439 lines
15 KiB
Plaintext
439 lines
15 KiB
Plaintext
------------------------------- mcm stuff --------------------------------------
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local weapon_sway_enable = weapon_sway_mcm.get_config("weapon_sway_feature")
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local aim_anm = weapon_sway_mcm.get_config("animation_type")
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local max_effect_power = weapon_sway_mcm.get_config("max_effect_power")
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local sway_keybind = weapon_sway_mcm.get_config("sway_keybind")
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local power_stand = weapon_sway_mcm.get_config("power_stand")
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local power_crouch = weapon_sway_mcm.get_config("power_crouch")
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local power_low_crouch = weapon_sway_mcm.get_config("power_low_crouch")
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local power_stand_scoped = weapon_sway_mcm.get_config("power_stand_scoped")
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local power_crouch_scoped = weapon_sway_mcm.get_config("power_crouch_scoped")
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local power_low_crouch_scoped = weapon_sway_mcm.get_config("power_low_crouch_scoped")
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local weapon_mount_feature = weapon_sway_mcm.get_config("weapon_mount_feature")
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local weapon_mounted_power = weapon_sway_mcm.get_config("weapon_mounted_power")
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local y_axis_mounted_distance = weapon_sway_mcm.get_config("y_axis_mounted_distance")
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local weapon_handling_mult = weapon_sway_mcm.get_config("handling_mult")
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local weight_factor = weapon_sway_mcm.get_config("weight_factor")
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local max_power_weight = weapon_sway_mcm.get_config("max_power_weight")
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local hold_breath_feature = weapon_sway_mcm.get_config("hold_breath_feature")
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local enable_breath_sound = weapon_sway_mcm.get_config("enable_breath_sound")
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local breath_restore_mult = weapon_sway_mcm.get_config("breath_restore_mult")
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local max_hold_breath_time = weapon_sway_mcm.get_config("max_hold_breath_time")
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local hold_breath_mult = weapon_sway_mcm.get_config("hold_breath_mult")
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local release_breath_mult = weapon_sway_mcm.get_config("release_breath_mult")
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local weapon_sway_debug = weapon_sway_mcm.get_config("debugx")
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------------------------------- mcm patch --------------------------------------
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local bhs_patch = 1
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local effects_mult = zzz_player_injuries.effects_mult -- If you changed this in BHS script - you need to change it here too
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-- demonized's and Raven's magic, i dont even know how it works
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if zzz_player_injuries then
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zzz_player_injuries.RegisterScriptCallback = function(k, func)
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if not (k == "actor_on_weapon_zoom_in") then
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_G.RegisterScriptCallback(k, func)
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end
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end
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end
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------------------------------- main ----------------------------------
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local zoom_flag = false
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local holding_breath = false
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local breath_held_for = 0
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function weapon_sway()
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local wpn = db.actor:active_item()
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if not (wpn and IsWeapon(wpn)) then return end
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if (IsMelee(wpn)) then return end
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local wpn_sec = wpn:section()
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if not wpn_sec then return end
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local wpn_scoped = wpn:weapon_is_scope()
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local handling = utils_ui.prop_handling(wpn, wpn_sec)
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-- anm power mults
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local body_mult = get_body_state_power(wpn, wpn_scoped) or 1 -- power based on body state
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local extra_mult = wpn_scoped and 0.02 or 0.1 -- reduce scoped anm power
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local mount_mult = wpn_mounted() and weapon_mounted_power or 1 -- weapon mounted
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local handling_mult = handling and ((2.5 - 0.02 * handling * 100)^weapon_handling_mult) or 1 -- handling
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local weight = get_weight_power(wpn_sec) and clamp(get_weight_power(wpn_sec) * weight_factor, 0.01, max_power_weight) or 1 -- weight factor
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local breath_mult = holding_breath and hold_breath_mult or 1 + breath_held_for * release_breath_mult -- breath mult
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-- Summary power
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local cam_power = body_mult * weight * extra_mult * mount_mult * breath_mult * handling_mult
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cam_power = clamp(cam_power, 0, max_effect_power)
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-- Play anim or Change its power
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if level.check_cam_effector(99215) then
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level.set_cam_effector_factor(99215, cam_power)
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else
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level.add_cam_effector("weapon_sway\\sway_" .. aim_anm .. ".anm", 99215, true, "", 0, true, cam_power)
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end
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-- dbg
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if not weapon_sway_debug then return end
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actor_menu.set_msg(1, strformat("weight_mult: %s | handling_mult: %s | Total Power: %s", r(weight), r(handling_mult), r(cam_power)))
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end
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function weapon_sway_remove()
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level.remove_cam_effector(99215)
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end
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----------------------- manage breath ------------------------
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-- start holding breath
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local press_tg = 0
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function on_key_press(key)
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if not weapon_sway_enable then return end
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if not hold_breath_feature then return end
