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; weaponmove() : k_rot(0), kick(0), anim(0) { pos.x = pos.y = pos.z = 0.0f; } void calcmove(vec base, int basetime) { kick = k_rot = 0.0f; pos = player1->o; anim = ANIM_GUN_IDLE; if(!nosway) { float k = pow(0.7f, (lastmillis-lastsway)/10.0f); swaydir.mul(k); vec dv(player1->vel); dv.mul((1-k)/max(player1->vel.magnitude(), player1->maxspeed)); dv.x *= 1.5f; dv.y *= 1.5f; dv.z *= 0.4f; swaydir.add(dv); pos.add(swaydir); } if(player1->onfloor || player1->onladder || player1->inwater) swaymillis += lastmillis-lastsway; lastsway = lastmillis; if(player1->weaponchanging) { anim = ANIM_GUN_RELOAD; float progress = max(0.0f, min(1.0f, (lastmillis - player1->weaponchanging)/(float) weapon::weaponchangetime)); k_rot = -(sinf((float)(progress*2*90.0f)*PI/180.0f)*90); } else if(player1->weaponsel->reloading) { anim = ANIM_GUN_RELOAD; float progress = max(0.0f, min(1.0f, (lastmillis - player1->weaponsel->reloading)/(float)player1->weaponsel->info.reloadtime)); k_rot = -(sinf((float)(progress*2*90.0f)*PI/180.0f)*90); } else { int timediff = lastmillis-basetime, animtime = min(player1->weaponsel->gunwait, (int)player1->weaponsel->info.attackdelay); vec sway = base; float progress = 0.0f; float k_back = 0.0f; if(player1->weaponsel==player1->lastattackweapon) { 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)); if(player1->crouching) kick *= 0.75f; if(player1->lastaction) anim = player1->weaponsel->modelanim(); } if(player1->weaponsel->info.mdl_kick_rot || player1->weaponsel->info.mdl_kick_back) { k_rot = player1->weaponsel->info.mdl_kick_rot*kick; k_back = player1->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(player1->vel.x*player1->vel.x + player1->vel.y*player1->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; if(player1->crouching) sway.mul(0.75f); } pos.x -= base.x*k_back+sway.x; pos.y -= base.y*k_back+sway.y; pos.z -= base.z*k_back+sway.z; } } }; vec weaponmove::swaydir(0, 0, 0); int weaponmove::lastsway = 0, weaponmove::swaymillis = 0; void preload_hudguns() { loopi(NUMGUNS) { s_sprintfd(path)("weapons/%s", guns[i].modelname); loadmodel(path); } }