local SWEP = {} local BaseClass = baseclass.Get("tfa_gun_base") local scopeshadowcvar = GetConVar("cl_tfa_3dscope_overlay") local sp = game.SinglePlayer() function SWEP:Do3DScope() return true end function SWEP:Do3DScopeOverlay() if scopeshadowcvar then return scopeshadowcvar:GetBool() else return false end end function SWEP:UpdateScopeType() -- empty, function retains for error preventing end function SWEP:Initialize(...) local unsetA = self.Primary_TFA == nil local unsetB = self.Secondary_TFA == nil self.Primary_TFA = self.Primary_TFA or self.Primary self.Secondary_TFA = self.Secondary_TFA or self.Secondary if unsetA then self.Primary_TFA = nil end if unsetB then self.Secondary_TFA = nil end BaseClass.Initialize(self, ...) end local flipcv = GetConVar("cl_tfa_viewmodel_flip") local cd = {} local crosscol = Color(255, 255, 255, 255) SWEP.RTOpaque = true local cv_cc_r = GetConVar("cl_tfa_hud_crosshair_color_r") local cv_cc_g = GetConVar("cl_tfa_hud_crosshair_color_g") local cv_cc_b = GetConVar("cl_tfa_hud_crosshair_color_b") local cv_cc_a = GetConVar("cl_tfa_hud_crosshair_color_a") SWEP.defaultscrvec = Vector() SWEP.ScopeAngleTransformISAngleFallback = true -- fallback to reverse ironsights angle for scope transforms SWEP.ScopeAngleTransforms = { -- this is bad this is bad this is bad this is bad this is bad this is bad this is bad this is bad this is bad -- {"P", 0}, -- Pitch -- {"Y", 0}, -- Yaw -- {"R", 0}, -- Roll } function SWEP:RTCode(rt, scrw, scrh) local legacy = self.ScopeLegacyOrientation local rttw = ScrW() local rtth = ScrH() if not self:VMIV() then return end if not self.myshadowmask then self.myshadowmask = surface.GetTextureID(self.ScopeShadow or "vgui/scope_shadowmask_test") end if not self.myreticule then self.myreticule = Material(self.ScopeReticule or "scope/gdcw_scopesightonly") end if not self.mydirt then self.mydirt = Material(self.ScopeDirt or "vgui/scope_dirt") end local vm = self.OwnerViewModel if not self.LastOwnerPos then self.LastOwnerPos = self:GetOwner():GetShootPos() end local owoff = self:GetOwner():GetShootPos() - self.LastOwnerPos self.LastOwnerPos = self:GetOwner():GetShootPos() local scrpos local attShadowID = self:GetStatL("RTScopeShadowAttachment") if attShadowID and attShadowID > 0 then vm:SetupBones() local att = vm:GetAttachment(attShadowID) if att and att.Pos then local pos = att.Pos - owoff cam.Start3D() cam.End3D() scrpos = pos:ToScreen() end end if not scrpos then local spos = self:GetOwner():GetShootPos() + self:GetOwner():EyeAngles():Forward() * 16 local pos = spos - owoff cam.Start3D() cam.End3D() scrpos = pos:ToScreen() -- self.defaultscrvec.x = scrw / 2 -- self.defaultscrvec.y = scrh / 2 -- scrpos = self.defaultscrvec end scrpos.x = scrpos.x - scrw / 2 + self.ScopeOverlayTransforms[1] scrpos.y = scrpos.y - scrh / 2 + self.ScopeOverlayTransforms[2] scrpos.x = scrpos.x / scrw * 1920 scrpos.y = scrpos.y / scrw * 1920 scrpos.x = math.Clamp(scrpos.x, -1024, 1024) scrpos.y = math.Clamp(scrpos.y, -1024, 1024) --scrpos.x = scrpos.x * ( 2 - self:GetIronSightsProgress()*1 ) --scrpos.y = scrpos.y * ( 2 - self:GetIronSightsProgress()*1 ) scrpos.x = scrpos.x * self.ScopeOverlayTransformMultiplier scrpos.y = scrpos.y * self.ScopeOverlayTransformMultiplier if not self.scrpos then self.scrpos = scrpos end self.scrpos.x = math.Approach(self.scrpos.x, scrpos.x, (scrpos.x - self.scrpos.x) * FrameTime() * 10) self.scrpos.y = math.Approach(self.scrpos.y, scrpos.y, (scrpos.y - self.scrpos.y) * FrameTime() * 10) scrpos = self.scrpos