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SERVER: Adds support for ADS framing, use it for Panzerschreck
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63c759e217
commit
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3 changed files with 27 additions and 22 deletions
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@ -66,15 +66,21 @@ void() W_AimIn =
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{
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if (self.weapon == W_TESLA || self.weapon == W_DG3)
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return;
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if (IsDualWeapon(self.weapon) ||
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self.zoom ||
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self.reload_delay > time ||
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self.sprinting ||
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self.new_anim_stop ||
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self.weapon == W_BK) {
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return;
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}
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float ads_frame = GetFrame(self.weapon, AIM_IN);
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if (ads_frame != 0 && self.fire_delay < time) {
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self.weaponframe_end = self.weaponframe = ads_frame;
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} else if (self.zoom) {
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return;
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}
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#ifndef FTE
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@ -1506,9 +1512,14 @@ void(float side) W_Fire =
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default: break;
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}
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//Play weapon animation and sound
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startframe = GetFrame(self.weapon,FIRE_START);
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endframe = GetFrame(self.weapon,FIRE_END);
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// Play weapon animation and sound
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if (self.zoom && GetFrame(self.weapon, AIM_FIRE_START) != 0) {
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startframe = GetFrame(self.weapon, AIM_FIRE_START);
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endframe = GetFrame(self.weapon, AIM_FIRE_END);
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} else {
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startframe = GetFrame(self.weapon, FIRE_START);
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endframe = GetFrame(self.weapon, FIRE_END);
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}
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// Increment the amount of shots fired while downed
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if (self.downed == true)
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@ -2440,13 +2451,11 @@ void () Weapon_Logic =
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}
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} else {
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if (!self.zoom) {
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W_AimIn();
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}
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W_AimIn();
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#ifdef FTE
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else {
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if (self.zoom) {
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
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self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
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if (self.scopetime >= time)
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@ -2493,7 +2502,7 @@ void () Weapon_Logic =
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float zoom_factor2 = 1 + (0.018 * GetWeaponZoomAmount(self.weapon)); // increase zoom factor
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float sigmoid_input2 = (zoom_factor2 - self.viewzoom) * 10; // adjust sigmoid input
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float sigmoid_output2 = 1 / (1 + exp(-sigmoid_input2)); // apply the sigmoid function
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float zoom_speed2 = 0.06 * (sigmoid_output2 + 0.5) * (frametime * 40); // adjust the zoom speed based on the sigmoid output
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float zoom_speed2 = 0.06 * (sigmoid_output2 + 0.5) * (frametime * 80); // adjust the zoom speed based on the sigmoid output
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if (self.viewzoom < zoom_factor2) {
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self.viewzoom += zoom_speed2;
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@ -158,13 +158,9 @@ const float EVENT_WEAPONRECOIL = 40;
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#define PUT_OUT_START 18 // Start of putting away weapon
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#define PUT_OUT_END 19 // End of putting away weapon
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#define RELOAD_CANCEL 20 // Frame where mag variable is filled
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#define AIM_IN_START 30 // Start of animation-based ADS
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#define AIM_IN_END 31 // End of animation-based ADS
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#define AIM_LOOP 33 // ADS stuck loop frame
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#define AIM_OUT_START 34 // Start of ADS end
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#define AIM_OUT_END 35 // End of ADS end
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#define AIM_FIRE_START 36 // Start of firing while ADS
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#define AIM_FIRE_END 37 // End of firing while ADS
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#define AIM_IN 30 // Frame to snap to when in ADS (optional)
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#define AIM_FIRE_START 31 // Start of firing while ADS (optional)
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#define AIM_FIRE_END 32 // End of firing while ADS (optional)
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//Animation types
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#define RELOAD 1
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@ -2114,8 +2114,12 @@ float(float wep, float frametype, optional float z) GetFrame =
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return 33;
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case RELOAD_CANCEL:
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return 18;
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case AIM_IN_END:
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case AIM_IN:
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return 2;
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case AIM_FIRE_START:
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return 3;
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case AIM_FIRE_END:
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return 5;
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}
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break;
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case W_PPSH:
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@ -2308,10 +2312,6 @@ float(float wep, float frametype, optional float z) GetFrame =
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return 38;
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case RELOAD_CANCEL:
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return 16;
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case AIM_IN_END:
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return 28;
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case AIM_IN_START:
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return 27;
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}
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break;
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case W_TESLA:
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