)
|
||||
crouchPos:Set(w.ViewModelOffsets.Crouch.Pos || crouchPos)
|
||||
end
|
||||
|
||||
local crouchDelta = mw_math.btn(p:IsFlagSet(4) && !w:HasFlag("BipodDeployed") && !w:HasFlag("Aiming"))
|
||||
crouchPos:Mul(crouchDelta)
|
||||
crouchAng.p = crouchAng.p * crouchDelta
|
||||
crouchAng.y = crouchAng.y * crouchDelta
|
||||
crouchAng.r = Lerp(mw_math.btn(p:IsFlagSet(4) && !w:HasFlag("BipodDeployed")), 0, Lerp(mw_math.btn(w:HasFlag("Aiming")), crouchAng.r, crouchAng.r * 0.5))
|
||||
|
||||
offsetsAng:Add(crouchAng)
|
||||
offsetsPos:Add(crouchPos)
|
||||
|
||||
--final result
|
||||
vm.m_OffsetAng.p:SetTarget(offsetsAng.p)
|
||||
vm.m_OffsetAng.ya:SetTarget(offsetsAng.y)
|
||||
vm.m_OffsetAng.r:SetTarget(offsetsAng.r)
|
||||
|
||||
vm.m_OffsetPos:SetTarget(offsetsPos)
|
||||
mw_math.DecaySprings(vm.m_OffsetAng.p, vm.m_OffsetAng.ya, vm.m_OffsetAng.r, vm.m_OffsetPos)
|
||||
|
||||
local x, y, z = vm.m_OffsetPos:GetValue().x, vm.m_OffsetPos:GetValue().y, vm.m_OffsetPos:GetValue().z
|
||||
pos:SetUnpacked(pos.x + x, pos.y + y, pos.z + z)
|
||||
|
||||
local pi, ya, r = vm.m_OffsetAng.p:GetValue(), vm.m_OffsetAng.ya:GetValue(), vm.m_OffsetAng.r:GetValue()
|
||||
ang:SetUnpacked(ang.p - pi, ang.y + ya, ang.r + r)
|
||||
end
|
||||
|
||||
ENT.m_RecoilResetSpeed = 100
|
||||
ENT.m_RecoilAngleTarget = Angle()
|
||||
ENT.m_RecoilPosTarget = Vector()
|
||||
ENT.m_RecoilShakeLerp = 0
|
||||
ENT.m_RecoilRollLerp = 0
|
||||
ENT.m_RecoilRoll = 0
|
||||
|
||||
local recoilFuncs = {
|
||||
[true] = function(w, name) return w.Recoil.ViewModel[name] || 1 end,
|
||||
[false] = function() return 1 end
|
||||
}
|
||||
|
||||
local function getRecoilValue(w, name)
|
||||
return recoilFuncs[w.Recoil.ViewModel != nil](w, name)
|
||||
end
|
||||
|
||||
ENT.m_RecoilAng = mw_math.CreateAngleSpring(80, 1)
|
||||
ENT.m_RecoilPos = mw_math.CreateVectorSpring(40, 1)
|
||||
|
||||
function ENT:SetRecoilTargets(pos, ang)
|
||||
self.m_RecoilAngleTarget:Set(ang)
|
||||
self.m_RecoilPosTarget:Set(pos)
|
||||
self.m_RecoilResetSpeed = -1
|
||||
end
|
||||
|
||||
local lerp = Lerp
|
||||
local clamp = math.Clamp
|
||||
local safeLerp = mw_math.SafeLerp
|
||||
local realFrameTime = RealFrameTime
|
||||
local approach = mw_math.Approach
|
||||
local approachAngle = mw_math.ApproachAngle
|
||||
local function recoil(vm, pos, ang)
|
||||
local w = vm:GetOwner()
|
||||
|
||||
vm.m_RecoilShakeLerp = safeLerp(10 * realFrameTime(), vm.m_RecoilShakeLerp, w.Camera.Shake)
|
||||
vm.m_RecoilRoll = safeLerp(10 * realFrameTime(), vm.m_RecoilRoll, 0)
|
||||
vm.m_RecoilRollLerp = safeLerp(10 * realFrameTime(), vm.m_RecoilRollLerp, vm.m_RecoilRoll)
|
||||
|
||||
vm.m_RecoilAng.sc = lerp(vm.m_AimDelta, 80, 240) * getRecoilValue(w, "SnapMultiplier")
|
||||
vm.m_RecoilAng.wc = lerp(vm.m_AimDelta, 1.25, 0.85) / getRecoilValue(w, "LoosenessMultiplier")
|
||||
vm.m_RecoilPos.sc = lerp(vm.m_AimDelta, 80, 120) * getRecoilValue(w, "SnapMultiplier")
|
||||
vm.m_RecoilPos.wc = lerp(vm.m_AimDelta, 1, 1.2) / getRecoilValue(w, "LoosenessMultiplier")
|
||||
|
||||
vm.m_RecoilResetSpeed = safeLerp(10 * realFrameTime(), vm.m_RecoilResetSpeed, 1)
|
||||
local resetSpeed = clamp(vm.m_RecoilResetSpeed, 0, 1) * 100
|
||||
|
||||
vm.m_RecoilAngleTarget.pitch = approachAngle(vm.m_RecoilAngleTarget.pitch, 0, resetSpeed * realFrameTime())
|
||||
vm.m_RecoilAngleTarget.yaw = approachAngle(vm.m_RecoilAngleTarget.yaw, 0, resetSpeed * realFrameTime())
|
||||
vm.m_RecoilAngleTarget.roll = approachAngle(vm.m_RecoilAngleTarget.roll, 0, resetSpeed * realFrameTime())
|
||||
|
||||
vm.m_RecoilAng:SetTarget(vm.m_RecoilAngleTarget * 10)
|
||||
vm.m_RecoilAng:Decay()
|
||||
|
||||
vm.m_RecoilPosTarget.x = approach(vm.m_RecoilPosTarget.x, 0, resetSpeed * realFrameTime())
