110 lines
3.1 KiB
Plaintext
110 lines
3.1 KiB
Plaintext
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-- CrookR 9/3/2021
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-- Support for 2D scope shader, helper script for easier interfacing with engine. Uses
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-- engine mod to expose information about the current scope texture and camera movement.
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local scopeState = 0
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local lastSens = ui_options.get("control/general/mouse_sens")
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local scopeBaseFactors = {}
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function actor_on_weapon_zoom_out()
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exec_console_cmd("scope_2dtexactive " .. 0)
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exec_console_cmd("scope_radius " .. 0.0)
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end
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function actor_on_before_death(whoID,flags)
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exec_console_cmd("mouse_sens " .. lastSens)
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exec_console_cmd("scope_radius " .. 0.0)
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exec_console_cmd("scope_2dtexactive " .. 0)
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end
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function dbugscope()
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--return
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local ply = db.actor
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if not ( ply and ply:alive() ) then return end
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local wpn = db.actor:active_item()
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local cweapon = wpn:cast_Weapon()
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local zf = cweapon:GetZoomFactor()
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local sf = get_console():get_float("scope_factor")
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printf("--" .. wpn:id() .. "--")
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printf("scope: " .. scopeState .. " | sensitivity: " .. ui_options.get("control/general/mouse_sens"))
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printf("factor: " .. tostring(zf / sf) .. " | base zoom: " .. tostring(scopeBaseFactors[wpn:id()]))
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end
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function updateScope(enabled)
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local ply = db.actor
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if not ( ply and ply:alive() ) then return end
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local wpn = db.actor:active_item()
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if(enabled) then
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-- scoping in
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lastSens = ui_options.get("control/general/mouse_sens")
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if wpn then
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-- get scope name
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local scopeName = nil
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if wpn:weapon_scope_status() == 2 then
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if wpn:weapon_is_scope() then
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local scope = utils_item.get_attached_scope(wpn)
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scopeName = utils_item.get_param(scope, wpn:id(), "scope_texture", "string")
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end
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else
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scopeName = utils_item.get_param(wpn:section(), wpn:id(), "scope_texture", "string")
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end
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-- get radius
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if scopeName and scopeRadii.scopeRadii[scopeName] then
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-- apply radius
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exec_console_cmd("scope_radius " .. scopeRadii.scopeRadii[scopeName])
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-- adjust zoom for factor compensation
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local cweapon = wpn:cast_Weapon()
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local zf = cweapon:GetZoomFactor()
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local sf = get_console():get_float("scope_factor")
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-- scale zoom factor and sensitivity to scope factor, to keep things consistent
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if cweapon and zf and sf then
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-- store unmodified value so we don't accidentally stack
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if not scopeBaseFactors[wpn:id()] then
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scopeBaseFactors[wpn:id()] = zf
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end
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-- apply factor and sensitivity
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cweapon:SetZoomFactor(scopeBaseFactors[wpn:id()] / sf)
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exec_console_cmd("mouse_sens " .. (lastSens * sf))
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--dbugscope()
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end
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end
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end
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else
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-- scoping out
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exec_console_cmd("scope_radius " .. 0.0)
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exec_console_cmd("mouse_sens " .. lastSens)
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end
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end
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function actor_on_update()
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if not (get_console():get_integer("scope_2dtexactive") == scopeState) then
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scopeState = get_console():get_integer("scope_2dtexactive")
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updateScope(scopeState > 0)
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--dbugscope()
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end
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end
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function on_game_start()
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RegisterScriptCallback( "actor_on_weapon_zoom_out", actor_on_weapon_zoom_out )
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RegisterScriptCallback( "actor_on_update", actor_on_update )
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RegisterScriptCallback( "actor_on_before_death", actor_on_before_death )
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end |