local gun_default = Guns4d.gun --I dont remember why I made this, used it though lmao function gun_default.multiplier_coefficient(multiplier, ratio) return 1+((multiplier*ratio)-ratio) end function gun_default:draw() assert(self.instance, "attempt to call object method on a class") local props = self.properties if props.visuals.animations[props.charging.draw_animation] then self:set_animation(props.visuals.animations[props.charging.draw_animation], props.charging.draw_time) end if props.sounds[props.charging.draw_sound] then local sounds = Guns4d.table.deep_copy(props.sounds[props.charging.draw_sound]) self:play_sounds(sounds) end self.ammo_handler:chamber_round() self.rechamber_time = props.charging.draw_time end --update gun, the main function. function gun_default:update(dt) assert(self.instance, "attempt to call object method on a class") if not self:has_entity() then self:add_entity(); self:clear_animation() end local handler = self.handler --player look rotation. I'm going to keep it real, I don't remember what this math does. Player handler just stores the player's rotation from MT in degrees, which is for some reason inverted --timers if self.rechamber_time > 0 then self.rechamber_time = self.rechamber_time - dt else self.rechamber_time = 0 end self.time_since_creation = self.time_since_creation + dt self.time_since_last_fire = self.time_since_last_fire + dt if self.burst_queue > 0 then self:update_burstfire() end --update some vectors self:update_look_offsets(dt) if self.consts.HAS_SWAY then self:update_sway(dt) end if self.consts.HAS_RECOIL then self:update_recoil(dt) end if self.consts.HAS_BREATHING then self:update_breathing(dt) end if self.consts.HAS_WAG then self:update_wag(dt) end self:update_animation(dt) self.dir = self:get_dir() self.local_dir = self:get_dir(true) self.paxial_dir = self:get_player_axial_dir() self.local_paxial_dir = self:get_player_axial_dir(true) self.pos = self:get_pos()+self.handler:get_pos() self:update_entity() if self.properties.sprite_scope then self.sprite_scope:update() end if self.properties.crosshair then self.crosshair:update() end local total_offset = self.total_offsets --axis rotations total_offset.player_axial.x = 0; total_offset.player_axial.y = 0 total_offset.gun_axial.x = 0; total_offset.gun_axial.y = 0 --translations total_offset.player_trans.x = 0; total_offset.player_trans.y = 0; total_offset.player_trans.z = 0 total_offset.gun_trans.x = 0; total_offset.gun_trans.y = 0; total_offset.gun_trans.z = 0 total_offset.look_trans.x = 0; total_offset.look_trans.y = 0; total_offset.look_trans.z = 0 --this doesnt work. for type, _ in pairs(total_offset) do for i, offset in pairs(self.offsets) do if offset[type] and (self.consts.HAS_GUN_AXIAL_OFFSETS or type~="gun_axial") then total_offset[type] = total_offset[type]+offset[type] end end end end --update modifiers --manage burstfire function gun_default:update_burstfire() if self.rechamber_time <= 0 then local success = self:attempt_fire() if not success then self.burst_queue = 0 else self.burst_queue = self.burst_queue - 1 end end end --cycle firemodes, typically activated by default_controls.lua. function gun_default:cycle_firemodes() --cannot get length using length operator because it's a proxy table local length = 0 for i, v in ipairs(self.properties.firemodes) do length = length+1 end self.current_firemode = ((self.current_firemode)%(length))+1 self.meta:set_int("guns4d_firemode", self.current_firemode) self:update_image_and_text_meta() self.player:set_wielded_item(self.itemstack) end --remember to set_wielded_item to self.itemstack! otherwise these changes will not apply! function gun_default:update_image_and_text_meta(meta) meta = meta or self.meta local ammo = self.ammo_handler.ammo --set the counter if ammo.total_bullets == 0 then meta:set_string("count_meta", Guns4d.config.empty_symbol) else if Guns4d.config.show_gun_inv_ammo_count then meta:set_string("count_meta", tostring(ammo.total_bullets)) else meta:set_string("count_meta", "F") end end --pick the image local image = self.properties.inventory_image if (ammo.total_bullets > 0) and not ammo.magazine_psuedo_empty then image = self.properties.inventory_image elseif self.properties.inventory_image_magless and ( (ammo.loaded_mag == "empty") or (ammo.loaded_mag == "") or ammo.magazine_psuedo_empty) then image = self.properties.inventory_image_magless elseif self.properties.inventory_image_empty then image = self.properties.inventory_image_empty end --add the firemode overlay to the image local firemodes = 0 for i, v in pairs(self.properties.firemodes) do firemodes = firemodes+1 end if firemodes > 1 and self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]] then image = image.."^"..self.properties.firemode_inventory_overlays[self.properties.firemodes[self.current_firemode]] end if self.handler.infinite_ammo then image = image.."^"..self.properties.infinite_inventory_overlay end meta:set_string("inventory_image", image) end function gun_default:attempt_fire() assert(self.instance, "attempt to call object method on a class") if self.rechamber_time <= 0 and not self.ammo_handler.ammo.magazine_psuedo_empty then local spent_bullet = self.ammo_handler:spend_round() if spent_bullet and spent_bullet ~= "empty" then local dir = self.dir local pos = self.pos local props = self.properties if not Guns4d.ammo.registered_bullets[spent_bullet] then minetest.log("error", "unregistered bullet itemstring"..tostring(spent_bullet)..", could not fire gun (player:"..self.player:get_player_name()..")"); return false end --begin subtasks local bullet_def = Guns4d.table.fill(Guns4d.ammo.registered_bullets[spent_bullet], { player = self.player, --we don't want it to be doing fuckshit and letting players shoot through walls. pos = pos-((self.handler.control_handler.ads and dir*props.ads.offset.z) or dir*props.hip.offset.z), --dir = dir, this is now collected directly by calling get_dir so pellets and spread can be handled by the bullet_ray instance. gun = self }) Guns4d.bullet_ray:new(bullet_def) if props.visuals.animations.fire then self:set_animation(props.visuals.animations.fire, nil, false) end self:recoil() self:muzzle_flash() --[[if props.durability.shot_per_wear then self:damage() end]] --print(dump(self.properties.sounds.fire)) local fire_sound = Guns4d.table.deep_copy(props.sounds.fire) --important that we copy because play_sounds modifies it. fire_sound.pos = self.pos self:play_sounds(fire_sound) self.rechamber_time = 60/props.firerateRPM return true end end end --[[function gun_default:damage() assert(self.instance, "attempt to call object method on a class") self.itemstack:set_wear(self.itemstack:get_wear()-self.properties.durability.shot_per_wear) self.player:set_wielded_item(self.itemstack) end]] local function rand_sign(b) b = b or .5 local int = 1 if math.random() > b then int=-1 end return int end function gun_default:recoil() assert(self.instance, "attempt to call object method on a class") local rprops = self.properties.recoil for axis, recoil in pairs(self.velocities.recoil) do for _, i in pairs({"x","y"}) do recoil[i] = recoil[i] + (rprops.angular_velocity[axis][i] *rand_sign((rprops.bias[axis][i]/2)+.5)) *self.multiplier_coefficient(rprops.hipfire_multiplier[axis], 1-self.control_handler.ads_location) --set original velocity self.velocities.init_recoil[axis][i] = recoil[i] end local length = math.sqrt(recoil.x^2+recoil.y^2) if length > rprops.angular_velocity_max[axis] then