|
||||
vm.m_RecoilPosTarget.y = approach(vm.m_RecoilPosTarget.y, 0, resetSpeed * realFrameTime())
|
||||
vm.m_RecoilPosTarget.z = approach(vm.m_RecoilPosTarget.z, 0, resetSpeed * realFrameTime())
|
||||
|
||||
vm.m_RecoilPos:SetTarget(vm.m_RecoilPosTarget)
|
||||
vm.m_RecoilPos:Decay()
|
||||
|
||||
local p = vm.m_RecoilAng:GetValue().p * lerp(vm.m_AimDelta, 1, 0.065)
|
||||
local ya = vm.m_RecoilAng:GetValue().y * lerp(vm.m_AimDelta, 1, 0.08)
|
||||
local r = vm.m_RecoilAng:GetValue().r * lerp(vm.m_AimDelta, 1, 0.1)
|
||||
|
||||
ang.p = ang.p - p
|
||||
ang.y = ang.y - ya
|
||||
ang.r = ang.r + r + lerp(vm.m_AimDelta, 0, vm.m_RecoilRollLerp)
|
||||
|
||||
local x = vm.m_RecoilPos:GetValue().x * lerp(vm.m_AimDelta, 1, 0.35)
|
||||
local y = vm.m_RecoilPos:GetValue().y * lerp(vm.m_AimDelta, 1, 0.35)
|
||||
local z = vm.m_RecoilPos:GetValue().z * lerp(vm.m_AimDelta, 1, 0.35)
|
||||
|
||||
pos.x = pos.x - x
|
||||
pos.y = pos.y - y - lerp(vm.m_AimDelta, 0, vm.m_RecoilShakeLerp * 1.5)
|
||||
pos.z = pos.z + z
|
||||
end
|
||||
|
||||
function ENT:CalcViewModelView(pos, ang)
|
||||
if (game.SinglePlayer() && gui.IsGameUIVisible()) then
|
||||
return
|
||||
end
|
||||
|
||||
local w = self:GetOwner()
|
||||
local lpos, lang = hook.Run("CalcViewModelView", w, self, pos, ang, Vector(pos), Angle(ang))
|
||||
|
||||
pos:Set(lpos)
|
||||
ang:Set(lang)
|
||||
|
||||
local cPos, cAng = Vector(), Angle()
|
||||
|
||||
self.m_AimDelta = mw_math.SafeLerp(18 * RealFrameTime(), self.m_AimDelta, w:GetAimDelta())
|
||||
self.m_AimModeDelta = mw_math.SafeLerp(18 * RealFrameTime(), self.m_AimModeDelta, w:GetAimModeDelta())
|
||||
|
||||
movementInertia(self, cPos, cAng)
|
||||
sway(self, cPos, cAng, ang)
|
||||
recoil(self, cPos, cAng)
|
||||
|
||||
cPos:Mul(mw_math.btn(1 / RealFrameTime() >= 14))
|
||||
cAng:Mul(mw_math.btn(1 / RealFrameTime() >= 14))
|
||||
|
||||
ang:RotateAroundAxis(ang:Forward(), cAng.r)
|
||||
ang:RotateAroundAxis(ang:Right(), cAng.p)
|
||||
ang:RotateAroundAxis(ang:Up(), cAng.y)
|
||||
|
||||
pos:Add(ang:Forward() * cPos.y)
|
||||
pos:Add(ang:Right() * cPos.x)
|
||||
pos:Add(ang:Up() * cPos.z)
|
||||
|
||||
--we calculate offsets at the end so movements are aligned to original axis
|
||||
--regardless of offset
|
||||
cPos:SetUnpacked(0, 0, 0)
|
||||
cAng:SetUnpacked(0, 0, 0)
|
||||
offsets(self, cPos, cAng)
|
||||
|
||||
ang:RotateAroundAxis(ang:Forward(), cAng.r)
|
||||
ang:RotateAroundAxis(ang:Right(), cAng.p)
|
||||
ang:RotateAroundAxis(ang:Up(), cAng.y)
|
||||
|
||||
pos:Add(ang:Forward() * cPos.y)
|
||||
pos:Add(ang:Right() * cPos.x)
|
||||
pos:Add(ang:Up() * cPos.z)
|
||||
|
||||
local originalFov = weapons.GetStored("mg_base").ViewModelFOV
|
||||
local hipFovMul = GetConVar("mgbase_fx_vmfov"):GetFloat()
|
||||
local adsFovMul = GetConVar("mgbase_fx_vmfov_ads"):GetFloat()
|
||||
|
||||
if (w:GetSight() != nil && w:GetSight().Optic != nil) then
|
||||
adsFovMul = math.max(adsFovMul, Lerp(self.m_AimModeDelta, 1, adsFovMul))
|
||||
end
|
||||
|
||||
w.ViewModelFOV = mw_math.SafeLerp(self.m_AimDelta, originalFov, originalFov * Lerp(self.m_AimModeDelta, w.Zoom.ViewModelFovMultiplier, 0.9))
|
||||
w.ViewModelFOV = w.ViewModelFOV * Lerp(self.m_AimDelta, hipFovMul, adsFovMul)
|
||||
|
||||
if (GetViewEntity():IsPlayer()) then
|
||||
local curFov = GetViewEntity():GetFOV()
|
||||
w.ViewModelFOV = w.ViewModelFOV / Lerp(self.m_AimDelta, 1, (90 / curFov))
|
||||
end
|
||||
end
|
||||
298
lua/entities/mg_viewmodel/client/cl_events.lua
Normal file
298
lua/entities/mg_viewmodel/client/cl_events.lua
Normal file
@@ -0,0 +1,298 @@
|
||||
require("mw_utils")
|
||||
|
||||
--Events we can use:
|
||||
-- CL_EVENT_SOUND [sound, vector for spatial] (5004) -> sound (eg: "event 5004 mw19.sound 0,10,10")
