SERVER/CLIENT/FTE: More fluid weapon zoom, instant zoom for snipers

This commit is contained in:
Steam Deck User 2023-03-09 13:58:00 -05:00
parent 297ab1bfee
commit 0812781cb7
4 changed files with 43 additions and 21 deletions

View File

@ -231,4 +231,6 @@ float GPActive[32];
string build_datetime;
#define VERSION_STRING "v1.0"
vector gun_kick;
vector gun_kick;
float hide_viewmodel;

View File

@ -1182,15 +1182,15 @@ void() Draw_Crosshair =
else
crosshair_color = [1, 1, 1];
hide_viewmodel = false;
if (getstatf(STAT_WEAPONZOOM) == 2 && zoom_2_time < time)
{
setmodel(vmodel, "");
setmodel(v2model, "");
hide_viewmodel = true;
drawfill('0 0 0', [g_width/2 - g_height/2, g_height, 0], '0 0 0', 1, 0);
drawpic([(g_width/2 - g_height/2),0,0], "gfx/hud/scope_nb.tga", [g_height, g_height, 1], [1,1,1], 1);
drawfill([(g_width/2 + g_height/2),0,0], [g_width, g_height, 0], '0 0 0', 1, 0);
}
if (getstatf(STAT_HEALTH) < 11)
return;

View File

@ -248,7 +248,7 @@ void() Update_Vmodel =
local vector dir;
local float ads;
if (cvar("r_drawviewmodel") == FALSE) {
if (cvar("r_drawviewmodel") == FALSE || hide_viewmodel == true) {
vmodel.origin = '-10000 -10000 -10000';
return;
}
@ -1095,7 +1095,7 @@ noref void() CSQC_Parse_Event =
Hitmark_time = time + 0.2;
break;
case 4:
zoom_2_time = time + 0.20;
zoom_2_time = time + 0.05;
break;
case 5:
crosshair_spread_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON));

View File

@ -2448,11 +2448,24 @@ void () Weapon_Logic =
#ifdef FTE
else {
float zoom_factor = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
if (self.viewzoom > zoom_factor)
self.viewzoom -= 0.03;
else
self.viewzoom = zoom_factor;
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
if (self.scopetime >= time)
self.viewzoom = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
} else {
float zoom_factor = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
float sigmoid_input = (self.viewzoom - zoom_factor) * 10; // multiply by 10 to adjust the steepness of the sigmoid
float sigmoid_output = 1 / (1 + exp(-sigmoid_input)); // apply the sigmoid function
float zoom_speed = 0.06 * (sigmoid_output + 0.5) * (frametime*40); // adjust the zoom speed based on the sigmoid output
if (self.viewzoom > zoom_factor) {
self.viewzoom -= zoom_speed;
if (self.viewzoom < zoom_factor)
self.viewzoom = zoom_factor;
} else {
self.viewzoom = zoom_factor;
}
}
}
#endif // FTE
@ -2470,19 +2483,26 @@ void () Weapon_Logic =
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
if (self.viewzoom == 0.2) {
self.viewzoom += 0.03;
ReturnWeaponModel();
} else {
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, 0);
self.viewzoom += 0.03;
}
ReturnWeaponModel();
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, 0);
self.viewzoom = 1;
} else {
if (self.viewzoom == 0.9) {
if (self.viewzoom == 0.75) {
W_AimOut();
} else {
self.viewzoom += 0.03;
float zoom_factor2 = 1 + (0.018 * GetWeaponZoomAmount(self.weapon)); // increase zoom factor
float sigmoid_input2 = (zoom_factor2 - self.viewzoom) * 10; // adjust sigmoid input
float sigmoid_output2 = 1 / (1 + exp(-sigmoid_input2)); // apply the sigmoid function
float zoom_speed2 = 0.06 * (sigmoid_output2 + 0.5) * (frametime * 40); // adjust the zoom speed based on the sigmoid output
if (self.viewzoom < zoom_factor2) {
self.viewzoom += zoom_speed2;
if (self.viewzoom > zoom_factor2)
self.viewzoom = zoom_factor2;
} else {
self.viewzoom = zoom_factor2;
}
}
}