349 lines
9.9 KiB
Plaintext
349 lines
9.9 KiB
Plaintext
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-- Rip of the enhanced recoil effects with wildcarding support and ammo support
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-- get_config = ballistics_mcm.get_config
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-- print_dbg = ballistics_mcm.print_dbg
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local ini_eff = ini_file("plugins\\recoil\\importer.ltx")
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-- track and upgrade recoil
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local wpn_data = {
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id = 0,
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recoil = 1,
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mult_table = {0, 0, 0, 0, 0, 0}
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}
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function actor_on_weapon_before_fire(flags)
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local current_wpn = db.actor:active_item()
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if not current_wpn or not (IsWeapon(current_wpn) and not IsItem("fake_ammo_wpn",sec)) then
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wpn_data = {
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id = 0,
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recoil = 1,
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mult_table = {0, 0, 0, 0, 0, 0}
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}
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return
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end
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-- cache recoil (determined by cam_step_angle_horz)
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local id = current_wpn:id()
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if wpn_data.id == id then return end
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local sec = current_wpn:section()
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local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec
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local base_recoil = SYS_GetParam(2, sec, "cam_step_angle_horz")
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local recoil_mod = 0
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local upgrades = utils_item.get_upgrades_installed(current_wpn)
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for _, upgrade in pairs(upgrades) do
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local section = ini_sys:r_string_ex(upgrade, "section")
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local recoil = ini_sys:r_string_ex(section,"cam_step_angle_horz")
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if recoil then
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local op = string.sub(recoil, 1, 1)
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local val = tonumber(string.sub(recoil, 2))
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recoil_mod = op == "+" and recoil_mod + val or recoil_mod - val
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end
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end
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-- current_wpn:cast_Weapon():GetCurrentFireMode()
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wpn_data.id = id
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wpn_data.recoil = 1 + (recoil_mod/base_recoil)
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wpn_data.mult_table = ini_eff:r_list(sec_p, "kick_recoil", "0, 0, 0, 0, 0, 0")
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end
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local wpn_fx = {}
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local function parse_anims(sec)
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local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec
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if wpn_fx[sec_p] and (sec ~= sec_p) then
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wpn_fx[sec] = wpn_fx[sec_p]
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elseif ini_eff:section_exist(sec_p) then
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local tbl = {}
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-- parse strength
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tbl.s = {}
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local s = ini_eff:r_string_ex(sec_p,"s")
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local _s = str_explode(s,",")
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for i=1,#_s do
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tbl.s[#tbl.s + 1] = tonumber(_s[i])
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end
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-- parse strength randomizer
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tbl.r = ini_eff:r_float_ex(sec_p,"r")
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-- parse anm
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tbl.e = {}
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local e = ini_eff:r_string_ex(sec_p,"e")
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local _e = str_explode(e,",")
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for i=1,#_e do
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local __e = str_explode(_e[i],":")
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for j=1,#__e do
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__e[j] = tonumber(__e[j])
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end
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tbl.e[#tbl.e + 1] = __e
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end
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-- parse ppe
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tbl.p = {}
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local p = ini_eff:r_string_ex(sec_p,"p")
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if p and p ~= "" then
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for k,v in string.gmatch(p, "([%w_%-%s%.]+)=([%w_%-%s%.]+)") do
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tbl.p[k] = tonumber(v)
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end
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end
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if (not wpn_fx[sec_p]) and (sec ~= sec_p) then
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wpn_fx[sec_p] = tbl
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end
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wpn_fx[sec] = tbl
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else
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wpn_fx[sec] = true
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end
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end
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local is_looking = false
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local shotc = 1 -- Counts the number of shots in a consecutive burst
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local shott = 0 -- Used to determin how far aparts shots can be to be considered part of the same burst
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local kick_t = 0 -- Time when kick stops
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local fov_r = 1
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function shoot_effect(obj, sect)
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if shott and (shott < time_global()) then
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shotc = 1
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shott = nil
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end
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local recoil_base = wpn_data.recoil or 1
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-- update based on actor stance
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if get_config("stance") then
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if IsMoveState("mcAnyMove") then
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recoil_base = recoil_base * 1.5
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elseif IsMoveState("mcCrouch") then
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recoil_base = recoil_base * (IsMoveState("mcAccel") and 0.25 or 0.5)
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end
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end
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local s = wpn_fx[sect].s
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local sc = #s
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if sc > 1 then
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if wpn_fx[sect].r == 1 then
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s = s[math.random(#s)]
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elseif wpn_fx[sect].r == 2 then
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if shotc == 1 then
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s = s[1]
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else
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s = s[math.random(2,#s)]
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end
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else
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sc = shotc <= sc and shotc or (sc > 2 and math.random(sc-1,sc)) or sc
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s = s[sc]
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end
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else
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s = s[1]
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end
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recoil_base = recoil_base * recoil_multiplier(obj, shotc)
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recoil_anm(sect, recoil_base, s)
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recoil_camera(obj, recoil_base, s)
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shotc = shotc+1
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shott = time_global()+200 -- adjust based on gun rpm / handling?