render.OverrideAlphaWriteEnable(true, true) surface.SetDrawColor(color_white) surface.DrawRect(-512, -512, 1024, 1024) render.OverrideAlphaWriteEnable(true, true) local ang = legacy and self:GetOwner():EyeAngles() or vm:GetAngles() local attID = self:GetStatL("RTScopeAttachment") if attID and attID > 0 then vm:SetupBones() local AngPos = vm:GetAttachment( attID ) if AngPos then ang = AngPos.Ang if flipcv:GetBool() then ang.y = -ang.y end end elseif self:GetStatL("ScopeAngleTransformISAngleFallback") then local isang = self:GetStatL("IronSightsAngle") * self:GetIronSightsProgress() ang:RotateAroundAxis(ang:Forward(), -isang.z) ang:RotateAroundAxis(ang:Right(), -isang.x) ang:RotateAroundAxis(ang:Up(), -isang.y) ang:RotateAroundAxis(ang:Forward(), isang.z) end -- WHY WHY WHY WHY WHY WHY WHY WHY for _, v in ipairs(self:GetStatL("ScopeAngleTransforms")) do if v[1] == "P" then ang:RotateAroundAxis(ang:Right(), v[2]) elseif v[1] == "Y" then ang:RotateAroundAxis(ang:Up(), v[2]) elseif v[1] == "R" then ang:RotateAroundAxis(ang:Forward(), v[2]) end end cd.angles = ang cd.origin = self:GetOwner():GetShootPos() if not self.RTScopeOffset then self.RTScopeOffset = {0, 0} end if not self.RTScopeScale then self.RTScopeScale = {1, 1} end local rtow, rtoh = self.RTScopeOffset[1], self.RTScopeOffset[2] local rtw, rth = rttw * self.RTScopeScale[1], rtth * self.RTScopeScale[2] cd.x = 0 cd.y = 0 cd.w = rtw cd.h = rth cd.fov = self:GetStatL("RTScopeFOV") cd.drawviewmodel = false cd.drawhud = false render.Clear(0, 0, 0, 255, true, true) render.SetScissorRect(0 + rtow, 0 + rtoh, rtw + rtow, rth + rtoh, true) if self:GetIronSightsProgress() > 0.01 and self.Scoped_3D then render.RenderView(cd) end render.SetScissorRect(0, 0, rtw, rth, false) render.OverrideAlphaWriteEnable(false, true) cam.Start2D() draw.NoTexture() surface.SetTexture(self.myshadowmask) surface.SetDrawColor(color_white) if self:Do3DScopeOverlay() then surface.DrawTexturedRect(scrpos.x + rtow - rtw / 2, scrpos.y + rtoh - rth / 2, rtw * 2, rth * 2) end if self.ScopeReticule_CrossCol then crosscol.r = cv_cc_r:GetFloat() crosscol.g = cv_cc_g:GetFloat() crosscol.b = cv_cc_b:GetFloat() crosscol.a = cv_cc_a:GetFloat() surface.SetDrawColor(crosscol) end surface.SetMaterial(self.myreticule) local tmpborderw = rtw * (1 - self.ScopeReticule_Scale[1]) / 2 local tmpborderh = rth * (1 - self.ScopeReticule_Scale[2]) / 2 surface.DrawTexturedRect(rtow + tmpborderw, rtoh + tmpborderh, rtw - tmpborderw * 2, rth - tmpborderh * 2) surface.SetDrawColor(color_black) draw.NoTexture() if self:Do3DScopeOverlay() then surface.DrawRect(scrpos.x - 2048 + rtow, -1024 + rtoh, 2048, 2048) surface.DrawRect(scrpos.x + rtw + rtow, -1024 + rtoh, 2048, 2048) surface.DrawRect(-1024 + rtow, scrpos.y - 2048 + rtoh, 2048, 2048) surface.DrawRect(-1024 + rtow, scrpos.y + rth + rtoh, 2048, 2048) end surface.SetDrawColor(ColorAlpha(color_black, 255 - 255 * (math.Clamp(self:GetIronSightsProgress() - 0.75, 0, 0.25) * 4))) surface.DrawRect(-1024 + rtow, -1024 + rtoh, 2048, 2048) surface.SetMaterial(self.mydirt) surface.SetDrawColor(ColorAlpha(color_white, 128)) surface.DrawTexturedRect(0, 0, rtw, rth) surface.SetDrawColor(ColorAlpha(color_white, 64)) surface.DrawTexturedRectUV(rtow, rtoh, rtw, rth, 2, 0, 0, 2) cam.End2D() end local function l_Lerp(v, f, t) return f + (t - f) * v end function SWEP:AdjustMouseSensitivity(...) local retVal = BaseClass.AdjustMouseSensitivity(self, ...) retVal = retVal * l_Lerp(self:GetIronSightsProgress(), 1, self:Get3DSensitivity()) return retVal end return SWEP