135 lines
4.7 KiB
Lua
135 lines
4.7 KiB
Lua
if SM64COOPDX_VERSION == nil then return end
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local CAP_FLICKER_FRAMES = 0x4444449249255555 -- this is beyond my comprehension
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gFirstPersonViewmodels = {
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armObjs = { nil, nil },
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gunObjs = { nil, nil }
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}
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--- @param o Object
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local function bhv_viewmodel_init(o)
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o.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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o.oGraphYOffset = 0
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end
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--- @param o Object
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local function bhv_viewmodel_loop(o)
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if not gGlobalSyncTable.gunModEnabled or not get_first_person_enabled() then
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obj_mark_for_deletion(o)
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return
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end
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local dualWield = obj_get_weapon_dual_wield(o) ~= 0
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--- @type Weapon
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local weapon = if_then_else(dualWield, cur_dual_wield_weapon(), cur_weapon())
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if not weapon.reqCheck(gMarioStates[0]) then
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cur_obj_hide()
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else
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cur_obj_unhide()
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end
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local horizontalOffset = 30
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if cur_dual_wield_weapon() ~= nil then
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horizontalOffset = if_then_else(obj_get_weapon_dual_wield(o) ~= 0, -50, 50)
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end
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-- math to calculate staying in the same screen position no matter what
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o.oPosX = gLakituState.pos.x - 35 * coss(gFirstPersonCamera.pitch) * sins(gFirstPersonCamera.yaw)
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o.oPosY = gLakituState.pos.y - 35 * sins(gFirstPersonCamera.pitch)
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o.oPosZ = gLakituState.pos.z - 35 * coss(gFirstPersonCamera.pitch) * coss(gFirstPersonCamera.yaw)
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-- math to offset it to the left or right
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o.oPosX = o.oPosX + sins(gFirstPersonCamera.yaw + 0x4000) * horizontalOffset
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o.oPosZ = o.oPosZ + coss(gFirstPersonCamera.yaw + 0x4000) * horizontalOffset
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o.oFaceAnglePitch = 0
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o.oFaceAngleYaw = gFirstPersonCamera.yaw + 0x4000
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o.oFaceAngleRoll = -gFirstPersonCamera.pitch
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if weapon ~= nil then
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if weapon.deployTimer > 0 then
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obj_set_animation(o, "arm_reload_end")
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-- freeze animation if the time hasn't come to show the arm rising up
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if o.header.gfx.animInfo.animFrame > 0 and weapon.deployTimer - o.header.gfx.animInfo.curAnim.loopEnd > 0 then
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o.header.gfx.animInfo.animFrame = 0
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end
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else
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local half = math.floor(weapon.reloadTime * 0.5)
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if weapon.reloadTimer <= 0 then
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if weapon.cooldownTimer > 0 then
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obj_set_animation(o, "arm_shoot")
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else
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obj_set_animation(o, "arm_idle")
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-- *try* keep both arms in sync
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if dualWield then
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o.header.gfx.animInfo.animFrame = gFirstPersonViewmodels.armObjs[1].header.gfx.animInfo.animFrame
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end
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end
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elseif weapon.reloadTimer < half then
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obj_set_animation(o, "arm_reload_end")
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else
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obj_set_animation(o, "arm_reload_start")
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end
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end
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end
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o.globalPlayerIndex = gNetworkPlayers[0].globalIndex
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--- @type MarioState
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local m = gMarioStates[0]
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if m.capTimer < 64 and ((1 << m.capTimer) & CAP_FLICKER_FRAMES) ~= 0 then
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o.oAnimState = 0
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else
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local vanishCap = if_then_else((gMarioStates[0].flags & MARIO_VANISH_CAP) ~= 0, 2, 0)
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local metalCap = if_then_else((gMarioStates[0].flags & MARIO_METAL_CAP) ~= 0, 1, 0)
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o.oAnimState = metalCap + vanishCap
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end
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end
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id_bhvViewmodel = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_viewmodel_init, bhv_viewmodel_loop, "bhvGmViewmodel")
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--- @param weapon Weapon
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local function spawn_viewmodel(weapon, dualWield)
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local index = if_then_else(dualWield, 1, 2)
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dualWield = if_then_else(dualWield, 1, 0)
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gFirstPersonViewmodels.armObjs[index] = spawn_non_sync_object(
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id_bhvViewmodel,
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weapon.armModel,
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0, -10000, 0,
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--- @param o Object
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function(o)
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obj_set_weapon_params(o, 0, 0, dualWield, 0)
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end
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)
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gFirstPersonViewmodels.gunObjs[index] = spawn_non_sync_object(
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id_bhvViewmodel,
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weapon.model,
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0, -10000, 0,
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--- @param o Object
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function(o)
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obj_set_weapon_params(o, 0, 0, dualWield, 0)
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end
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)
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end
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function spawn_viewmodels()
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local weapon1 = cur_weapon()
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local weapon2 = cur_dual_wield_weapon()
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if weapon1 == nil then return end
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spawn_viewmodel(weapon1, false)
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if weapon2 ~= nil then spawn_viewmodel(weapon2, true) end
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end
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function delete_viewmodels()
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gFirstPersonViewmodels.armObjs[1] = obj_mark_for_deletion(gFirstPersonViewmodels.armObjs[1])
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gFirstPersonViewmodels.armObjs[2] = obj_mark_for_deletion(gFirstPersonViewmodels.armObjs[2])
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gFirstPersonViewmodels.gunObjs[1] = obj_mark_for_deletion(gFirstPersonViewmodels.gunObjs[1])
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gFirstPersonViewmodels.gunObjs[2] = obj_mark_for_deletion(gFirstPersonViewmodels.gunObjs[2])
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end |