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-- when we aiming and press "hold breath" button
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if not (zoom_flag and key == sway_keybind) then return end
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-- set "holding_breath" to TRUE
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holding_breath = true
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local tg = time_global()
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if tg < press_tg then return end
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press_tg = tg + 2000 -- against people who trying their best to break it ;]
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-- and play hold sound
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breath_snd_hold()
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end
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-- increase/decrease breath hold
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local breath_tmr = 0
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function breath_update()
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local tg = time_global()
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if tg < breath_tmr then return end
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breath_tmr = tg + 250
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-- increase "breath_held_for" if hold, decrease "breath_held_for" otherwise
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breath_held_for = holding_breath and breath_held_for + 0.25 or breath_held_for - 0.25 * breath_restore_mult
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breath_held_for = clamp(breath_held_for, 0, max_hold_breath_time)
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-- end holding breath if reached max time
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if breath_held_for < max_hold_breath_time then return end
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-- to give at least 1 sec if someone tries to spam it xd
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breath_held_for = breath_held_for - 1
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-- set "holding_breath" to FALSE
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holding_breath = false
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-- and play release sound
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breath_snd_release()
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end
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-- end holding breath on key
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function on_key_release(key)
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if not (zoom_flag and holding_breath and key == sway_keybind) then return end
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-- set "holding_breath" to FALSE
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holding_breath = false
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-- if breath was held for more than 3 seconds - play release sound
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if breath_held_for > 3 then
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breath_snd_release()
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end
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end
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function breath_snd_hold()
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if not enable_breath_sound then return end
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local snd_hold = sound_object("weapon_sway\\hold_1")
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snd_hold:play_no_feedback(db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0, 1.0)
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end
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function breath_snd_release()
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if not enable_breath_sound then return end
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local snd_release = sound_object("weapon_sway\\release_1")
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snd_release:play_no_feedback(db.actor, sound_object.s2d, 0, VEC_ZERO, 1.0, 1.0)
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end
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----------------------- power mults ------------------------
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function get_body_state_power(wpn, scope)
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local body_state = get_body_state()
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if not body_state then return end
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local body_mult = 1
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body_mult = scope and power_stand_scoped or power_stand
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if body_state == "crouch" then
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body_mult = scope and power_crouch_scoped or power_crouch
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elseif body_state == "low_crouch" then
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body_mult = scope and power_low_crouch_scoped or power_low_crouch
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end
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return body_mult
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end
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function wpn_mounted()
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if not weapon_mount_feature then return end
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local rp_diff = get_rp_diff()
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return rp_diff > 0.1
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end
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function get_weight_power(wpn_sec)
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if not ini_sys:section_exist(wpn_sec, "inv_weight") then return end
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return ini_sys:r_float_ex(wpn_sec, "inv_weight")
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end
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----------------------- utils ------------------------
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function get_body_state()
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local crouch = IsMoveState('mcCrouch')
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local accel = IsMoveState('mcAccel')
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local body_st = "stand"
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if crouch then
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if accel then
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body_st = "low_crouch"
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else
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body_st = "crouch"
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end
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end
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return body_st
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end
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function ray_pick_dir(add_x, add_y, add_z, range)
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local pos = device().cam_pos
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local dir = device().cam_dir
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local vec_x = dir.x + add_x
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local vec_y = dir.y + add_y
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local vec_z = dir.z + add_z
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vec_x = clamp( r(vec_x), -1, 1)
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vec_y = clamp( r(vec_y), -1, 1)
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vec_z = clamp( r(vec_z), -1, 1)
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-- dbg
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if weapon_sway_debug then
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printf("--------------------")
