2024-03-07 20:34:16 -05:00
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---------------------
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-- Your Name is Benny
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---------------------
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2024-09-27 16:10:50 -04:00
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BENNY.AddConvar( "cam_f", -75 )
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BENNY.AddConvar( "cam_r", 12 )
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BENNY.AddConvar( "cam_u", 12 )
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BENNY.AddConvar( "cam_fov", 75 )
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2024-03-07 21:19:30 -05:00
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2024-09-27 16:10:50 -04:00
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BENNY.AddConvar( "cam_fp", 0 )
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BENNY.AddConvar( "cam_fp_fov", 75 )
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2024-09-21 14:13:17 -04:00
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local lastfp
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2024-03-07 22:34:29 -05:00
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local m = 3
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2024-03-07 21:19:30 -05:00
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local m2 = Vector( m, m, m )
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local m1 = m2:GetNegated()
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2024-04-06 09:30:09 -04:00
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TPSOverride = TPSOverride or Angle( 0, 0, 0 )
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2024-03-07 21:19:30 -05:00
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2024-04-06 09:30:09 -04:00
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function CamSpot( ang, pos )
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if !ang then ang = TPSOverride end
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if !pos then pos = LocalPlayer():EyePos() end
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local f, r, u = TPSOverride:Forward(), TPSOverride:Right(), TPSOverride:Up()
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2024-03-07 21:19:30 -05:00
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local tr = {
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start = pos,
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2024-09-27 16:10:50 -04:00
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endpos = pos + (f*c_cam_f:GetFloat()) + (r*c_cam_r:GetFloat()) + (u*c_cam_u:GetFloat()),
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2024-04-07 19:04:18 -04:00
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filter = LocalPlayer(), -- ply,
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2024-03-07 21:19:30 -05:00
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mins = m1,
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maxs = m2,
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}
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2024-09-27 16:10:50 -04:00
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if c_cam_fp:GetBool() then
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tr.endpos = LocalPlayer():EyePos()
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2024-09-21 14:13:17 -04:00
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end
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2024-03-07 21:19:30 -05:00
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tr = util.TraceHull(tr)
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2024-04-06 09:30:09 -04:00
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return tr.HitPos
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end
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2024-03-07 21:19:30 -05:00
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2024-09-21 23:44:54 -04:00
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function Convert( fovDegrees, ratio )
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local halfAngleRadians = fovDegrees * ( 0.5 * math.pi / 180 )
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local t = math.tan( halfAngleRadians )
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t = t * ratio
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local retDegrees = ( 180 / math.pi ) * math.atan( t )
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return retDegrees * 2
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end
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function QConvert( fovDegrees )
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return Convert( fovDegrees, (3/4)/(ScrH()/ScrW()) )
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end
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function GM:PreDrawViewModels()
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2024-09-27 16:10:50 -04:00
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local fp = c_cam_fp:GetBool()
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2024-09-21 23:44:54 -04:00
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if fp then
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2024-09-27 16:10:50 -04:00
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cam.Start3D( nil, nil, QConvert( c_cam_fp_fov:GetFloat() ) )
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2024-09-21 23:44:54 -04:00
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cam.IgnoreZ( true )
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local p = LocalPlayer()
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p.IWantDraw = true
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p:DrawModel()
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local w = p:HandlerCheck()
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if w:GetActiveR():IsValid() then
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w:GetActiveR():DrawModel()
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end
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p.IWantDraw = false
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cam.IgnoreZ( false )
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cam.End3D()
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end
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end
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function GM:PrePlayerDraw( ply, flags )
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2024-09-27 16:10:50 -04:00
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local fp = c_cam_fp:GetBool()
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2024-09-21 23:44:54 -04:00
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if fp and ply == LocalPlayer() and !ply.IWantDraw then
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return true
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end
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end
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2024-04-06 09:30:09 -04:00
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function GM:CalcView( ply, pos, ang, fov )
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2024-03-07 20:34:16 -05:00
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local view = {
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2024-04-06 09:30:09 -04:00
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origin = CamSpot(TPSOverride), -- pos includes the smoothstair offset which looks stupid here
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angles = TPSOverride,
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2024-09-27 16:10:50 -04:00
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fov = c_cam_fov:GetFloat(),
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2024-03-07 20:34:16 -05:00
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drawviewer = true
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}
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2024-03-07 21:19:30 -05:00
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2024-09-27 16:10:50 -04:00
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local fp = c_cam_fp:GetBool()
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2024-09-21 14:13:17 -04:00
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if fp then
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2024-09-06 22:53:01 -04:00
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ply:SetupBones()
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2024-09-27 16:10:50 -04:00
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local bm = ply:GetBoneMatrix(ply:LookupBone("DEF-spine.003"))
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2024-09-06 22:53:01 -04:00
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view.origin = bm:GetTranslation()
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2024-10-05 17:41:47 -04:00
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view.origin:Add( vector_up*8 )
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2024-09-06 22:53:01 -04:00
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2024-10-08 17:58:47 -04:00
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if ply:GetLayerSequence( BGESTURE_JUMP ) == ply:LookupSequence("dive_end_handgun") then
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local progress = ply:GetLayerCycle( BGESTURE_JUMP )
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2024-09-21 14:13:17 -04:00
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progress = math.TimeFraction( 0.15, 0.7, progress )
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progress = math.Clamp( progress, 0, 1 )
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progress = math.ease.OutCirc( progress )
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local Dir = ply:GetVelocity()
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Dir.z = 0
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Dir:Normalize()
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Dir:Rotate( Angle( 0, view.angles.y, 0 ) )
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Dir:Negate()
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local Addition = Angle( (progress*360), 0, 0 )
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local new = Angle( view.angles )
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new:Add( Addition )
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view.angles = new
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2024-09-06 22:53:01 -04:00
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end
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2024-09-21 14:13:17 -04:00
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local special = math.Remap( ang.p, 0, 79, 0, 1 )
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special = math.Clamp(special, 0, 1 )
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special = math.ease.InCubic( special )
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local special2 = math.Remap( ang.p, -79, 0, 0, 1 )
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special2 = math.Clamp(special2, 0, 1 )
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special2 = special2 * (1-special)
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view.origin:Sub(ang:Forward()*2)
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view.origin:Add(ang:Up()*4*special2)
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view.origin:Add(ang:Up()*4*special)
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end
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2024-09-06 22:53:01 -04:00
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2024-09-21 14:13:17 -04:00
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if lastfp == nil then lastfp = !fp end
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if lastfp and !fp then
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local bid = ply:LookupBone("DEF-spine.006")
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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local bid = ply:LookupBone("DEF-spine.005")
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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2024-10-05 17:41:47 -04:00
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--local bid = ply:LookupBone("Weapon")
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--ply:ManipulateBonePosition( bid, vector_origin )
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2024-09-21 14:13:17 -04:00
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lastfp = fp
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elseif !lastfp and fp then
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2024-09-06 22:53:01 -04:00
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local bid = ply:LookupBone("DEF-spine.006")
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ply:ManipulateBoneScale( bid, vector_origin )
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local bid = ply:LookupBone("DEF-spine.005")
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ply:ManipulateBoneScale( bid, vector_origin )
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2024-10-05 17:41:47 -04:00
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--local bid = ply:LookupBone("Weapon")
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--ply:ManipulateBonePosition( bid, Vector(-3, 1, 0) )
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2024-09-21 14:13:17 -04:00
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lastfp = fp
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2024-09-06 22:53:01 -04:00
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end
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2024-10-05 17:41:47 -04:00
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2024-03-07 20:34:16 -05:00
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return view
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2024-04-06 09:30:09 -04:00
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end
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2024-09-21 16:53:28 -04:00
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-- During a full update, bone manipulations will be reset to the server's value. Fix that
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gameevent.Listen( "OnRequestFullUpdate" )
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hook.Add( "OnRequestFullUpdate", "Benny_OnRequestFullUpdate_CameraFP", function( data )
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if CLIENT then
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local ply = LocalPlayer()
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if !ply:IsValid() then return end
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2024-09-27 16:10:50 -04:00
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local fp = c_cam_fp:GetBool()
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2024-09-21 16:53:28 -04:00
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if lastfp == nil then lastfp = !fp end
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timer.Simple( 0, function()
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if !fp then
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local bid = ply:LookupBone("DEF-spine.006")
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if !bid then return end
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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local bid = ply:LookupBone("DEF-spine.005")
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if !bid then return end
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ply:ManipulateBoneScale( bid, Vector(1, 1, 1) )
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lastfp = fp
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elseif fp then
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local bid = ply:LookupBone("DEF-spine.006")
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if !bid then return end
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ply:ManipulateBoneScale( bid, vector_origin )
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local bid = ply:LookupBone("DEF-spine.005")
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if !bid then return end
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ply:ManipulateBoneScale( bid, vector_origin )
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lastfp = fp
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end
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end)
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end
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end )
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2024-04-06 09:30:09 -04:00
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hook.Add( "InputMouseApply", "Benny_InputMouseApply", function( cmd, x, y, ang )
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local p = LocalPlayer()
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local w = p:HandlerCheck()
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if w then--and (y!=0 or x!=0) then
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if x != 0 then
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TPSOverride.y = TPSOverride.y + (-x*0.022)
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end
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if y != 0 then
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TPSOverride.p = math.Clamp( TPSOverride.p + (y*0.022), -80, 80 )
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end
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return true
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end
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end)
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hook.Add("CreateMove", "Benny_CreateMove_Camera", function( cmd )
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local p = LocalPlayer()
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if p:GetMoveType() == MOVETYPE_NOCLIP then
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cmd:SetViewAngles( TPSOverride )
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else
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local tr_forward = util.TraceLine( {
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start = CamSpot(TPSOverride),
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endpos = CamSpot(TPSOverride)+(TPSOverride:Forward()*(2^16)),
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filter = p,
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mask = MASK_SHOT,
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} )
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local planner = (tr_forward.HitPos-p:EyePos()):Angle()
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planner:Normalize()
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cmd:SetViewAngles( planner )
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local moveintent = Vector( cmd:GetForwardMove(), cmd:GetSideMove(), 0 )
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local fixang = Angle()
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fixang.y = cmd:GetViewAngles().y - TPSOverride.y
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moveintent:Rotate( fixang )
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cmd:SetForwardMove( moveintent.x )
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cmd:SetSideMove( moveintent.y )
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end
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end)
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