include("shared.lua") include("animations.lua") SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.ViewModelFOV = 60 SWEP.Slot = 0 SWEP.SlotPos = 0 function SWEP:TranslateFOV(fov) return GAMEMODE.FOVLerp * fov end function SWEP:DrawWeaponSelection(...) return self:BaseDrawWeaponSelection(...) end function SWEP:DrawHUD() if GetConVarNumber("crosshair") ~= 1 then return end self:DrawCrosshairDot() end function SWEP:OnRemove() self:Anim_OnRemove() end function SWEP:ViewModelDrawn() self:Anim_ViewModelDrawn() end function SWEP:PreDrawViewModel(vm) if self.ShowViewModel == false then render.SetBlend(0) end end function SWEP:PostDrawViewModel(vm) if self.ShowViewModel == false then render.SetBlend(1) end end function SWEP:DrawWorldModel() local owner = self:GetOwner() if owner:IsValid() and owner.ShadowMan then return end self:Anim_DrawWorldModel() end local ghostlerp = 0 function SWEP:GetViewModelPosition(pos, ang) if self:IsSwinging() then local rot = self.SwingRotation local offset = self.SwingOffset ang = Angle(ang.pitch, ang.yaw, ang.roll) -- Copy local swingend = self:GetSwingEnd() local delta = self.SwingTime - math.Clamp(swingend - CurTime(), 0, self.SwingTime) local power = CosineInterpolation(0, 1, delta / self.SwingTime) if power >= 0.9 then power = (1 - power) ^ 0.4 * 2 end pos = pos + offset.x * power * ang:Right() + offset.y * power * ang:Forward() + offset.z * power * ang:Up() ang:RotateAroundAxis(ang:Right(), rot.pitch * power) ang:RotateAroundAxis(ang:Up(), rot.yaw * power) ang:RotateAroundAxis(ang:Forward(), rot.roll * power) end if self.Owner:GetBarricadeGhosting() then ghostlerp = math.min(1, ghostlerp + FrameTime() * 4) elseif ghostlerp > 0 then ghostlerp = math.max(0, ghostlerp - FrameTime() * 5) end if ghostlerp > 0 then pos = pos + 3.5 * ghostlerp * ang:Up() ang:RotateAroundAxis(ang:Right(), -30 * ghostlerp) end return pos, ang end