git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3668 e016b1c5-ed68-44aa-a2f7-31cac88cffde
123 lines
4.1 KiB
C
123 lines
4.1 KiB
C
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, basetime;
|
|
|
|
weaponmove() : k_rot(0), kick(0), anim(0), basetime(0) { pos.x = pos.y = pos.z = 0.0f; }
|
|
|
|
void calcmove(vec aimdir, int lastaction)
|
|
{
|
|
kick = k_rot = 0.0f;
|
|
pos = player1->o;
|
|
|
|
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;
|
|
basetime = player1->weaponchanging;
|
|
float progress = clamp((lastmillis - player1->weaponchanging)/(float)weapon::weaponchangetime, 0.0f, 1.0f);
|
|
k_rot = -90*sinf(progress*M_PI);
|
|
}
|
|
else if(player1->weaponsel->reloading)
|
|
{
|
|
anim = ANIM_GUN_RELOAD;
|
|
basetime = player1->weaponsel->reloading;
|
|
float reloadtime = (float)player1->weaponsel->info.reloadtime,
|
|
progress = clamp((lastmillis - player1->weaponsel->reloading)/reloadtime, 0.0f, clamp(1.0f - (player1->lastaction + player1->weaponsel->gunwait - lastmillis)/reloadtime, 0.5f, 1.0f));
|
|
k_rot = -90*sinf(progress*M_PI);
|
|
}
|
|
else
|
|
{
|
|
anim = ANIM_GUN_IDLE;
|
|
basetime = lastaction;
|
|
|
|
int timediff = lastmillis-lastaction,
|
|
animtime = min(player1->weaponsel->gunwait, (int)player1->weaponsel->info.attackdelay);
|
|
vec sway = aimdir;
|
|
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 -= aimdir.x*k_back+sway.x;
|
|
pos.y -= aimdir.y*k_back+sway.y;
|
|
pos.z -= aimdir.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);
|
|
}
|
|
}
|
|
|