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subtle recoil changes
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@ -205,7 +205,7 @@ function SWEP:DoRTScope(model, atttbl, active)
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if self:ShouldDoScope() then
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self.RenderingRTScope = true
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local sight = self:GetSight()
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sightzang = sight.Ang.z
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sightzang = sight.Ang.z - self.SubtleVisualRecoilAng.z -- less shaky with negation of subtle recoil
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local sightpos = sight.ShadowPos or (sight.OriginalSightTable or {}).Pos or sight.Pos or Vector(0, 0, 0)
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sightpos = sightpos * ((sight.slottbl or {}).Scale or 1)
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@ -301,7 +301,7 @@ function SWEP:DoRTScope(model, atttbl, active)
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surface.SetDrawColor(color)
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surface.SetMaterial(reticle)
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-- surface.DrawTexturedRect(rtr_x, rtr_y, size, size)
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surface.DrawTexturedRectRotated(size / 2 + rtr_x, size / 2 + rtr_y, size, size, -self.ViewModelAng.z + sightzang)
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surface.DrawTexturedRectRotated(size / 2 + rtr_x, size / 2 + rtr_y, size, size, -self.LastViewModelAng.z + sightzang)
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end
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if atttbl.RTScopeDrawFunc then
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@ -345,8 +345,7 @@ function SWEP:DoRTScope(model, atttbl, active)
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if sd > 0.5 then render.SetToneMappingScaleLinear(vec1) end
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rtsurf:SetTexture("$basetexture", rtmat)
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rtsurf:SetFloat("$rot", ((atttbl.RTScopeShadowIntensity or 0) > 1 or atttbl.RTCollimator) and self.ViewModelAng.z - sightzang or 0)
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rtsurf:SetFloat("$rot", ((atttbl.RTScopeShadowIntensity or 0) > 1 or atttbl.RTCollimator) and self.LastViewModelAng.z - sightzang or 0)
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-- rtsurf:SetMatrix("$basetexturetransform", Matrix({{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}}))
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-- model:SetSubMaterial()
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@ -358,11 +358,12 @@ function SWEP:DoSubtleVisualRecoil(mult) -- cl only
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-- mult = mult * self:GetProcessedValue("Recoil", true)
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mult = self.SubtleVisualRecoil * 0.75
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if !self:GetInSights() then mult = mult * 2 end
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local upp = randuptable[math.random(#randuptable)]
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if !self:GetInSights() then mult = mult * (self.SubtleVisualRecoilHipFire or 2) end
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local funnynumber = 1.3 - math.min(self:GetRecoilAmount(), 4.5) / 4.5
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self.SubtleVisualRecoilPos = self.SubtleVisualRecoilPos + Vector(math.Rand(-0.05, 0.03), -1.0, math.Rand(-0.06, 0.03)) * mult
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self.SubtleVisualRecoilAng = self.SubtleVisualRecoilAng + Vector(randuptable[math.random(#randuptable)], 0, (self.SubtleVisualRecoilDirection or 0) * funnynumber + randdirectstable[math.random(#randdirectstable)]) * mult
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self.SubtleVisualRecoilAng = self.SubtleVisualRecoilAng + Vector(upp, 0, (self.SubtleVisualRecoilDirection or 0) * funnynumber + randdirectstable[math.random(#randdirectstable)]) * mult
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end
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function SWEP:DoVisualRecoil()
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@ -388,13 +389,9 @@ function SWEP:DoVisualRecoil()
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up, side, roll, punch = self.VisualRecoilDoingFunc(up, side, roll, punch, self:GetRecoilAmount(), self)
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end
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local fake = 0
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local fake = self:GetProcessedValue("VisualRecoilPositionBump", true) or 1.5
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fake = self:GetProcessedValue("VisualRecoilPositionBump", true) or 1.5
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local isRTscoped = CLIENT and self:GetSight() and self:GetSight().atttbl and self:GetSight().atttbl.RTScope -- horible
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local bumpup = (isRTscoped and self:GetProcessedValue("VisualRecoilPositionBumpUpRTScope", true) or self:GetProcessedValue("VisualRecoilPositionBumpUp", true)) or 0.08
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local bumpup = (self:IsUsingRTScope() and self.VisualRecoilPositionBumpUpRTScope or self:GetProcessedValue("VisualRecoilPositionBumpUp")) or 0.08
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fake = Lerp(self:GetSightDelta(), fake, 1)
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