local co = rprops.angular_velocity_max[axis]*length recoil.x = recoil.x*co recoil.y = recoil.y*co end end self.time_since_last_fire = 0 end function gun_default:update_look_offsets(dt) assert(self.instance, "attempt to call object method on a class") local handler = self.handler local look_rotation = handler.look_rotation --remember that this is in counterclock-wise rotation. For 4dguns we use clockwise so it makes a bit more sense for recoil. So it needs to be inverted. local player_rot = self.player_rotation player_rot.y = -handler.look_rotation.y local rot_factor = Guns4d.config.vertical_rotation_factor*dt rot_factor = rot_factor local next_vert_aim = ((player_rot.x-look_rotation.x)/(1+rot_factor))+look_rotation.x --difference divided by a value and then added back to the original if math.abs(look_rotation.x-next_vert_aim) > .005 then player_rot.x = next_vert_aim else player_rot.x = look_rotation.x end local props = self.properties local hip = props.hip local ads = props.ads if not handler.control_handler.ads then --hipfire rotation offsets local pitch = self.total_offsets.player_axial.x+player_rot.x local gun_axial = self.offsets.look.gun_axial local offset = handler.look_rotation.x-player_rot.x gun_axial.x = Guns4d.math.clamp(offset, 0, 15*(offset/math.abs(offset))) gun_axial.x = gun_axial.x+(pitch*(1-hip.axis_rotation_ratio)) self.offsets.look.player_axial.x = -pitch*(1-hip.axis_rotation_ratio) self.offsets.look.look_trans.x = 0 else self.offsets.look.gun_axial.x = 0 self.offsets.look.player_axial.x = 0 end local location = Guns4d.math.clamp(Guns4d.math.smooth_ratio(self.control_handler.ads_location)*2, 0, 1) self.offsets.look.look_trans.x = ads.horizontal_offset*location local fwd_offset = 0 if look_rotation.x < 0 then --minetest's pitch is inverted, checking here if it's above horizon. fwd_offset = math.abs(math.sin(look_rotation.x*math.pi/180))*props.ads.offset.z*location end self.offsets.look.player_trans.z = fwd_offset self.offsets.look.look_trans.z = fwd_offset end --============================================== positional info ===================================== --all of this dir shit needs to be optimized HARD function gun_default:get_gun_axial_dir() assert(self.instance, "attempt to call object method on a class") local rotation = self.total_offsets local dir = vector.new(vector.rotate({x=0, y=0, z=1}, {y=0, x=rotation.gun_axial.x*math.pi/180, z=0})) dir = vector.rotate(dir, {y=rotation.gun_axial.y*math.pi/180, x=0, z=0}) return dir end function gun_default:get_player_axial_dir(rltv) assert(self.instance, "attempt to call object method on a class") local handler = self.handler local rotation = self.total_offsets local dir = vector.new(vector.rotate({x=0, y=0, z=1}, {y=0, x=((rotation.player_axial.x)*math.pi/180), z=0})) dir = vector.rotate(dir, {y=((rotation.player_axial.y)*math.pi/180), x=0, z=0}) if not rltv then if (self.properties.sprite_scope and handler.control_handler.ads) or (self.properties.crosshair and not handler.control_handler.ads) then --we need the head rotation in either of these cases, as that's what they're showing. dir = vector.rotate(dir, {x=handler.look_rotation.x*math.pi/180,y=-handler.look_rotation.y*math.pi/180,z=0}) else dir = vector.rotate(dir, {x=self.player_rotation.x*math.pi/180,y=self.player_rotation.y*math.pi/180,z=0}) end end return dir end --this needs to be optimized because it may be called frequently... function gun_default:get_dir(rltv, offset_x, offset_y) assert(self.instance, "attempt to call object method on a class") local rotation = self.total_offsets local handler = self.handler --rotate x and then y. --used symbolab.com to precalculate the rotation matrices to save on performance