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printf("dir: %s", dir)
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printf("edited dir: x: %s, y: %s, z: %s", vec_x, vec_y, vec_z)
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end
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local pick = ray_pick()
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pick:set_position(pos)
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pick:set_direction(vector():set(vec_x, vec_y, vec_z))
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pick:set_flags(2)
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pick:set_range(range)
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pick:query()
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local distance = pick:get_distance()
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return distance
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end
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function normal_ray_pick()
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local pos = device().cam_pos
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local dir = device().cam_dir
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local pick = ray_pick()
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pick:set_position(pos)
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pick:set_direction(dir)
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pick:set_flags(2)
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pick:set_range(0.85)
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pick:query()
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local distance = pick:get_distance()
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return distance
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end
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function get_rp_diff()
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local default_raycast = normal_ray_pick()
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local x = 0
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local y = y_axis_mounted_distance
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local z = 0
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local range = 0.85
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local custom_raycast = r(ray_pick_dir(x, y, z, range))
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local diff = custom_raycast - default_raycast
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return diff
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end
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function r(val)
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return round_idp(val, 2)
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end
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----------------------- BHS compatibility ------------------------
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if bhs_patch and zzz_player_injuries then
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function bhs_sway_func()
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local wpn = db.actor:active_item()
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if not (wpn and IsWeapon(wpn)) then return end
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if (IsMelee(wpn)) then return end
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local wpn_sec = wpn:section()
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if not wpn_sec then return end
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local wpn_scoped = wpn:weapon_is_scope()
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local handling = utils_ui.prop_handling(wpn, wpn_sec)
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local body_state = get_body_state()
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local left_arm = (zzz_player_injuries.health.rightarm + zzz_player_injuries.timedhp.rightarm) * effects_mult
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left_arm = left_arm >=1 and left_arm or 0.75
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local right_arm = (zzz_player_injuries.health.leftarm + zzz_player_injuries.timedhp.leftarm) * effects_mult
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right_arm = right_arm >=1 and right_arm or 0.75
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local arms_sum = left_arm + right_arm
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local max_arms_sum = (zzz_player_injuries.maxhp.rightarm + zzz_player_injuries.maxhp.leftarm) * effects_mult
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-- anm power mults
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local bhs_cam_power = 1
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local body_mult = get_body_state_power(wpn, wpn_scoped) or 1 -- power based on body state
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local extra_mult = wpn_scoped and 0.02 or 0.1 -- reduce scoped anm power
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local mount_mult = wpn_mounted() and weapon_mounted_power or 1 -- weapon mounted
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local handling_mult = handling and ((2.5 - 0.02 * handling * 100)^weapon_handling_mult) or 1 -- handling
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local weight = get_weight_power(wpn_sec) and clamp(get_weight_power(wpn_sec) * weight_factor, 0.01, max_power_weight) or 1 -- weight factor
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local breath_mult = holding_breath and hold_breath_mult or 1 + breath_held_for * release_breath_mult -- breath mult
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-- Summary Weapon Sway power
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local cam_power = body_mult * weight * extra_mult * mount_mult * breath_mult * handling_mult
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cam_power = clamp(cam_power, 0, max_effect_power)
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-- BHS
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if arms_sum < (max_arms_sum * (zzz_player_injuries_mcm.get_config("arm_penalty_minimum_hp") * 0.05)) then
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if (left_arm < right_arm / 1.5) or (right_arm < left_arm / 1.5) then
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bhs_cam_power = 1.15 * weight / arms_sum
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bhs_cam_power = (body_state == "crouch") and (0.8 * weight / arms_sum) or bhs_cam_power
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bhs_cam_power = (body_state == "low_crouch") and (0.4 * weight / arms_sum) or bhs_cam_power
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else
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bhs_cam_power = 0.8 * weight / arms_sum
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bhs_cam_power = (body_state == "crouch") and (0.55 * weight / arms_sum) or bhs_cam_power
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bhs_cam_power = (body_state == "low_crouch") and (0.3 * weight / arms_sum) or bhs_cam_power
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end
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-- Summary BHS power
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bhs_cam_power = clamp((bhs_cam_power * mount_mult * breath_mult * handling_mult), 0, 3)
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bhs_cam_power = bhs_cam_power * (zzz_player_injuries_mcm.get_config("arm_animation_power"))
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local cam_power_scope = bhs_cam_power * 0.2
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if wpn:weapon_is_scope() then
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bhs_cam_power = cam_power_scope
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end
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-- Play anim or Change its power
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if level.check_cam_effector(99215) then
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level.set_cam_effector_factor(99215, bhs_cam_power)