|
||||
-- CL_EJECT_BRASS1 [attachment name] (6001) -> ejection (eg: event 6001 tag_ejection)
|
||||
-- CL_EVENT_DISPATCHEFFECT0 [particle name, attachment name] (9001) -> particles (eg: event 9001 mw_muzzleflash tag_flash)
|
||||
-- CL_EVENT_DISPATCHEFFECT1 [0/1] (9011) -> left hand grip pose toggle (eg: event 9011 0 -> event 9011 1)
|
||||
-- CL_EVENT_DISPATCHEFFECT2 [0/1] (9021) -> right hand grip pose toggle (eg: event 9021 0 -> event 9021 1)
|
||||
-- CL_EVENT_DISPATCHEFFECT3 [name] (9031) -> run attachment function (eg: event 9031 FillBullets)
|
||||
|
||||
--Animation event codes
|
||||
local CL_EVENT_MUZZLEFLASH0 = 5001 -- Muzzleflash on attachment 0
|
||||
local CL_EVENT_MUZZLEFLASH1 = 5011 -- Muzzleflash on attachment 1
|
||||
local CL_EVENT_MUZZLEFLASH2 = 5021 -- Muzzleflash on attachment 2
|
||||
local CL_EVENT_MUZZLEFLASH3 = 5031 -- Muzzleflash on attachment 3
|
||||
local CL_EVENT_SPARK0 = 5002 -- Spark on attachment 0
|
||||
local CL_EVENT_NPC_MUZZLEFLASH0 = 5003 -- Muzzleflash on attachment 0 for third person views
|
||||
local CL_EVENT_NPC_MUZZLEFLASH1 = 5013 -- Muzzleflash on attachment 1 for third person views
|
||||
local CL_EVENT_NPC_MUZZLEFLASH2 = 5023 -- Muzzleflash on attachment 2 for third person views
|
||||
local CL_EVENT_NPC_MUZZLEFLASH3 = 5033 -- Muzzleflash on attachment 3 for third person views
|
||||
local CL_EVENT_SOUND = 5004 -- Emit a sound // NOTE THIS MUST MATCH THE DEFINE AT CBaseEntity::PrecacheModel on the server!!!!!
|
||||
local CL_EVENT_EJECTBRASS1 = 6001 -- Eject a brass shell from attachment 1
|
||||
local CL_EVENT_DISPATCHEFFECT0 = 9001 -- Hook into a DispatchEffect on attachment 0
|
||||
local CL_EVENT_DISPATCHEFFECT1 = 9011 -- Hook into a DispatchEffect on attachment 1
|
||||
local CL_EVENT_DISPATCHEFFECT2 = 9021 -- Hook into a DispatchEffect on attachment 2
|
||||
local CL_EVENT_DISPATCHEFFECT3 = 9031 -- Hook into a DispatchEffect on attachment 3
|
||||
local CL_EVENT_DISPATCHEFFECT4 = 9041 -- Hook into a DispatchEffect on attachment 4
|
||||
local CL_EVENT_DISPATCHEFFECT5 = 9051 -- Hook into a DispatchEffect on attachment 5
|
||||
local CL_EVENT_DISPATCHEFFECT6 = 9061 -- Hook into a DispatchEffect on attachment 6
|
||||
local CL_EVENT_DISPATCHEFFECT7 = 9071 -- Hook into a DispatchEffect on attachment 7
|
||||
local CL_EVENT_DISPATCHEFFECT8 = 9081 -- Hook into a DispatchEffect on attachment 8
|
||||
local CL_EVENT_DISPATCHEFFECT9 = 9091 -- Hook into a DispatchEffect on attachment 9
|
||||
local utilef = util.Effect
|
||||
local pef = ParticleEffectAttach
|
||||
|
||||
local function invalidateBoneCacheForParticles(ent)
|
||||
while (IsValid(ent)) do
|
||||
if (ent:IsEffectActive(EF_BONEMERGE) || !IsValid(ent:GetParent())) then
|
||||
ent:InvalidateBoneCache()
|
||||
end
|
||||
ent = ent:GetParent()
|
||||
end
|
||||
end
|
||||
|
||||
local function findAttachmentInChildren(ent, attName)
|
||||
local attId = mw_utils.LookupAttachmentCached(ent, attName)
|
||||
|
||||
for _, c in pairs(ent:GetChildren()) do
|
||||
if (c:GetClass() != "class C_BaseFlex") then
|
||||
continue
|
||||
end
|
||||
|
||||
local ce, ca = findAttachmentInChildren(c, attName)
|
||||
|
||||
if (ca != nil) then
|
||||
attId = ca
|
||||
ent = ce
|
||||
end
|
||||
end
|
||||
|
||||
return ent, attId
|
||||
end
|
||||
|
||||
function ENT:FindAttachment(attName)
|
||||
return findAttachmentInChildren(self, attName)
|
||||
end
|
||||
|
||||
local function createEffectDataForShell(owner, attName)
|
||||
local data = EffectData()
|
||||
data:SetEntity(owner)
|
||||
|
||||
local attEnt, attId = findAttachmentInChildren(owner, attName)
|
||||
|
||||
if (attId == nil) then
|
||||
mw_utils.ErrorPrint("createEffectDataForShell: "..attName.." does not exist on model!")
