Files
assaultcube-/source/src/hudgun.h
T
Lee Salzman eb33e3e105 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1526 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-12-30 00:38:47 +00:00

118 lines
3.8 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;
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);
}
}