include("shared.lua") include("animations.lua") SWEP.DrawAmmo = true SWEP.DrawCrosshair = false SWEP.ViewModelFOV = 60 SWEP.ViewModelFlip = true SWEP.BobScale = 1 SWEP.SwayScale = 1 SWEP.Slot = 0 SWEP.IronsightsMultiplier = 0.6 SWEP.HUD3DScale = 0.01 SWEP.HUD3DBone = "base" SWEP.HUD3DAng = Angle(180, 0, 0) function SWEP:Deploy() return true end function SWEP:TranslateFOV(fov) return GAMEMODE.FOVLerp * fov end function SWEP:AdjustMouseSensitivity() if self:GetIronsights() then return GAMEMODE.FOVLerp end 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 if not self.HUD3DPos or GAMEMODE.WeaponHUDMode == 1 then return end local pos, ang = self:GetHUD3DPos(vm) if pos then self:Draw3DHUD(vm, pos, ang) end end function SWEP:GetHUD3DPos(vm) local bone = vm:LookupBone(self.HUD3DBone) if not bone then return end local m = vm:GetBoneMatrix(bone) if not m then return end local pos, ang = m:GetTranslation(), m:GetAngles() if self.ViewModelFlip then ang.r = -ang.r end local offset = self.HUD3DPos local aoffset = self.HUD3DAng pos = pos + ang:Forward() * offset.x + ang:Right() * offset.y + ang:Up() * offset.z if aoffset.yaw ~= 0 then ang:RotateAroundAxis(ang:Up(), aoffset.yaw) end if aoffset.pitch ~= 0 then ang:RotateAroundAxis(ang:Right(), aoffset.pitch) end if aoffset.roll ~= 0 then ang:RotateAroundAxis(ang:Forward(), aoffset.roll) end return pos, ang end local colBG = Color(16, 16, 16, 90) local colRed = Color(220, 0, 0, 230) local colYellow = Color(220, 220, 0, 230) local colWhite = Color(220, 220, 220, 230) local colAmmo = Color(255, 255, 255, 230) local function GetAmmoColor(clip, maxclip) if clip == 0 then colAmmo.r = 255 colAmmo.g = 0 colAmmo.b = 0 else local sat = clip / maxclip colAmmo.r = 255 colAmmo.g = sat ^ 0.3 * 255 colAmmo.b = sat * 255 end end function SWEP:Draw3DHUD(vm, pos, ang) local wid, hei = 180, 200 local x, y = wid * -0.6, hei * -0.5 local clip = self:Clip1() local spare = self.Owner:GetAmmoCount(self:GetPrimaryAmmoType()) local maxclip = self.Primary.ClipSize if self.RequiredClip ~= 1 then clip = math.floor(clip / self.RequiredClip) spare = math.floor(spare / self.RequiredClip) maxclip = math.ceil(maxclip / self.RequiredClip) end cam.Start3D2D(pos, ang, self.HUD3DScale / 2) draw.RoundedBoxEx(32, x, y, wid, hei, colBG, true, false, true, false) local displayspare = maxclip > 0 and self.Primary.DefaultClip ~= 99999 if displayspare then draw.SimpleTextBlurry(spare, spare >= 1000 and "ZS3D2DFontSmall" or "ZS3D2DFont", x + wid * 0.5, y + hei * 0.75, spare == 0 and colRed or spare <= maxclip and colYellow or colWhite, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) end GetAmmoColor(clip, maxclip) draw.SimpleTextBlurry(clip, clip >= 100 and "ZS3D2DFont" or "ZS3D2DFontBig", x + wid * 0.5, y + hei * (displayspare and 0.3 or 0.5), colAmmo, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) cam.End3D2D() end function SWEP:Draw2DHUD() local screenscale = BetterScreenScale() local wid, hei = 180 * screenscale, 64 * screenscale local x, y = ScrW() - wid - screenscale * 128, ScrH() - hei - screenscale * 72 local clip = self:Clip1() local spare = self.Owner:GetAmmoCount(self:GetPrimaryAmmoType()) local maxclip = self.Primary.ClipSize if self.RequiredClip ~= 1 then clip = math.floor(clip / self.RequiredClip) spare = math.floor(spare / self.RequiredClip) maxclip = math.ceil(maxclip / self.RequiredClip) end draw.RoundedBox(16, x, y, wid, hei, colBG) local displayspare = maxclip > 0 and self.Primary.DefaultClip ~= 99999 if displayspare then draw.SimpleTextBlurry(spare, spare >= 1000 and "ZSHUDFontSmall" or "ZSHUDFont", x + wid * 0.75, y + hei * 0.5, spare == 0 and colRed or spare <= maxclip and colYellow or colWhite, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) end GetAmmoColor(clip, maxclip) draw.SimpleTextBlurry(clip, clip >= 100 and "ZSHUDFont" or "ZSHUDFontBig", x + wid * (displayspare and 0.25 or 0.5), y + hei * 0.5, colAmmo, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) end function SWEP:Think() if self:GetIronsights() and not self.Owner:KeyDown(IN_ATTACK2) then self:SetIronsights(false) end end function SWEP:GetIronsightsDeltaMultiplier() local bIron = self:GetIronsights() local fIronTime = self.fIronTime or 0 if not bIron and fIronTime < CurTime() - 0.25 then return 0 end local Mul = 1 if fIronTime > CurTime() - 0.25 then Mul = math.Clamp((CurTime() - fIronTime) * 4, 0, 1) if not bIron then Mul = 1 - Mul end end return Mul end local ghostlerp = 0 function SWEP:CalcViewModelView(vm, oldpos, oldang, pos, ang) local bIron = self:GetIronsights() if bIron ~= self.bLastIron then self.bLastIron = bIron self.fIronTime = CurTime() if bIron then self.SwayScale = 0.3 self.BobScale = 0.1 else self.SwayScale = 2.0 self.BobScale = 1.5 end end local Mul = math.Clamp((CurTime() - (self.fIronTime or 0)) * 4, 0, 1) if not bIron then Mul = 1 - Mul end if Mul > 0 then local Offset = self.IronSightsPos if self.IronSightsAng then ang = Angle(ang.p, ang.y, ang.r) ang:RotateAroundAxis(ang:Right(), self.IronSightsAng.x * Mul) ang:RotateAroundAxis(ang:Up(), self.IronSightsAng.y * Mul) ang:RotateAroundAxis(ang:Forward(), self.IronSightsAng.z * Mul) end pos = pos + Offset.x * Mul * ang:Right() + Offset.y * Mul * ang:Forward() + Offset.z * Mul * ang:Up() 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 function SWEP:DrawWeaponSelection(...) return self:BaseDrawWeaponSelection(...) end function SWEP:DrawHUD() self:DrawCrosshair() if GAMEMODE.WeaponHUDMode >= 1 then self:Draw2DHUD() end end local OverrideIronSights = {} function SWEP:CheckCustomIronSights() local class = self:GetClass() if OverrideIronSights[class] then if type(OverrideIronSights[class]) == "table" then self.IronSightsPos = OverrideIronSights[class].Pos self.IronSightsAng = OverrideIronSights[class].Ang end return end local filename = "ironsights/"..class..".txt" if file.Exists(filename, "MOD") then local pos = Vector(0, 0, 0) local ang = Vector(0, 0, 0) local tab = string.Explode(" ", file.Read(filename, "MOD")) pos.x = tonumber(tab[1]) or 0 pos.y = tonumber(tab[2]) or 0 pos.z = tonumber(tab[3]) or 0 ang.x = tonumber(tab[4]) or 0 ang.y = tonumber(tab[5]) or 0 ang.z = tonumber(tab[6]) or 0 OverrideIronSights[class] = {Pos = pos, Ang = ang} self.IronSightsPos = pos self.IronSightsAng = ang else OverrideIronSights[class] = true end end function SWEP:OnRemove() self:Anim_OnRemove() end function SWEP:ViewModelDrawn() self:Anim_ViewModelDrawn() end function SWEP:DrawWorldModel() local owner = self:GetOwner() if owner:IsValid() and owner.ShadowMan then return end self:Anim_DrawWorldModel() end