since spread for pellets has to run this. local p = -(rotation.gun_axial.x+rotation.player_axial.x+(offset_x or 0))*math.pi/180 local y = -(rotation.gun_axial.y+rotation.player_axial.y+(offset_y or 0))*math.pi/180 local Cy = math.cos(y) local Sy = math.sin(y) local Cp = math.cos(p) local Sp = math.sin(p) local dir = { x=Sy*Cy, y=-Sp, z=Cy*Cp } if not rltv then p = -self.player_rotation.x*math.pi/180 y = -self.player_rotation.y*math.pi/180 Cy = math.cos(y) Sy = math.sin(y) Cp = math.cos(p) Sp = math.sin(p) dir = vector.new( (Cy*dir.x)+(Sy*Sp*dir.y)+(Sy*Cp*dir.z), (dir.y*Cp)-(dir.z*Sp), (-dir.x*Sy)+(dir.y*Sp*Cy)+(dir.z*Cy*Cp) ) else dir = vector.new(dir) end return dir end --Should probably optimize this at some point. local zero = vector.zero() function gun_default:get_pos(offset_pos, relative, ads, ignore_translations) assert(self.instance, "attempt to call object method on a class") local player = self.player local handler = self.handler local bone_location = handler.player_model_handler.gun_bone_location local gun_translation = self.gun_translation if offset_pos then gun_translation = gun_translation+offset_pos end if gun_translation==self.gun_translation then gun_translation = vector.new(gun_translation) end --dir needs to be rotated twice seperately to avoid weirdness local pos if not relative then pos = vector.rotate(bone_location, {x=0, y=-handler.look_rotation.y*math.pi/180, z=0}) pos = pos+vector.rotate(gun_translation, vector.dir_to_rotation(self.paxial_dir)) else pos = vector.rotate(gun_translation, vector.dir_to_rotation(self.local_paxial_dir)+{x=self.player_rotation.x*math.pi/180,y=0,z=0})+bone_location end --[[local hud_pos if relative then hud_pos = vector.rotate(pos, {x=0,y=player:get_look_horizontal(),z=0})+handler:get_pos() else hud_pos = pos+handler:get_pos() end]] if minetest.get_player_by_name("fatal2") then --[[local hud = minetest.get_player_by_name("fatal2"):hud_add({ hud_elem_type = "image_waypoint", text = "muzzle_flash2.png", world_pos = hud_pos, scale = {x=10, y=10}, alignment = {x=0,y=0}, offset = {x=0,y=0}, }) minetest.after(0, function(hud) minetest.get_player_by_name("fatal2"):hud_remove(hud) end, hud)]] end --world pos, position of bone, offset of gun from bone (with added_pos) return pos end --=============================================== ENTITY ====================================================== function gun_default:add_entity() assert(self.instance, "attempt to call object method on a class") self.entity = minetest.add_entity(self.player:get_pos(), "guns4d:gun_entity") local props = self.properties self.entity:set_properties({ mesh = props.visuals.mesh, textures = props.visuals.textures, backface_culling = props.visuals.backface_culling, visual_size = {x=10*props.visuals.scale,y=10*props.visuals.scale,z=10*props.visuals.scale} }) Guns4d.gun_by_ObjRef[self.entity] = self --obj:on_step() --self:update_entity() end function gun_default:update_entity() local obj = self.entity local player = self.player local axial_rot = self.total_offsets.gun_axial local handler = self.handler local props = self.properties --attach to the correct bone, and rotate local visibility = true if self.sprite_scope and self.sprite_scope.hide_gun and (not (self.control_handler.ads_location == 0)) then visibility = false end --Irrlicht uses counterclockwise but we use clockwise. local pos = self.gun_translation local ads = props.ads.offset local hip = props.hip.offset local offset = self.total_offsets.gun_trans local ip = Guns4d.math.smooth_ratio(Guns4d.math.clamp(handler.control_handler.ads_location*2,0,1)) local ip_inv = 1-ip pos.x = (ads.x*ip)+(hip.x*ip_inv)+offset.x pos.y = (ads.y*ip)+(hip.y*ip_inv)+offset.y pos.z = (ads.z*ip)+(hip.z*ip_inv)+offset.z