|
||||
return data
|
||||
end
|
||||
|
||||
local att = attEnt:GetAttachment(attId)
|
||||
data:SetOrigin(att.Pos)
|
||||
data:SetAngles(att.Ang)
|
||||
|
||||
owner = owner:GetOwner()
|
||||
|
||||
while (IsValid(owner) && !owner:IsPlayer()) do
|
||||
owner = owner:GetOwner()
|
||||
end
|
||||
|
||||
if (IsValid(owner)) then
|
||||
data:SetNormal(owner:GetVelocity():GetNormalized())
|
||||
data:SetMagnitude(owner:GetVelocity():Length())
|
||||
end
|
||||
|
||||
return data
|
||||
end
|
||||
|
||||
function ENT:IsFirstPerson()
|
||||
local w = self:GetOwner()
|
||||
return IsValid(w:GetOwner()) && w:GetOwner():IsPlayer() && !w:GetOwner():ShouldDrawLocalPlayer() && w:IsCarriedByLocalPlayer()
|
||||
end
|
||||
|
||||
function ENT:HandleEjection(attName)
|
||||
local w = self:GetOwner()
|
||||
|
||||
if (w.Shell == "mwb_shelleject" || w.Shell == "mwb_shelleject_comp") then
|
||||
mw_utils.ErrorPrint("DoEjection: do not use mwb_shelleject! Use an existing caliber or make your own.")
|
||||
return true
|
||||
elseif (istable(w.Shell)) then
|
||||
mw_utils.DevPrint("DoEjection: still using legacy way! Consider switching to new method.")
|
||||
end
|
||||
|
||||
local eff = isstring(w.Shell) && w.Shell || "mwb_shelleject_comp"
|
||||
|
||||
if (self:IsFirstPerson()) then
|
||||
local data = createEffectDataForShell(self, attName)
|
||||
data:SetFlags(1)
|
||||
utilef(eff, data)
|
||||
else
|
||||
local data = createEffectDataForShell(w, attName)
|
||||
data:SetFlags(0)
|
||||
utilef(eff, data)
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function ENT:HandleParticle(partName, attName)
|
||||
local w = self:GetOwner()
|
||||
|
||||
if (w.ParticleEffects != nil && w.ParticleEffects[partName] != nil) then
|
||||
partName = w.ParticleEffects[partName]
|
||||
end
|
||||
|
||||
if (self:IsFirstPerson()) then
|
||||
local ent, attId = findAttachmentInChildren(self, attName)
|
||||
|
||||
if (attId == nil) then
|
||||
mw_utils.ErrorPrint("HandleParticle: "..attName.." does not exist on viewmodel!")
|
||||
return true
|
||||
end
|
||||
|
||||
if (self.m_Particles[partName] != nil) then
|
||||
self.m_Particles[partName]:StopEmissionAndDestroyImmediately()
|
||||
end
|
||||
|
||||
local particleSystem = CreateParticleSystem(ent, partName, PATTACH_POINT_FOLLOW, attId)
|
||||
particleSystem:SetIsViewModelEffect(true)
|
||||
particleSystem:SetShouldDraw(false)
|
||||
self.m_Particles[partName] = particleSystem
|
||||
else
|
||||
local ent, attId = findAttachmentInChildren(w, attName)
|
||||
|
||||
if (attId == nil) then
|
||||
mw_utils.ErrorPrint("HandleParticle: "..attName.." does not exist on worldmodel!")
|
||||
return true
|
||||
end
|
||||
|
||||
ent:StopParticlesNamed(partName)
|
||||
pef(partName, PATTACH_POINT_FOLLOW, ent, attId)
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function ENT:HandleSound(soundName, spatialVector)
|
||||
local w = self:GetOwner()
|
||||
|
||||
if (IsValid(w) && w.SoundOverrides != nil) then
|
||||
soundName = w.SoundOverrides[soundName] || soundName
|
||||
end
|
||||
|
||||
if (spatialVector != nil && !spatialVector:IsZero()) then
|
||||
if (IsValid(w:GetOwner()) && !w:GetOwner():IsOnGround()) then
|
||||
return true
|
||||
end
|
||||
|
||||
local ang = self:GetAngles()
|
||||
local pos = self:GetPos()
|
||||
pos:Add(ang:Forward() * spatialVector.y)
|
||||
pos:Add(ang:Right() * spatialVector.x)
|
||||
pos:Add(ang:Up() * spatialVector.z)
|
||||
|
||||
sound.Play(soundName, pos)
|
||||
return true
|
||||
end
|
||||
|
||||
--if (self:GetPlaybackRate() != 1) then
|
||||
-- self:EmitSound(soundName, 100, math.Clamp(self:GetPlaybackRate(), 0.95, 1.15) * 100, 1, CHAN_AUTO, SND_CHANGE_PITCH)
|
||||
--else
|
||||
self:EmitSound(soundName, 0, math.Clamp(self:GetPlaybackRate(), 1, 1.1) * 100, 0, 0, SND_SHOULDPAUSE + SND_CHANGE_PITCH)
|
||||
--end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
function ENT:HandleLeftHandGrip(val)
|
||||
self.m_LeftHandGripTarget = tonumber(val)
|
||||
return true
|
||||
end
|
||||
|
||||
function ENT:HandleRightHandGrip(val)
|
||||
self.m_RightHandGripTarget = tonumber(val)
|
||||
return true
|
||||
end
|
||||
|
||||
function ENT:HandleAttFunction(name)
|
||||
self:GetOwner():AttachmentFunction(name)
|
||||
return true
|
||||
end
|
||||
|
||||
local function eventError(event, msg)
|
||||
mw_utils.ErrorPrint("FireAnimationEvent ("..event.."): "..msg)
|
||||
end
|
||||
|
||||
function ENT:FireAnimationEvent(pos, ang, event, name)
|
||||
if (event == CL_EVENT_DISPATCHEFFECT3) then
|
||||
return self:HandleAttFunction(name)
|
||||
end
|
||||
|
||||
if (event == CL_EVENT_DISPATCHEFFECT1) then
|
||||
return self:HandleLeftHandGrip(name || 0)
|
||||
end
|
||||
|
||||
if (event == CL_EVENT_DISPATCHEFFECT2) then
|
||||
return self:HandleRightHandGrip(name || 0)
|
||||
end
|
||||
|
||||
if (event == CL_EVENT_SOUND) then
|
||||
if (name == nil) then
|
||||
eventError(event, "Missing sound name!")
