SERVER: Adds support for ADS framing, use it for Panzerschreck

This commit is contained in:
Steam Deck User 2023-03-11 14:52:03 -05:00
parent 63c759e217
commit 92b464b424
3 changed files with 27 additions and 22 deletions

View file

@ -68,7 +68,6 @@ void() W_AimIn =
return;
if (IsDualWeapon(self.weapon) ||
self.zoom ||
self.reload_delay > time ||
self.sprinting ||
self.new_anim_stop ||
@ -76,6 +75,13 @@ void() W_AimIn =
return;
}
float ads_frame = GetFrame(self.weapon, AIM_IN);
if (ads_frame != 0 && self.fire_delay < time) {
self.weaponframe_end = self.weaponframe = ads_frame;
} else if (self.zoom) {
return;
}
#ifndef FTE
self.ADS_Offset = GetWeaponADSOfs_PSP(self.weapon);
@ -1507,8 +1513,13 @@ void(float side) W_Fire =
}
// Play weapon animation and sound
if (self.zoom && GetFrame(self.weapon, AIM_FIRE_START) != 0) {
startframe = GetFrame(self.weapon, AIM_FIRE_START);
endframe = GetFrame(self.weapon, AIM_FIRE_END);
} else {
startframe = GetFrame(self.weapon, FIRE_START);
endframe = GetFrame(self.weapon, FIRE_END);
}
// Increment the amount of shots fired while downed
if (self.downed == true)
@ -2440,13 +2451,11 @@ void () Weapon_Logic =
}
} else {
if (!self.zoom) {
W_AimIn();
}
#ifdef FTE
else {
if (self.zoom) {
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
if (self.scopetime >= time)
@ -2493,7 +2502,7 @@ void () Weapon_Logic =
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
float zoom_speed2 = 0.06 * (sigmoid_output2 + 0.5) * (frametime * 80); // adjust the zoom speed based on the sigmoid output
if (self.viewzoom < zoom_factor2) {
self.viewzoom += zoom_speed2;

View file

@ -158,13 +158,9 @@ const float EVENT_WEAPONRECOIL = 40;
#define PUT_OUT_START 18 // Start of putting away weapon
#define PUT_OUT_END 19 // End of putting away weapon
#define RELOAD_CANCEL 20 // Frame where mag variable is filled
#define AIM_IN_START 30 // Start of animation-based ADS
#define AIM_IN_END 31 // End of animation-based ADS
#define AIM_LOOP 33 // ADS stuck loop frame
#define AIM_OUT_START 34 // Start of ADS end
#define AIM_OUT_END 35 // End of ADS end
#define AIM_FIRE_START 36 // Start of firing while ADS
#define AIM_FIRE_END 37 // End of firing while ADS
#define AIM_IN 30 // Frame to snap to when in ADS (optional)
#define AIM_FIRE_START 31 // Start of firing while ADS (optional)
#define AIM_FIRE_END 32 // End of firing while ADS (optional)
//Animation types
#define RELOAD 1

View file

@ -2114,8 +2114,12 @@ float(float wep, float frametype, optional float z) GetFrame =
return 33;
case RELOAD_CANCEL:
return 18;
case AIM_IN_END:
case AIM_IN:
return 2;
case AIM_FIRE_START:
return 3;
case AIM_FIRE_END:
return 5;
}
break;
case W_PPSH:
@ -2308,10 +2312,6 @@ float(float wep, float frametype, optional float z) GetFrame =
return 38;
case RELOAD_CANCEL:
return 16;
case AIM_IN_END:
return 28;
case AIM_IN_START:
return 27;
}
break;
case W_TESLA: