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