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else
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level.add_cam_effector("weapon_sway\\sway_" .. aim_anm .. ".anm", 99215, true, "", 0, true, bhs_cam_power)
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end
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-- Weapon Sway
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elseif weapon_sway_enable then
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-- Play anim or Change its power
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if level.check_cam_effector(99215) then
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level.set_cam_effector_factor(99215, cam_power)
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else
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level.add_cam_effector("weapon_sway\\sway_" .. aim_anm .. ".anm", 99215, true, "", 0, true, cam_power)
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end
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end
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-- dbg
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if not weapon_sway_debug then return end
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news_manager.send_tip(db.actor, string.format("y-axis diff: %s", ( get_rp_diff() )), 0, nil, 1500)
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if not hold_breath_feature then return end
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news_manager.send_tip(db.actor, string.format("Breath being held for: %s", breath_held_for), 0, nil, 1500)
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end
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end
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----------------------- cb ------------------------
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function actor_on_weapon_zoom_in(wpn)
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zoom_flag = true
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end
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function actor_on_weapon_zoom_out(wpn)
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weapon_sway_remove()
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zoom_flag = false
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if not (holding_breath) then return end
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holding_breath = false
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-- if breath was held for more than 3 seconds - play release sound
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if breath_held_for > 3 then
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breath_snd_release()
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end
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end
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local tg_act = 0
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function main_update()
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local tg = time_global()
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if tg < tg_act then return end
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tg_act = tg + 250
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if weapon_sway_enable and zoom_flag then
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if bhs_patch and zzz_player_injuries and bhs_sway_func then
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bhs_sway_func()
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else
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weapon_sway()
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end
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end
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-- dbg
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if not weapon_sway_debug then return end
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news_manager.send_tip(db.actor, string.format("y-axis diff: %s", ( get_rp_diff() )), 0, nil, 1500)
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if not hold_breath_feature then return end
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news_manager.send_tip(db.actor, string.format("Breath being held for: %s", breath_held_for), 0, nil, 1500)
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end
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function on_option_change()
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weapon_sway_enable = weapon_sway_mcm.get_config("weapon_sway_feature")
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aim_anm = weapon_sway_mcm.get_config("animation_type")
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max_effect_power = weapon_sway_mcm.get_config("max_effect_power")
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sway_keybind = weapon_sway_mcm.get_config("sway_keybind")
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power_stand = weapon_sway_mcm.get_config("power_stand")
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power_crouch = weapon_sway_mcm.get_config("power_crouch")
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power_low_crouch = weapon_sway_mcm.get_config("power_low_crouch")
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power_stand_scoped = weapon_sway_mcm.get_config("power_stand_scoped")
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power_crouch_scoped = weapon_sway_mcm.get_config("power_crouch_scoped")
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power_low_crouch_scoped = weapon_sway_mcm.get_config("power_low_crouch_scoped")
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weapon_mount_feature = weapon_sway_mcm.get_config("weapon_mount_feature")
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weapon_mounted_power = weapon_sway_mcm.get_config("weapon_mounted_power")
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y_axis_mounted_distance = weapon_sway_mcm.get_config("y_axis_mounted_distance")
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weapon_handling_mult = weapon_sway_mcm.get_config("handling_mult")
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weight_factor = weapon_sway_mcm.get_config("weight_factor")
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max_power_weight = weapon_sway_mcm.get_config("max_power_weight")
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hold_breath_feature = weapon_sway_mcm.get_config("hold_breath_feature")
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enable_breath_sound = weapon_sway_mcm.get_config("enable_breath_sound")
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breath_restore_mult = weapon_sway_mcm.get_config("breath_restore_mult")
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max_hold_breath_time = weapon_sway_mcm.get_config("max_hold_breath_time")
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hold_breath_mult = weapon_sway_mcm.get_config("hold_breath_mult")
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release_breath_mult = weapon_sway_mcm.get_config("release_breath_mult")
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weapon_sway_debug = weapon_sway_mcm.get_config("debugx")
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end
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function on_game_start()
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RegisterScriptCallback("on_key_press", on_key_press)
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RegisterScriptCallback("actor_on_update", breath_update)
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RegisterScriptCallback("on_key_release", on_key_release)
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RegisterScriptCallback("actor_on_weapon_zoom_in", actor_on_weapon_zoom_in)
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RegisterScriptCallback("actor_on_weapon_zoom_out", actor_on_weapon_zoom_out)
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RegisterScriptCallback("actor_on_update", main_update)
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RegisterScriptCallback("on_option_change", on_option_change)
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end |