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end
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-- plays weapon animation, strength depends on recoil
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function recoil_anm(sect, recoil_base, s)
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local anims = {}
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for i,v in pairs(wpn_fx[sect].e) do
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local cnt,r = math.modf(v[1]*fov_r)
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if r ~= 0 and cnt > 4 then --fmb
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cnt = cnt-cnt*math.random(0,r*100)/100 --fmb
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cnt,r = math.modf(cnt)
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end
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if r ~= 0 and math.random() < r then
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cnt = cnt+1
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end
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if cnt > 0 then
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table.insert(anims,{e = i, d = v[2] or math.random(0,1), c = cnt})
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end
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end
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for i,a in ipairs(anims) do
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local n = string.format([[shoot\s%s_e%s_%s.anm]], s, 2, 0)
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for ii=1,a.c do
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-- printf("N: " .. n)
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level.add_cam_effector(n,math.random(5000, 8000),false,"", 0, false, recoil_base*0.1)
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end
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-- printf("----")
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end
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for k,v in pairs(wpn_fx[sect].p) do
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local eid = math.random(5000,8000)
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level.add_pp_effector(string.format([[shoot\%s_s%s.ppe]],k,s), eid, false)
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if v > 0 then
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level.set_pp_effector_factor(eid,v)
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end
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end
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end
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function camera_effect(obj, recoil_base, h_recoil, strength)
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-- Assumes h_recoil ranges from -1 to 1
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local n = string.format([[shoot\s%s_e%s_%s.anm]], strength, 0, h_recoil < 0 and 0 or 1)
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level.add_cam_effector(n,math.random(5000, 8000),false,"", 0, false, recoil_base*math.abs(h_recoil))
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end
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-- Invoked whenever a shot is fired and enhanced recoil applies.
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-- Patch this to modify the magnitude based on the weapon and burst length
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function recoil_multiplier(wpn, shotc)
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return 1
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end
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local v_factor = 0.5
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local v_recoil = 0
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local h_factor = 0.4
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local h_recoil = 0
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-- consider stance, wpn weight
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function recoil_camera(obj, recoil_base, s)
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-- never execute if the functions are not defined
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-- do not needlessly recompute if this is already firing - wait for time event to reset flag
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if not (db.actor.actor_look_at_point and db.actor.actor_stop_look_at_point) or recoil_base < 1 or not get_config("camera") then return end
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local sec = obj:section()
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local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec
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local mult_table = wpn_data.mult_table
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-- after enough shots climbing stops, math.random will provide a little variance
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local mult = tonumber(mult_table[shotc]) or (math.random()-0.5)/20
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-- printf("Recoil mult is %s, shots fired %s", mult, shotc)
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local actor_position = device().cam_pos
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local actor_direction = device().cam_dir
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local is_zoomed = obj:cast_Weapon():IsZoomed()
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-- Horizontal
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-- Base Horizontal Recoil
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local horizontal_base = is_zoomed == 1 and SYS_GetParam(2, sec, "zoom_cam_step_angle_horz") or SYS_GetParam(2, sec, "cam_step_angle_horz")
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horizontal_base = horizontal_base * (recoil_base)
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-- Randomness
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local h_recoil_rnd = (math.random()-0.5)
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-- local h_recoil_rnd = math.random(-1, 1)
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h_recoil = h_recoil_rnd * horizontal_base * h_factor
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-- Rotate camera left-right
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actor_direction = vector_rotate_y(actor_direction, h_recoil)
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camera_effect(obj, recoil_base, h_recoil_rnd*2, s)
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-- Vertical
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local vertical_base = is_zoomed == 1 and SYS_GetParam(2, sec, "zoom_cam_dispersion") or SYS_GetParam(2, sec, "cam_dispersion")
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vertical_base = vertical_base * (recoil_base)
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local zoom_factor = obj:cast_Weapon():GetZoomFactor()
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local zoom_kick_factor = is_zoomed and zoom_factor ~= 0 and 5*(1/zoom_factor) or 1
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v_recoil = vertical_base * zoom_kick_factor * mult * v_factor
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actor_direction.y = clamp(actor_direction.y + (v_recoil), -0.999, 0.999)
