Benny/gamemodes/benny/gamemode/modules/player/cl_camera.lua

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BENNY_ACTIVECAMERA = nil
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local fixer = Angle( 0, -90, 90 )
local fixer2 = Angle( 0, -90, 90 )
local cscam = {
Special = function( self, ply )
local pos = Vector()
local ang = Angle()
local fov = 90
cuts:SetupBones()
local mat = cuts:GetBoneMatrix( cuts:LookupBone( "camera" ) )
local matf = cuts:GetBoneMatrix( cuts:LookupBone( "camera.fov" ) )
pos:Set( mat:GetTranslation() )
ang:Set( mat:GetAngles() )
ang:Sub( fixer )
local fix, fixa = matf:GetTranslation(), matf:GetAngles()
fix:Sub( cuts:GetPos() )
fov = fix.z
do
local x, y, z = pos.x, pos.y, pos.z
end
do
local p, y, r = ang.p, ang.y, ang.r
ang.p = -r
ang.r = 0
end
fov = Convert( fov, (4/3) ) -- Convert to vertical FOV.. somehow
fov = Convert( fov, (ScrH()/ScrW())/(3/4) ) -- Shut up default Source FOV widescreen magic
return pos, ang, fov
end
}
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local function decide_active()
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local csent = ents.FindByClass( "benny_cutscene" )[1]
if IsValid( csent ) then
BENNY_ACTIVECAMERA = cscam
cuts = csent
return true
end
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return false
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end
function bennyfp( origin, angles, fov )
local ply = LocalPlayer()
if !IsValid( ply:GetActiveWeapon() ) then return origin, angles, fov end
local pos, ang = ply:CamSpot( TPSOverride )
return pos, ang, 90
end
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hook.Add( "CalcView", "Benny_CalcView", function( ply, pos, ang, fov )
if ConVarCL_Bool("cam_unlock") then return end
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if ply:NoclippingAndNotVaulting() then return end
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decide_active()
local camera = BENNY_ACTIVECAMERA
local view = {}
view.origin = pos
view.angles = ang
view.fov = 90
if false and camera then
view.origin = camera.Pos
view.angles = camera.Ang
view.fov = camera.FOV or 60
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if camera.Special then
view.origin, view.angles, view.fov = camera.Special( camera, ply )
end
end
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local wep = ply:BennyCheck()
if wep then -- and ply:GetActiveWeapon():GetAim() > 0 then
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--local cv = wep:bWepClass( true ) and wep:bWepClass( true ).Custom_CalcView or wep:bWepClass( false ) and wep:bWepClass( false ).Custom_CalcView
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local halt = false
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--if cv then
-- halt = cv( wep, view, view.origin, view.angles, view.fov )
--end
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if !halt then
view.drawviewer = true
view.origin, view.angles, view.fov = bennyfp( view.origin, view.angles, view.fov )
end
end
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local st = ConVarCL_String("cam_override")
if st != "" then
local st = string.Explode( " ", st )
view.origin.x = tonumber(st[1])
view.origin.y = tonumber(st[2])
view.origin.z = tonumber(st[3])
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view.angles.x = tonumber(st[4])
view.angles.y = tonumber(st[5])
view.angles.z = tonumber(st[6])
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view.fov = tonumber(st[7])
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end
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if globhit then
globhit:Set( view.origin )
globang:Set( view.angles )
end
view.fov = Convert( view.fov, (ScrH()/ScrW())/(3/4) )
return view
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end )
function Convert( fovDegrees, ratio )
local halfAngleRadians = fovDegrees * ( 0.5 * math.pi / 180 )
local t = math.tan( halfAngleRadians )
t = t * ratio
local retDegrees = ( 180 / math.pi ) * math.atan( t )
return retDegrees * 2
end
concommand.Add( "benny_dev_eyetrace", function( ply )
local tr = ply:GetEyeTrace()
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print( string.format("Vector( %i, %i, %i )", math.Round( tr.HitPos.x ), math.Round( tr.HitPos.y ), math.Round( tr.HitPos.z ) ) )
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print( tr.Entity )
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end)
if game.GetMap():Left( 13 ) == "bennysurvive_" then
local ourMat = Material( "color" )
hook.Add("PostDraw2DSkyBox", "ExampleHook", function()
local r, g, b = render.GetFogColor()
r=(r+1)/255
g=(g+1)/255
b=(b+1)/255
local v = Vector( r, g, b )
render.OverrideDepthEnable( true, false ) -- ignore Z to prevent drawing over 3D skybox
ourMat:SetVector( "$color", v )
render.SetMaterial( ourMat )
render.DrawScreenQuadEx( 0, 0, ScrW(), ScrH() )
render.OverrideDepthEnable( false, false )
end)
end