Shared shoulder cam offset, better movement

This commit is contained in:
Fesiug 2023-10-22 00:38:30 -04:00
parent cbeade3204
commit 447bb603c1
3 changed files with 55 additions and 28 deletions

View File

@ -269,17 +269,7 @@ function bennyfp( origin, angles, fov )
local ply = LocalPlayer()
if !IsValid( ply:GetActiveWeapon() ) then return origin, angles, fov end
local pos, ang = Vector(), Angle()
pos:Set( ply:GetPos() )
pos.z = pos.z + 64
ang:Set( TPSOverride )
pos:Add( 16 * ang:Right() )
pos:Add( -32 * ang:Forward() )
pos:Add( 0 * ang:Up() )
pos:Add( 16 * ang:Up() * (ang.p/90) )
local pos, ang = ply:CamSpot( TPSOverride )
return pos, ang, 90
end

View File

@ -1,6 +1,35 @@
local PT = FindMetaTable( "Player" )
function PT:CamSpot( ang )
local w = self:GetActiveWeapon()
if !IsValid( w ) then w = false end
local aim = w and w:GetAim() or 0
aim = w:GetUserAim() and math.ease.OutCubic( aim ) or math.ease.InCubic( aim )
local pos = self:GetPos()
local perc = math.TimeFraction( self:GetViewOffset().z, self:GetViewOffsetDucked().z, self:GetCurrentViewOffset().z )
pos.z = pos.z + Lerp( perc, 64, 52 )
pos:Add( Lerp( aim, 16, 16 ) * ang:Right() )
pos:Add( Lerp( aim, -64, -32 ) * ang:Forward() )
pos:Add( 0 * ang:Up() )
pos:Add( Lerp( aim, 16, 16 ) * ang:Up() * (ang.p/90) )
local tr = util.TraceHull( {
start = self:GetPos() + Vector( 0, 0, Lerp( perc, 64, 52 ) ),
endpos = pos,
mins = -Vector( 4, 4, 4 ),
maxs = Vector( 4, 4, 4 ),
filter = self
})
return tr.HitPos, ang, 90
end
function PT:INV_Get()
if !self.INV then
print( "Inventory created")

View File

@ -4,7 +4,8 @@
local wa, wb = 0, 0
local blop = Angle()
TPSOverride = Angle()
local lastmoveangle = 0
TPSOverride = TPSOverride or Angle()
hook.Add( "CreateMove", "CamFuck", function( cmd )
if false and BENNY_ACTIVECAMERA and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then
local x, y = cmd:GetForwardMove(), cmd:GetSideMove()
@ -54,36 +55,43 @@ hook.Add( "CreateMove", "CamFuck", function( cmd )
if true and LocalPlayer():GetMoveType() != MOVETYPE_NOCLIP then -- FPS cam
local p = LocalPlayer()
local w = p:GetActiveWeapon()
if !IsValid(w) then w = false end
local aimed = w and w:GetUserAim()
local opos, ang = p:EyePos(), TPSOverride
local opos, ang = p:CamSpot( TPSOverride )
ang:Add( Angle( cmd:GetMouseY()*0.022, -cmd:GetMouseX()*0.022, 0 ) )
ang:Normalize()
-- PROTO: These and the values in CalcView should use a common function
-- to get their position, and to allow easy shoulder switching or overhead.
opos:Add( 16 * ang:Right() )
opos:Add( -32 * ang:Forward() )
opos:Add( 0 * ang:Up() )
opos:Add( 16 * ang:Up() * (ang.p/90) )
local tr = util.TraceLine( {
start = opos,
endpos = opos+(ang:Forward()*(2^16)),
filter = p,
mask = MASK_SOLID,
} )
if aimed then
local tr = util.TraceLine( {
start = opos,
endpos = opos+(ang:Forward()*(2^16)),
filter = p,
mask = MASK_SOLID,
} )
local planner = (tr.HitPos-p:EyePos()):Angle()
planner:Normalize()
local planner = (tr.HitPos-p:EyePos()):Angle()
planner:Normalize()
cmd:SetViewAngles( planner )
lastmoveangle = planner.y
end
local moveintent = Vector( cmd:GetForwardMove(), cmd:GetSideMove(), 0 )
if !aimed then
if !moveintent:IsEqualTol( vector_origin, 1 ) then
lastmoveangle = ang.y - moveintent:Angle().y
end
cmd:SetViewAngles( Angle( ang.p, lastmoveangle, 0 ))
end
local fixang = Angle()
fixang.y = cmd:GetViewAngles().y - ang.y
moveintent:Rotate( fixang )
cmd:SetViewAngles( planner )
cmd:ClearMovement()
cmd:SetForwardMove( moveintent.x )