|
||||
return true
|
||||
end
|
||||
|
||||
local args = string.Explode(" ", name)
|
||||
|
||||
if (#args <= 0) then
|
||||
eventError(event, "Missing arguments!")
|
||||
return true
|
||||
end
|
||||
|
||||
local soundName = args[1]
|
||||
local spatialVector = Vector()
|
||||
|
||||
if (args[2] != nil) then
|
||||
local components = string.Explode(",", args[2])
|
||||
|
||||
if (#components <= 1) then
|
||||
--jake used spaces like a dumbass
|
||||
spatialVector.x = args[2]
|
||||
spatialVector.y = args[3]
|
||||
spatialVector.z = args[4]
|
||||
else
|
||||
spatialVector.x = tonumber(components[1]) || 0
|
||||
spatialVector.y = tonumber(components[2]) || 0
|
||||
spatialVector.z = tonumber(components[3]) || 0
|
||||
end
|
||||
end
|
||||
|
||||
return self:HandleSound(soundName, spatialVector)
|
||||
end
|
||||
|
||||
if (event == CL_EVENT_EJECTBRASS1) then
|
||||
if (name == nil) then
|
||||
eventError(event, "Missing attachment name!")
|
||||
return true
|
||||
end
|
||||
|
||||
if (self:GetOwner().HandleEjection != nil) then
|
||||
return self:GetOwner():HandleEjection(name)
|
||||
end
|
||||
|
||||
return self:HandleEjection(name)
|
||||
end
|
||||
|
||||
if (event == CL_EVENT_DISPATCHEFFECT0) then
|
||||
if (name == nil) then
|
||||
eventError(event, "Missing arguments!")
|
||||
return true
|
||||
end
|
||||
|
||||
local args = string.Explode(" ", name)
|
||||
|
||||
if (#args <= 0) then
|
||||
eventError(event, "Missing arguments!")
|
||||
return true
|
||||
end
|
||||
|
||||
local partName = args[1]
|
||||
local attName = args[2]
|
||||
|
||||
if (attName == nil) then
|
||||
eventError(event, "Missing attachment name!")
|
||||
return true
|
||||
end
|
||||
|
||||
return self:HandleParticle(partName, attName)
|
||||
end
|
||||
end
|
||||
273
lua/entities/mg_viewmodel/client/cl_render.lua
Normal file
273
lua/entities/mg_viewmodel/client/cl_render.lua
Normal file
@@ -0,0 +1,273 @@
|
||||
local function drawModels(vm, ent, flags)
|
||||
--https://github.com/Facepunch/garrysmod-issues/issues/4821
|
||||
--i didn't need this before, but now i do :shrug:
|
||||
ent:RemoveEFlags(EFL_USE_PARTITION_WHEN_NOT_SOLID)
|
||||
|
||||
local children = ent:GetChildren()
|
||||
local numChildren = #children
|
||||
|
||||
if (ent:IsEffectActive(EF_BONEMERGE)) then
|
||||
if (ent == vm.m_CHands) then
|
||||
ent:SetRenderOrigin(LocalToWorld(-ent:OBBCenter(), mw_math.ZeroAngle, vm:GetRenderOrigin(), vm:GetRenderAngles()))
|
||||
else
|
||||
if (ent:EntIndex() < 0) then
|
||||
ent:SetRenderOrigin(vm:GetRenderOrigin())
|
||||
end
|
||||
|
||||
if (numChildren > 0) then
|
||||
--some weird issue on windowed needs this
|
||||
ent:SetupBones()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if ((numChildren <= 0 || ent:EntIndex() > 0) && !ent.bAttachmentRenderOverride) then
|
||||
ent:DrawModel(flags)
|
||||
end
|
||||
|
||||
ent.CustomizationAnimationDelta = 0
|
||||
|
||||
for c = 1, numChildren do
|
||||
drawModels(vm, children[c], flags)
|
||||
end
|
||||
end
|
||||
|
||||
local function isCustomizing()
|
||||
return IsValid(MW_CUSTOMIZEMENU)
|
||||
end
|
||||
|
||||
local function drawCustomizationBackground()
|
||||
if (!isCustomizing()) then
|
||||
return
|
||||
end
|
||||
|
||||
cam.Start2D()
|
||||
surface.SetDrawColor(0, 0, 0, MW_CUSTOMIZEMENU.AlphaDelta * 200)
|
||||
surface.DrawRect(0, 0, ScrW(), ScrH())
|
||||
cam.End2D()
|
||||
end
|
||||
|
||||
local function shouldDrawModel(model, children)
|
||||
for _, c in pairs(children) do
|
||||
if (!c:IsEffectActive(EF_BONEMERGE)) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return #children <= 0 || model:EntIndex() > 0
|
||||
end
|
||||
|
||||
local function drawCustomizationHighlights(model, flags, refvalue)
|
||||
model.CustomizationAnimationDelta = (model.CustomizationAnimationDelta || 0) - (math.min(FrameTime(), 0.1) * 3)
|
||||
|
||||
