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