Benny/gamemodes/benny/gamemode/camera.lua

123 lines
3.5 KiB
Lua

---------------------
-- Your Name is Benny
---------------------
local cam_f = CreateConVar( "b-cam_f", -75 )
local cam_r = CreateConVar( "b-cam_r", 12 )
local cam_u = CreateConVar( "b-cam_u", 12 )
local cam_fov = CreateConVar( "b-cam_fov", 75 )
local m = 3
local m2 = Vector( m, m, m )
local m1 = m2:GetNegated()
TPSOverride = TPSOverride or Angle( 0, 0, 0 )
function CamSpot( ang, pos )
if !ang then ang = TPSOverride end
if !pos then pos = LocalPlayer():EyePos() end
local f, r, u = TPSOverride:Forward(), TPSOverride:Right(), TPSOverride:Up()
local tr = {
start = pos,
endpos = pos + (f*cam_f:GetFloat()) + (r*cam_r:GetFloat()) + (u*cam_u:GetFloat()),
filter = LocalPlayer(), -- ply,
mins = m1,
maxs = m2,
}
tr = util.TraceHull(tr)
return tr.HitPos
end
function GM:CalcView( ply, pos, ang, fov )
local view = {
origin = CamSpot(TPSOverride), -- pos includes the smoothstair offset which looks stupid here
angles = TPSOverride,
fov = cam_fov:GetFloat(),
drawviewer = true
}
if false then
ply:SetupBones()
local bm = ply:GetBoneMatrix(ply:LookupBone("DEF-spine.006"))
view.origin = bm:GetTranslation()
if ply:GetLayerSequence( GESTURE_SLOT_JUMP ) == ply:LookupSequence("dive_end_handgun") and ply:GetLayerCycle( GESTURE_SLOT_JUMP )<0.8 then
local angles = ply:GetBoneMatrix(ply:LookupBone("DEF-spine.004")):GetAngles()
angles.y = ang.y
local magic = math.Remap( ply:GetLayerCycle( GESTURE_SLOT_JUMP ), 0.6, 0.8, 0, 1 )
magic = math.Clamp( magic, 0, 1 )
angles.p = Lerp( magic, angles.r-90, ang.p )
angles.r = 0
view.angles = angles
else
local special = math.Remap( ang.p, 0, 79, 0, 1 )
special = math.Clamp(special, 0, 1 )
special = math.ease.InCubic( special )
local special2 = math.Remap( ang.p, -79, 0, 0, 1 )
special2 = math.Clamp(special2, 0, 1 )
special2 = special2 * (1-special)
view.origin:Sub(ang:Forward()*2)
view.origin:Add(ang:Up()*4*special2)
view.origin:Add(ang:Up()*4*special)
end
local bid = ply:LookupBone("DEF-spine.006")
ply:ManipulateBoneScale( bid, vector_origin )
local bid = ply:LookupBone("DEF-spine.005")
ply:ManipulateBoneScale( bid, vector_origin )
--local bm = ply:GetBoneMatrix(bid)
--bm:Scale(Vector(0, 0, 0))
--ply:SetBoneMatrix(bid, bm)
--local bid = ply:LookupBone("DEF-spine.005")
--local bm = ply:GetBoneMatrix(bid)
--bm:Scale(Vector(0, 0, 0))
--ply:SetBoneMatrix(bid, bm)
end
return view
end
hook.Add( "InputMouseApply", "Benny_InputMouseApply", function( cmd, x, y, ang )
local p = LocalPlayer()
local w = p:HandlerCheck()
if w then--and (y!=0 or x!=0) then
if x != 0 then
TPSOverride.y = TPSOverride.y + (-x*0.022)
end
if y != 0 then
TPSOverride.p = math.Clamp( TPSOverride.p + (y*0.022), -80, 80 )
end
return true
end
end)
hook.Add("CreateMove", "Benny_CreateMove_Camera", function( cmd )
local p = LocalPlayer()
if p:GetMoveType() == MOVETYPE_NOCLIP then
cmd:SetViewAngles( TPSOverride )
else
local tr_forward = util.TraceLine( {
start = CamSpot(TPSOverride),
endpos = CamSpot(TPSOverride)+(TPSOverride:Forward()*(2^16)),
filter = p,
mask = MASK_SHOT,
} )
local planner = (tr_forward.HitPos-p:EyePos()):Angle()
planner:Normalize()
cmd:SetViewAngles( planner )
local moveintent = Vector( cmd:GetForwardMove(), cmd:GetSideMove(), 0 )
local fixang = Angle()
fixang.y = cmd:GetViewAngles().y - TPSOverride.y
moveintent:Rotate( fixang )
cmd:SetForwardMove( moveintent.x )
cmd:SetSideMove( moveintent.y )
end
end)