local Dynamic_crosshair = mtul.class.new_class:inherit({ increments = 1, --the number of pixels the reticle moves per frame. frames = 32, --this defines the length of the sprite sheet. But it also helps us know how wide it is (since we have increments.) image = "dynamic_crosshair_circular.png", scale = 3, normalize_walking = true, normalize_breathing = true, normalize_sway = true, old_walking_vec = vector.new(), construct = function(def) if def.instance then assert(def.gun, "no gun instance provided") def.player = def.gun.player def.handler = def.gun.handler def.width = def.frames/def.increments def.hud = def.player:hud_add{ hud_elem_type = "image", position = {x=.5,y=.5}, scale = {x=def.scale,y=def.scale}, text = def.image.."^[verticalframe:"..def.frames..":0", } end end }) Guns4d.dynamic_crosshair = Dynamic_crosshair local function absolute_vector(v) return {x=math.abs(v.x), y=math.abs(v.y), z=math.abs(v.z)} end --really wish there was a better way to do this. local function render_length(rotation, fov) local dir = vector.rotate({x=0,y=0,z=1}, {x=rotation.x*math.pi/180,y=0,z=0}) vector.rotate(dir,{x=0,y=rotation.y*math.pi/180,z=0}) local out = Guns4d.math.rltv_point_to_hud(dir, fov, 1) return math.sqrt(out.x^2+out.y^2) end function Dynamic_crosshair:update(dt) assert(self.instance, "attemptr to call object method on a class") local handler = self.handler local gun = self.gun local control_handler = gun.control_handler if handler.wininfo and not control_handler.ads then local fov = self.player:get_fov() --we have to recalc the rough direction, otherwise walking will look wonky. local temp_vector = vector.new() for offset, v in pairs(gun.offsets) do if (offset ~= "walking" or not self.normalize_walking) and (offset ~= "breathing" or not self.normalize_breathing) and (offset ~= "sway" or not self.normalize_sway) and (offset ~= "look" or not self.normalize_sway) then temp_vector = temp_vector + absolute_vector(v.player_axial) + absolute_vector(v.gun_axial) end end if gun.consts.HAS_SWAY and self.normalize_sway then local max_angle = gun.properties.sway.max_angle.gun_axial*gun.multiplier_coefficient(gun.properties.sway.hipfire_angle_multiplier.gun_axial, 1-control_handler.ads_location) + gun.properties.sway.max_angle.player_axial*gun.multiplier_coefficient(gun.properties.sway.hipfire_angle_multiplier.player_axial, 1-control_handler.ads_location) temp_vector = temp_vector + {x=max_angle, y=max_angle, z=0} end --make breathing just add to the overall rotation vector (as it could be in that circle at any time, and it looks better and is more fitting) if gun.consts.HAS_BREATHING and self.normalize_breathing then temp_vector = temp_vector + {x=gun.properties.breathing_scale, y=0, z=0} end --stop wag from looking wierd so the offset only expands and doesnt do a weird pulsing thing. Inefficient, hopefully not a terrible deal, taking the advice not to prematurely optimize. local walking_vec = gun.offsets.walking.gun_axial + gun.offsets.walking.player_axial if gun.consts.HAS_WAG and self.normalize_walking then if handler.walking then --"velocity" is used to track velocity of the player for after movement effects. When they are no longer needed it is expunged, also indicating to the function its over --only accept higher values for animation if render_length(walking_vec, fov) > render_length(self.old_walking_vec, fov) then self.old_walking_vec = vector.copy(walking_vec) temp_vector = temp_vector + absolute_vector(walking_vec) else temp_vector = temp_vector + absolute_vector(self.old_walking_vec) end else --only accept lower values for animation if render_length(walking_vec, fov) < render_length(self.old_walking_vec, fov) then self.old_walking_vec = walking_vec temp_vector = temp_vector + absolute_vector(walking_vec) else temp_vector = temp_vector + absolute_vector(self.old_walking_vec) end end end --create a new dir using our parameters. local dir = vector.rotate({x=0,y=0,z=1}, {x=temp_vector.x*math.pi/180, y=0, z=0}) dir = vector.rotate(dir, {x=0, y=temp_vector.y*math.pi/180, z=0}) --now figure out what frame will be our correct spread local offset = Guns4d.math.rltv_point_to_hud(dir, fov, 1) --pretend it's a 1:1 ratio so we can do things correctly. local length = math.sqrt(offset.x^2+offset.y^2) --get the max length. local img_perc = (self.scale*2*handler.wininfo.real_hud_scaling*self.width)/handler.wininfo.size.x --the percentage that the hud element takes up local frame = length/img_perc --the percentage of the size the length takes up. frame = math.floor(self.frames*frame) frame = Guns4d.math.clamp(frame, 0, self.frames-1) --"^[vertical_frame:"..self.frames..":"..frame self.player:hud_change(self.hud, "text", self.image.."^[verticalframe:"..self.frames..":"..frame) else self.player:hud_change(self.hud, "text", "blank.png") end end function Dynamic_crosshair:prepare_deletion() self.player:hud_remove(self.hud) end