SWEP.ViewModelVelocityPos = Vector(0, 0, 0) SWEP.ViewModelVelocityAng = Angle(0, 0, 0) SWEP.ViewModelPos = Vector(0, 0, 0) SWEP.ViewModelAng = Angle(0, 0, 0) SWEP.SwayCT = 0 function SWEP:GetViewModelSway(pos, ang) local d = Lerp(self:GetSightDelta(), 1, 0.02) local v = 1 local steprate = 1 local FT = self:DeltaSysTime() * 1 --FrameTime() local CT = UnPredictedCurTime() -- CurTime() d = d * 0.25 pos = pos + (ang:Up() * (math.sin(self.SwayCT * 0.311 * v) + math.cos(self.SwayCT * 0.44 * v)) * math.sin(CT * 0.8) * d) pos = pos + (ang:Right() * (math.sin(self.SwayCT * 0.324 * v) + math.cos(self.SwayCT * 0.214 * v)) * math.sin(CT * 0.76) * d) --if IsFirstTimePredicted() then self.SwayCT = self.SwayCT + (FT * steprate) --end return pos, ang end SWEP.ViewModelLastEyeAng = Angle(0, 0, 0) SWEP.ViewModelSwayInertia = Angle(0, 0, 0) function SWEP:GetViewModelInertia(pos, ang) local d = 1 - self:GetSightDelta() local diff = self:GetOwner():EyeAngles() - self.ViewModelLastEyeAng diff = diff / 4 diff.p = math.Clamp(diff.p, -1, 1) diff.y = math.Clamp(diff.y, -1, 1) local vsi = self.ViewModelSwayInertia vsi.p = math.ApproachAngle(vsi.p, diff.p, vsi.p / 10 * FrameTime() / 0.5) vsi.y = math.ApproachAngle(vsi.y, diff.y, vsi.y / 10 * FrameTime() / 0.5) self.ViewModelLastEyeAng = self:GetOwner():EyeAngles() ang:RotateAroundAxis(ang:Up(), vsi.y * 12 * d) ang:RotateAroundAxis(ang:Right(), -vsi.p * 12 * d) -- pos = pos - (ang:Up() * vsi.p * 0.5 * d) -- pos = pos - (ang:Right() * vsi.y * 0.5 * d) return pos, ang end function SWEP:GetViewModelSmooth(pos, ang) return pos, ang end SWEP.ViewModelBobVelocity = 0 SWEP.ViewModelNotOnGround = 0 SWEP.BobCT = 0 function SWEP:GetViewModelBob(pos, ang) local step = 10 local mag = 1 local FT = self:DeltaSysTime() * 1 --FrameTime() local CT = UnPredictedCurTime() -- CurTime() local v = self:GetOwner():GetVelocity():Length() local walks = self:GetOwner():GetWalkSpeed() local runs = self:GetOwner():GetRunSpeed() local sprints = walks + math.max(runs - walks, walks) v = math.Clamp(v, 0, sprints) self.ViewModelBobVelocity = math.Approach(self.ViewModelBobVelocity, v, FT * 2400) local d = math.Clamp(self.ViewModelBobVelocity / sprints, 0, 1) if self:GetOwner():OnGround() then self.ViewModelNotOnGround = math.Approach(self.ViewModelNotOnGround, 0, FT / 1) else self.ViewModelNotOnGround = math.Approach(self.ViewModelNotOnGround, 1, FT / 1) end d = d * Lerp(self:GetSightDelta(), 1, 0.1) mag = d * 2 step = 10 local m = 0.2 ang:RotateAroundAxis(ang:Forward(), math.sin(self.BobCT * step * 0.5) * ((math.sin(CT * 6.151) * m) + 1) * 4.5 * d) ang:RotateAroundAxis(ang:Right(), math.sin(self.BobCT * step * 0.12) * ((math.sin(CT * 1.521) * m) + 1) * 2.11 * d) pos = pos - (ang:Up() * math.sin(self.BobCT * step) * 0.11 * ((math.sin(CT * 3.515) * m) + 1) * mag) pos = pos + (ang:Forward() * math.sin(self.BobCT * step * 0.5) * 0.11 * ((math.sin(CT * 1.615) * m) + 1) * mag) pos = pos + (ang:Right() * (math.sin(self.BobCT * step * 0.3) + (math.cos(self.BobCT * step * 0.3332))) * 0.16 * mag) local steprate = Lerp(d, 1, 2.5) steprate = Lerp(self.ViewModelNotOnGround, steprate, 0.9) --if IsFirstTimePredicted() or game.SinglePlayer() then self.BobCT = self.BobCT + (FT * steprate) --end return pos, ang end SWEP.LastViewModelVerticalVelocity = 0 -- SWEP.ViewModelLanded = 0 -- SWEP.ViewModelLanding = 0 function SWEP:GetMidAirBob(pos, ang) local v = -self:GetOwner():GetVelocity().z / 200 v = math.Clamp(v, -1, 1) -- if v == 0 and self.LastViewModelVerticalVelocity != 0 then -- self.ViewModelLanding = self.LastViewModelVerticalVelocity -- self.ViewModelLanded = 1 -- end -- if self.ViewModelLanded > 0 then -- self.ViewModelLanded = math.Approach(self.ViewModelLanded, 0, FrameTime() / 0.25) v = Lerp(5 * FrameTime(), self.LastViewModelVerticalVelocity, v) -- end self.LastViewModelVerticalVelocity = v local d = self.ViewModelNotOnGround d = d * Lerp(self:GetSightDelta(), 1, 0.1) ang:RotateAroundAxis(ang:Right(), -v * d * 8 * math.sin(CurTime() * 0.15)) return pos, ang end SWEP.ViewModelInertiaX = 0 SWEP.ViewModelInertiaY = 0 function SWEP:GetViewModelLeftRight(pos, ang) local v = self:GetOwner():GetVelocity() local d = Lerp(self:GetSightDelta(), 1, 0) v, _ = WorldToLocal(v, Angle(0, 0, 0), Vector(0, 0, 0), self:GetOwner():EyeAngles()) local vx = math.Clamp(v.x / 200, -1, 1) local vy = math.Clamp(v.y / 200, -1, 1) self.ViewModelInertiaX = math.Approach(self.ViewModelInertiaX, vx, math.abs(vx) * FrameTime() / 0.1) self.ViewModelInertiaY = math.Approach(self.ViewModelInertiaY, vy, math.abs(vy) * FrameTime() / 0.1) pos = pos + (ang:Right() * -self.ViewModelInertiaX * 0.65 * d) pos = pos + (ang:Forward() * self.ViewModelInertiaY * 0.5 * d) return pos, ang end