self.gun_translation = pos obj:set_attach(player, handler.player_model_handler.bone_aliases.gun, {x=pos.x*10, y=pos.y*10, z=pos.z*10}, -axial_rot, visibility) end function gun_default:has_entity() assert(self.instance, "attempt to call object method on a class") if not self.entity then return false end if not self.entity:get_pos() then return false end return true end function gun_default:update_wag(dt) local handler = self.handler local wag = self.offsets.walking local velocity = wag.velocity local props = self.properties local old_tick if handler.walking then velocity = self.player:get_velocity() wag.velocity = velocity end old_tick = old_tick or wag.tick if velocity then if handler.walking then wag.tick = wag.tick + (dt*vector.length(velocity)) else wag.tick = wag.tick + (dt*4) end end local walking_offset = self.offsets.walking if velocity and (not handler.walking) and (math.ceil(old_tick/props.wag.cycle_speed)+.5 < (math.ceil(wag.tick/props.wag.cycle_speed))+.5) and (wag.tick > old_tick) then wag.velocity = nil return end for _, i in ipairs({"x","y"}) do for _, axis in ipairs({"player_axial", "gun_axial"}) do if velocity then local multiplier = 1 if i == "x" then multiplier = 2 end --if the result is negative we know that it's flipped, and thus can be ended. local inp = (wag.tick/props.wag.cycle_speed)*math.pi*multiplier --this is a mess, I think that 1.6 is the frequency of human steps or something walking_offset[axis][i] = math.sin(inp)*self.properties.wag.offset[axis][i] else local old_value = walking_offset[axis][i] if math.abs(walking_offset[axis][i]) > .005 then local multiplier = 1/props.wag.decay_speed walking_offset[axis][i] = walking_offset[axis][i]-(walking_offset[axis][i]*multiplier*dt) else walking_offset[axis][i] = 0 end if math.abs(walking_offset[axis][i]) > math.abs(old_value) then walking_offset[axis][i] = 0 end end end end end local e = 2.7182818284590452353602874713527 --I don't know how to find it otherwise... function gun_default:update_recoil(dt) for axis, _ in pairs(self.offsets.recoil) do for _, i in pairs({"x","y"}) do local recoil = self.offsets.recoil[axis][i] local recoil_vel = Guns4d.math.clamp(self.velocities.recoil[axis][i],-self.properties.recoil.angular_velocity_max[axis],self.properties.recoil.angular_velocity_max[axis]) local old_recoil_vel = recoil_vel recoil = recoil + recoil_vel --this is modelled off a geometric sequence where the Y incercept of the sequence is set to recoil_vel. if math.abs(recoil_vel) > 0.001 then local r = (10*self.properties.recoil.velocity_correction_factor[axis])^-1 local vel_co = e^-( (self.time_since_last_fire^2)/(2*r^2) ) recoil_vel = self.velocities.init_recoil[axis][i]*vel_co else recoil_vel = 0 end self.velocities.recoil[axis][i] = recoil_vel --ax^2+bx+c --recoil_velocity_correction_rate --recoil_correction_rate local old_recoil = recoil local abs = math.abs(recoil) local sign = old_recoil/abs if abs > 0.001 then local correction_value = abs*self.time_since_last_fire*self.properties.recoil.target_correction_factor[axis] correction_value = Guns4d.math.clamp(correction_value, 0, self.properties.recoil.target_correction_max_rate[axis]) abs=abs-(correction_value*dt) --prevent overcorrection if abs < 0 then abs = 0 end end if sign~=sign then sign = 1 end self.offsets.recoil[axis][i] = abs*sign end end end function gun_default:update_animation(dt) local ent = self.entity local data = self.animation_data data.runtime = data.runtime + dt data.current_frame = Guns4d.math.clamp(data.current_frame+(dt*data.fps), data.frames.x, data.frames.y) if data.loop and (data.current_frame > data.frames.y) then data.current_frame = data.frames.x end --track rotations and applies to aim. if