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-- printf("recoil_base: " .. recoil_base)
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kick_t = time_global()+(math.max(50, 100*recoil_base)) -- need to adjust for when scoped in
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-- update the variables used below, don't reset if already firing
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if is_looking then return end
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-- force actor to look at new point of aim
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db.actor:actor_look_at_point(vector():set(actor_position):add(actor_direction:mul(10000)))
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is_looking = true
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demonized_time_events.CreateTimeEvent("updatelook", 1, 0, function()
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local active_item = db.actor:active_item()
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if not active_item then
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return true
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end
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-- if died for w/e reason stop immediately
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if not is_looking then
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db.actor:actor_stop_look_at_point()
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return true
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end
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if active_item:get_state() == 5 then
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db.actor:actor_stop_look_at_point()
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if kick_t < time_global() then
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is_looking = false
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return true
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end
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actor_direction = device().cam_dir
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actor_direction.y = clamp(actor_direction.y + (v_recoil), -0.999, 0.999)
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actor_direction = vector_rotate_y(actor_direction, h_recoil)
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db.actor:actor_look_at_point(vector():set(device().cam_pos):add(actor_direction:mul(10000)))
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return false
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end
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is_looking = false
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db.actor:actor_stop_look_at_point()
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return true
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end)
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end
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function Update_Shooting(obj, wpn, ammo_elapsed, grenade_elapsed, ammo_type, grenade_type)
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if (obj:id() ~= AC_ID) then
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return
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end
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local wpn_obj = utils_item.item_is_fa(wpn) and wpn
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if wpn_obj then
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local sec = wpn_obj:section()
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if (not wpn_fx[sec]) then
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parse_anims(sec)
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end
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if (wpn_fx[sec] == true) then
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return
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end
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shoot_effect(wpn, sec)
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end
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end
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OriginalShoot = actor_effects.shoot_effect
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function actor_effects.shoot_effect(sec)
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if get_config("enabled") then return end
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OriginalShoot(sec)
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end
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function update_settings()
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if get_config("enabled") then
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RegisterScriptCallback("actor_on_weapon_fired",Update_Shooting)
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RegisterScriptCallback("actor_on_weapon_before_fire", actor_on_weapon_before_fire)
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else
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UnregisterScriptCallback("actor_on_weapon_fired",Update_Shooting)
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UnregisterScriptCallback("actor_on_weapon_before_fire", actor_on_weapon_before_fire)
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end
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end
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-- If you don't use MCM, change your defaults from here.
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local defaults = {
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["enabled"] = true,
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["camera"] = true,
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["stance"] = true,
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}
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function get_config(key)
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if ui_mcm then return ui_mcm.get("recoil/"..key) else return defaults[key] end
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end
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function on_mcm_load()
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op = { id= "recoil",sh=true ,gr={
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{ id= "title",type= "slide",link= "ui_options_slider_player",text="ui_mcm_recoil_title",size= {512,50},spacing= 20 },
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{id = "enabled", type = "check", val = 1, def=true}, {id = "camera", type = "check", val = 1, def=true},
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{id = "stance", type = "check", val = 1, def=true},
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}
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}
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return op
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end
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function on_game_start()
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RegisterScriptCallback("on_option_change",update_settings)
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update_settings()
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end
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