VARP(nosway, 0, 0, 1);
VARP(swayspeeddiv, 1, 105, 1000);
VARP(swaymovediv, 1, 200, 1000);
VARP(swayupspeeddiv, 1, 105, 1000);
VARP(swayupmovediv, 1, 200, 1000);
struct weaponmove
{
static vec swaydir;
static int swaymillis, lastsway;
float k_rot, kick;
vec pos;
int anim, basetime;
weaponmove() : k_rot(0), kick(0), anim(0), basetime(0) { pos.x = pos.y = pos.z = 0.0f; }
void calcmove(vec aimdir, int lastaction, playerent *p)
{
kick = k_rot = 0.0f;
pos = p->o;
if(!nosway)
{
float k = pow(0.7f, (lastmillis-lastsway)/10.0f);
swaydir.mul(k);
vec dv(p->vel);
dv.mul((1-k)/max(p->vel.magnitude(), p->maxspeed));
dv.x *= 1.5f;
dv.y *= 1.5f;
dv.z *= 0.4f;
swaydir.add(dv);
}
if(p->onfloor || p->onladder || p->inwater) swaymillis += lastmillis-lastsway;
lastsway = lastmillis;
if(p->weaponchanging)
{
//anim = ANIM_GUN_RELOAD;
anim = ANIM_GUN_IDLE;
basetime = p->weaponchanging;
float progress = clamp((lastmillis - p->weaponchanging) / (float)SWITCHTIME(p->perk1 == PERK_TIME), 0.0f, 1.0f);
k_rot = -90*sinf(progress*M_PI);
}
else if(p->weaponsel->reloading)
{
anim = ANIM_GUN_RELOAD;
basetime = p->weaponsel->reloading;
float reloadtime = (float)p->weaponsel->info.reloadtime,
progress = clamp((lastmillis - p->weaponsel->reloading)/reloadtime, 0.0f, clamp(1.0f - (p->lastaction + p->weaponsel->gunwait - lastmillis)/reloadtime, 0.5f, 1.0f));
// only use the cheap "aim down" hack for akimbo
if (p->weaponsel->type == GUN_AKIMBO)
{
progress -= .4f;
if (progress > 0)
{
progress /= .6f;
k_rot = -90 * sinf(progress*M_PI);
}
}
}
else
{
anim = ANIM_GUN_IDLE;
basetime = lastaction;
int timediff = lastmillis-lastaction,
animtime = min(p->weaponsel->gunwait, (int)p->weaponsel->info.attackdelay);
vec sway = aimdir;
float progress = 0.0f;
float k_back = 0.0f;
if (p->weaponsel == p->lastattackweapon || p->weaponsel->type == GUN_RPG || p->weaponsel->type == GUN_HEAL)
{
progress = max(0.0f, min(1.0f, timediff/(float)animtime));
// f(x) = -sin(x-1.5)^3
kick = -sinf(pow((1.5f*progress)-1.5f,3));
kick *= p->eyeheight / p->maxeyeheight;
if (p->weaponsel->type == GUN_HEAL)
basetime = lastmillis - (int)(p->zoomed * 1000.f);
else if (p->lastaction || p->weaponsel->type == GUN_RPG)
anim = p->weaponsel->modelanim();
}
if(p->weaponsel->info.mdl_kick_rot || p->weaponsel->info.mdl_kick_back)
{
k_rot = p->weaponsel->info.mdl_kick_rot*kick;
k_back = p->weaponsel->info.mdl_kick_back*kick/10;
}
if(nosway) sway.x = sway.y = sway.z = 0;
else
{
float swayspeed = sinf((float)swaymillis/swayspeeddiv)/(swaymovediv/10.0f);
float swayupspeed = cosf((float)swaymillis/swayupspeeddiv)/(swayupmovediv/10.0f);
float plspeed = min(1.0f, sqrtf(p->vel.x*p->vel.x + p->vel.y*p->vel.y));
swayspeed *= plspeed/2;
swayupspeed *= plspeed/2;
swap(sway.x, sway.y);
sway.y = -sway.y;
swayupspeed = fabs(swayupspeed); // sway a semicirle only
sway.z = 1.0f;
sway.x *= swayspeed;
sway.y *= swayspeed;
sway.z *= swayupspeed;
sway.mul(p->eyeheight / p->maxeyeheight);
if (ads_gun(p->weaponsel->type))
{
const float zoom_eased = sqrtf(p->zoomed);
k_rot *= 1 - zoom_eased / 2.f;
k_back *= 1 - zoom_eased / 1.1f;
sway.mul(1 - zoom_eased / 1.2f);
swaydir.mul(1 - zoom_eased / 1.3f);
}
}
pos.add(swaydir);
pos.x -= aimdir.x*k_back+sway.x;
pos.y -= aimdir.y*k_back+sway.y;
pos.z -= aimdir.z*k_back+sway.z;
}
}
};
vec weaponmove::swaydir(0, 0, 0);
int weaponmove::lastsway = 0, weaponmove::swaymillis = 0;
void preload_hudguns()
{
loopi(NUMGUNS)
{
defformatstring(widn)("modmdlweap%d", i);
defformatstring(path)("weapons/%s", identexists(widn)?getalias(widn):guns[i].modelname);
loadmodel(path);
}
loadmodel(identexists("modmdlweapshell1") ? getalias("modmdlweapshell1") : "shells/pistol");
loadmodel(identexists("modmdlweapshell2") ? getalias("modmdlweapshell2") : "shells/rifle");
loadmodel(identexists("modmdlweapshell3") ? getalias("modmdlweapshell3") : "shells/shotgun");
loadmodel(identexists("modmdlweapshell4") ? getalias("modmdlweapshell4") : "shells/sniper");
}
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Hudgun.h
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