Files
VnUtest/garrysmod/addons/tfa_base/lua/tfa/3dscoped_base.lua
2026-03-31 10:27:04 +03:00

261 lines
7.2 KiB
Lua

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