local children = model:GetChildren()
|
||||
|
||||
if (shouldDrawModel(model, children)) then
|
||||
model:RemoveEFlags(EFL_USE_PARTITION_WHEN_NOT_SOLID)
|
||||
|
||||
if (#children > 0) then
|
||||
--some weird issue on windowed needs this
|
||||
model:SetupBones()
|
||||
end
|
||||
|
||||
render.SetStencilWriteMask(0xFF)
|
||||
render.SetStencilTestMask(0xFF)
|
||||
render.SetStencilReferenceValue(0)
|
||||
|
||||
render.SetStencilCompareFunction(STENCIL_ALWAYS)
|
||||
render.SetStencilPassOperation(STENCIL_REPLACE)
|
||||
render.SetStencilFailOperation(STENCIL_KEEP)
|
||||
render.SetStencilZFailOperation(STENCIL_KEEP)
|
||||
|
||||
render.SetStencilEnable(true)
|
||||
render.SetStencilReferenceValue(refvalue + 1)
|
||||
model:RemoveEFlags(EFL_USE_PARTITION_WHEN_NOT_SOLID)
|
||||
model:DrawModel(flags)
|
||||
render.SetStencilCompareFunction(STENCIL_EQUAL)
|
||||
|
||||
if (model.CustomizationAnimationDelta > 0) then
|
||||
cam.Start2D()
|
||||
surface.SetDrawColor(model.CustomizationAnimationColor.r, model.CustomizationAnimationColor.g, model.CustomizationAnimationColor.b, model.CustomizationAnimationDelta * 200)
|
||||
surface.DrawRect(0, 0, ScrW(), ScrH())
|
||||
cam.End2D()
|
||||
end
|
||||
|
||||
render.SetStencilEnable(false)
|
||||
end
|
||||
|
||||
for i, c in pairs(children) do
|
||||
drawCustomizationHighlights(c, flags, refvalue + i + #c:GetChildren()) --this is gonna get out of hand eventually
|
||||
end
|
||||
end
|
||||
|
||||
function ENT:Draw(flags)
|
||||
if (GetConVar("mgbase_debug_vmrender"):GetInt() <= 0) then
|
||||
return
|
||||
end
|
||||
|
||||
if (self.m_LastSequenceIndex == "INIT" || self:GetRenderOrigin() == nil) then
|
||||
--calcview / no anim called
|
||||
return
|
||||
end
|
||||
|
||||
local w = self:GetOwner()
|
||||
|
||||
if (!IsValid(w) || !w:IsCarriedByLocalPlayer()) then
|
||||
return
|
||||
end
|
||||
|
||||
if (IsValid(w:GetOwner())) then
|
||||
w:GetOwner():DrawViewModel(false)
|
||||
end
|
||||
|
||||
render.SetColorModulation(1, 1, 1)
|
||||
drawCustomizationBackground()
|
||||
|
||||
self:DrawShadow(false)
|
||||
|
||||
self.bRendering = true
|
||||
self:SetupBones() --makes velements and vmanip work
|
||||
self.bRendering = false
|
||||
|
||||
if (!isCustomizing()) then
|
||||
if (!w:HasFlag("Holstering") || CurTime() <= w:GetNextHolsterTime()) then
|
||||
self:SetNoDraw(false)
|
||||
drawModels(self, self, flags)
|
||||
|
||||
for name, particleSystem in pairs(self.m_Particles) do
|
||||
if (!particleSystem:IsValid() || particleSystem:IsFinished()) then
|
||||
self.m_Particles[name] = nil
|
||||
continue
|
||||
end
|
||||
|
||||
particleSystem:Render()
|
||||
end
|
||||
|
||||
--attachments
|
||||
local atts = w:GetAllAttachmentsInUse()
|
||||
|
||||
for slot = #atts, 1, -1 do
|
||||
if (IsValid(atts[slot].m_Model)) then
|
||||
atts[slot]:Render(w, atts[slot].m_Model)
|
||||
end
|
||||
end
|
||||
end
|
||||
self:SetNoDraw(true)
|
||||
else
|
||||
--self.m_CHands:SetNoDraw(false)
|
||||
self.m_CHands:DrawModel(flags)
|
||||
--self.m_CHands:SetNoDraw(true)
|
||||
drawCustomizationHighlights(self, flags, MWBASE_STENCIL_REFVALUE + 17)
|
||||
end
|
||||
|
||||
for shell, _ in pairs(self.m_Shells) do
|
||||
if (!IsValid(shell)) then
|
||||
self.m_Shells[shell] = nil
|
||||
continue
|
||||
end
|
||||
|
||||
shell:DrawModel(flags)
|
||||
end
|
||||
|
||||
self:ViewBlur()
|
||||
|
||||
if (IsValid(w:GetOwner())) then
|
||||
w:GetOwner():DrawViewModel(true)
|
||||
end
|
||||
end
|
||||
|
||||
local function drawBlurModels(model, flags)
|
||||
local children = model:GetChildren()
|
||||
|
||||
--if (shouldDrawModel(model, children)) then
|
||||
model:RemoveEFlags(EFL_USE_PARTITION_WHEN_NOT_SOLID)
|
||||
model:DrawModel(flags)
|
||||
--end
|
||||
|
||||
for i, c in pairs(children) do
|
||||
drawBlurModels(c, flags) --this is gonna get out of hand eventually
|
||||
end
|
||||
end
|
||||
