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Refosel
2026-03-30 10:39:52 +03:00
commit 2b57c019cb
2010 changed files with 185745 additions and 0 deletions

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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