|
||||
local blurMaterial = Material("mg/blur.vmt")
|
||||
ENT.LerpBlur = 0
|
||||
function ENT:ViewBlur()
|
||||
local w = self:GetOwner()
|
||||
|
||||
if (!IsValid(w)) then
|
||||
return
|
||||
end
|
||||
|
||||
local bPixelShaders2 = render.SupportsPixelShaders_2_0()
|
||||
|
||||
if (!bPixelShaders2) then
|
||||
return
|
||||
end
|
||||
|
||||
if (GetConVar("mgbase_fx_blur"):GetInt() != 1) then return end
|
||||
|
||||
if (w.DisableReloadBlur && w:HasFlag("Reloading")) then return end
|
||||
|
||||
local bOpticAim = (w:GetAimDelta() > 0 && w:GetSight() != nil && w:GetSight().Optic != nil && w:GetAimModeDelta() <= w.m_hybridSwitchThreshold)
|
||||
local bCanBlur = w:HasFlag("Reloading") || w:HasFlag("Customizing") || bOpticAim || (CurTime() < w:GetNextInspectTime() && w.m_seqIndex == "Inspect")
|
||||
|
||||
if (bCanBlur) then
|
||||
local delta = 1 - w:GetAimDelta()
|
||||
|
||||
if (bOpticAim) then
|
||||
delta = w:GetAimDelta()
|
||||
end
|
||||
|
||||
if (CurTime() < w:GetNextInspectTime() && w.m_seqIndex == "Inspect") then
|
||||
delta = self:GetCycle() > 0.8 && 0 || 1
|
||||
end
|
||||
|
||||
self.LerpBlur = Lerp(5 * FrameTime(), self.LerpBlur, 5 * delta)
|
||||
|
||||
render.SetStencilWriteMask(0xFF)
|
||||
render.SetStencilTestMask(0xFF)
|
||||
render.SetStencilReferenceValue(0)
|
||||
render.SetStencilPassOperation(STENCIL_KEEP)
|
||||
render.SetStencilZFailOperation(STENCIL_KEEP)
|
||||
render.ClearStencil()
|
||||
render.SetStencilEnable(true)
|
||||
render.SetStencilReferenceValue(MWBASE_STENCIL_REFVALUE + 13)
|
||||
render.SetStencilCompareFunction(STENCIL_NEVER)
|
||||
render.SetStencilFailOperation(STENCIL_REPLACE)
|
||||
render.SetBlend(0)
|
||||
|
||||
if (w:GetAimDelta() < 1) then
|
||||
drawBlurModels(self, flags)
|
||||
elseif (w:GetSight() != nil && IsValid(w:GetSight().hideModel)) then
|
||||
w:GetSight().m_Model:SetupBones()
|
||||
w:GetSight().m_Model:InvalidateBoneCache()
|
||||
local matrix = w:GetSight().m_Model:GetBoneMatrix(0)
|
||||
|
||||
w:GetSight().hideModel:SetPos(matrix:GetTranslation())
|
||||
w:GetSight().hideModel:SetAngles(matrix:GetAngles())
|
||||
|
||||
w:GetSight().hideModel:DrawModel()
|
||||
end
|
||||
render.SetBlend(1)
|
||||
render.SetStencilCompareFunction(STENCIL_NOTEQUAL)
|
||||
cam.Start2D()
|
||||
for i = 1, self.LerpBlur, 1 do
|
||||
render.UpdateScreenEffectTexture()
|
||||
surface.SetMaterial(blurMaterial)
|
||||
surface.SetDrawColor(255, 255, 255, 255)
|
||||
surface.DrawTexturedRect(0, 0, ScrW(), ScrH())
|
||||
end
|
||||
cam.End2D()
|
||||
render.SetStencilEnable(false)
|
||||
render.ClearStencil()
|
||||
else
|
||||
self.LerpBlur = 0
|
||||
end
|
||||
end
|
||||
|
||||
--[[hook.Add("VManipVMEntity", "MW19_VManipEntity", function(ply, weapon)
|
||||
--this is probably not necessary since vmanip already looks for m_ViewModel
|
||||
if (weapons.IsBasedOn(weapon:GetClass(), "mg_base")) then
|
||||
return weapon:GetViewModel()
|
||||
end
|
||||
end)]]
|
||||
9
lua/entities/mg_viewmodel/init.lua
Normal file
9
lua/entities/mg_viewmodel/init.lua
Normal file
@@ -0,0 +1,9 @@
|
||||
AddCSLuaFile("cl_init.lua")
|
||||
AddCSLuaFile("client/cl_animation.lua")
|
||||
AddCSLuaFile("client/cl_calcview.lua")
|
||||
AddCSLuaFile("client/cl_render.lua")
|
||||
AddCSLuaFile("client/cl_events.lua")
|
||||
AddCSLuaFile("shared.lua")
|
||||
include("shared.lua")
|
||||
|
||||
util.AddNetworkString("mgbase_viewmodelanim")
|
||||
186
lua/entities/mg_viewmodel/shared.lua
Normal file
186
lua/entities/mg_viewmodel/shared.lua
Normal file
@@ -0,0 +1,186 @@
|
||||
ENT.Base = "base_entity"
|
||||
ENT.Type = "anim"
|
||||
ENT.RenderGroup = RENDERGROUP_VIEWMODEL
|
||||
ENT.RenderMode = RENDERMODE_ENVIROMENTAL
|
||||
--ENT.AutomaticFrameAdvance = true
|
||||
|
||||
function ENT:Initialize()
|
||||
if (!IsValid(self:GetOwner())) then
|
||||
error("Invalid weapon for viewmodel!")
|
||||
end
|
||||
|
||||
self:AddEFlags(EFL_KEEP_ON_RECREATE_ENTITIES)
|
||||
self:AddEFlags(EFL_FORCE_CHECK_TRANSMIT)
|
||||
self:AddEFlags(EFL_NO_THINK_FUNCTION)
|
||||
self:AddEFlags(EFL_NO_GAME_PHYSICS_SIMULATION)
|
||||
self:AddEFlags(EFL_DONTBLOCKLOS)
|
||||
self:AddEFlags(EFL_DONTWALKON)
|
||||
self:AddEFlags(EFL_NO_DISSOLVE)
|
||||
self:AddEFlags(EFL_NO_PHYSCANNON_INTERACTION)
|
||||
self:AddEFlags(EFL_NO_DAMAGE_FORCES)
|
||||
self:AddEffects(EF_NOINTERP)
|
||||
self:AddFlags(FL_NOTARGET)
|
||||
self:AddFlags(FL_DONTTOUCH)
|
||||
self:AddFlags(FL_STEPMOVEMENT)
|
||||
|
||||
self:SetMoveType(MOVETYPE_NONE)
|
||||
self:SetSolid(SOLID_NONE)
|
||||
self:SetNotSolid(true)
|
||||
self:SetRenderMode(self.RenderMode)
|
||||
self:DrawShadow(false)
|
||||
--self:SetNoDraw(true)
|
||||
self:UseClientSideAnimation()
|
||||
|
||||
local weapon = self:GetOwner()
|
||||
|
||||
if (CLIENT) then
|
||||
self:DestroyShadow()
|
||||
self:InvalidateBoneCache()
|
||||
self:SetupBones()
|
||||
|
||||
self:ResetSequence(0)
|
||||
self:SetCycle(0)
|
||||
self:SetPlaybackRate(1)
|
||||
|
||||
self:CreateRig()
|
||||
self:CreateGloves()
|
||||
self:CreateCHands()
|
||||
|
||||
self:AddCallback("BuildBonePositions", function(vm, numbones)
|
||||
if (!vm.bRendering) then
|
||||
return
|
||||
end
|
||||
|
||||
--vm:GetAttachment(vm:LookupAttachment("camera"))
|
||||
local matrix = vm:GetBoneMatrix(mw_utils.LookupBoneCached(vm, "tag_camera"))
|
||||
|
||||
if (matrix != nil) then
|
||||
local worldMatrix = vm:GetBoneMatrix(0)
|
||||
self.m_CameraAttachment = matrix:GetInverse() * worldMatrix
|
||||
end
|
||||
|
||||
if (VManip != nil) then
|
||||
hook.GetTable()["PostDrawViewModel"]["VManip"](vm, vm:GetOwner():GetOwner(), vm:GetOwner())
|
||||
end
|
||||
end)
|
||||
|
||||
if (VManip != nil) then
|
||||
hook.Add("VManipPostPlayAnim", self, function(self, name)
|
||||
self:VManipPostPlayAnim(name)
|
||||
end)
|
||||
|
||||
hook.Add("VManipHoldQuit", self, function(self)
|
||||
self:VManipHoldQuit()
|
||||
end)
|
||||
|
||||
hook.Add("VManipRemove", self, function(self)
|
||||
self:VManipRemove()
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
self.m_LastSequenceIndex = "INIT"
|
||||
self.m_Tick = 0
|
||||
|
||||
--old compatibility
|
||||
--weapon.m_ViewModel = self
|
||||
end
|
||||
|
||||
function ENT:GetAnimID(weaponSequenceIndex)
|
||||
local id = 0
|
||||
|
||||
for index, _ in SortedPairs(self:GetOwner().Animations) do
|
||||
id = id + 1
|
||||
|
||||
if (string.lower(index) == string.lower(weaponSequenceIndex)) then
|
||||
return id
|
||||
end
|
||||
end
|
||||
|
||||
return -1
|
||||
end
|
||||
|
||||
function ENT:GetSequenceIndexByID(animId)
|
||||
local id = 0
|
||||
|
||||
for index, _ in SortedPairs(self:GetOwner().Animations) do
|
||||
id = id + 1
|
||||
|
||||
if (id == animId) then
|
||||
return index
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function ENT:GetPlayerOwner()
|
||||
if (IsValid(self:GetOwner())) then
|
||||
return self:GetOwner():GetOwner()
|
||||
end
|
||||
|
||||
return NULL
|
||||
end
|
||||
|
||||
function ENT:GetWeaponOwner()
|
||||
return self:GetOwner()
|
||||
end
|
||||
|
||||
function ENT:OnRemove()
|
||||
if (IsValid(self.m_Rig)) then self.m_Rig:Remove() end
|
||||
if (IsValid(self.m_Gloves)) then self.m_Gloves:Remove() end
|
||||
if (IsValid(self.m_CHands)) then self.m_CHands:Remove() end
|
||||
end
|
||||
|
||||
function ENT:PlayAnimation(weaponSequenceIndex, bNoTick) --"Holster", "Draw", ...
|
||||
self.m_LastSequenceIndex = weaponSequenceIndex
|
||||
|
||||
if (!bNoTick) then
|
||||
self.m_Tick = self.m_Tick + 1
|
||||
end
|
||||
|
||||
local weaponSequence = nil--self:GetOwner().Animations[weaponSequenceIndex]
|
||||
|
||||
for index, seq in pairs(self:GetOwner().Animations) do
|
||||
if (string.lower(index) == string.lower(weaponSequenceIndex)) then
|
||||
weaponSequence = seq
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if (weaponSequence == nil) then
|
||||
return
|
||||
end
|
||||
|
||||
local animId = self:GetAnimID(weaponSequenceIndex)
|
||||
local rate = weaponSequence.Fps / 30
|
||||
|
||||
if (CLIENT) then
|
||||
local anims = weaponSequence.Sequences
|
||||
self:PlaySequence(anims[math.random(1, #anims)], rate)
|
||||
end
|
||||
|
||||
if (SERVER) then
|
||||
net.Start("mgbase_viewmodelanim", true)
|
||||
net.WriteEntity(self)
|
||||
net.WriteFloat(rate)
|
||||
net.WriteUInt(animId, 16)
|
||||
net.WriteUInt(self.m_Tick, 16)
|
||||
net.Broadcast()
|
||||
end
|
||||
end
|
||||
|
||||
function ENT:UpdateAnimation()
|
||||
local cycle = self:GetCycle()
|
||||
self:PlayAnimation(self.m_LastSequenceIndex, true)
|
||||
self:SetCycle(cycle)
|
||||
end
|
||||
|
||||
--sorryyyyy garrysmod-issues/issues/5344
|
||||
local oldCleanup = game.CleanUpMap
|
||||
function game.CleanUpMap(dontSendToClients, ExtraFilters)
|
||||
dontSendToClients = dontSendToClients || false
|
||||
ExtraFilters = ExtraFilters || {}
|
||||
table.insert(ExtraFilters, "mg_viewmodel")
|
||||
oldCleanup(dontSendToClients, ExtraFilters)
|
||||
end
|
||||
Reference in New Issue
Block a user