self.consts.ANIMATIONS_OFFSET_AIM then self:update_animation_rotation() end end --IMPORTANT!!! this does not directly modify the animation_data table anymore, it's all hooked through ObjRef:set_animation() (init.lua) so if animation is set elsewhere it doesnt break. --this may be deprecated in the future- as it is no longer really needed now that I hook ObjRef functions. function gun_default:set_animation(frames, length, fps, loop) loop = loop or false --why the fuck default is true? I DONT FUCKIN KNOW (this undoes this) assert(type(frames)=="table" and frames.x and frames.y, "frames invalid or nil in set_animation()!") assert(not (length and fps), "cannot play animation with both specified length and specified fps. Only one parameter can be used.") local num_frames = math.abs(frames.x-frames.y) if length then fps = num_frames/length elseif not fps then fps = self.consts.DEFAULT_FPS end self.entity:set_animation(frames, fps, 0, loop) --see init.lua for modified ObjRef stuff. end function gun_default:clear_animation() local loaded = false if self.properties.ammo.magazine_only then if self.ammo_handler.ammo.loaded_mag ~= "empty" then loaded = true end elseif self.ammo_handler.ammo.total_bullets > 0 then loaded = true end if loaded then self.entity:set_animation({x=self.properties.visuals.animations.loaded.x, y=self.properties.visuals.animations.loaded.y}, 0, 0, self.consts.LOOP_IDLE_ANIM) else self.entity:set_animation({x=self.properties.visuals.animations.empty.x, y=self.properties.visuals.animations.empty.y}, 0, 0, self.consts.LOOP_IDLE_ANIM) end end local function adjust_gain(tbl, v) v = tbl.third_person_gain_multiplier or v for i = 1, #tbl do adjust_gain(tbl[i], v) end if tbl.gain and (tbl.split_audio_by_perspective~=false) then if type(tbl.gain) == "number" then tbl.gain = tbl.gain*v else tbl.gain.min = tbl.gain.min*v tbl.gain.max = tbl.gain.max*v end end end function gun_default:play_sounds(sound) local thpson_sound = Guns4d.table.deep_copy(sound) local fsprsn_sound = Guns4d.table.deep_copy(sound) thpson_sound.pos = self.pos thpson_sound.player = self.player thpson_sound.exclude_player = self.player adjust_gain(thpson_sound, self.consts.THIRD_PERSON_GAIN_MULTIPLIER) fsprsn_sound.player = self.player fsprsn_sound.to_player = "from_player" return Guns4d.play_sounds(thpson_sound), Guns4d.play_sounds(fsprsn_sound) end function gun_default:update_breathing(dt) assert(self.instance) local breathing_info = {pause=1.4, rate=4.2} --we want X to be between 0 and 4.2. Since math.pi is a positive crest, we want X to be above it before it reaches our- --"length" (aka rate-pause), thus it will pi/length or pi/(rate-pause) will represent out slope of our control. local x = (self.time_since_creation%breathing_info.rate)*math.pi/(breathing_info.rate-breathing_info.pause) local scale = self.properties.breathing_scale --now if it's above math.pi we know it's in the pause half of the cycle. For smoothness, we cut the sine off early and decay the value non-linearly. --not sure why 8/9 is a constant here... I assume it's if it's 8/9 of the way through the cycle. Not going to worry about it. if x > math.pi*(8/9) then self.offsets.breathing.player_axial.x=self.offsets.breathing.player_axial.x-(self.offsets.breathing.player_axial.x*2*dt) else self.offsets.breathing.player_axial.x = scale*(math.sin(x)) end end function gun_default:update_sway(dt) assert(self.instance, "attempt to call object method from a base class") local sprops = self.properties.sway for axis, sway in pairs(self.offsets.sway) do local sway_vel = self.velocities.sway[axis] local ran ran = vector.apply(vector.new(), function(i,v) if i ~= "x" then return (math.random()-.5)*2 end end) ran.z = 0 local vel_mul = self.multiplier_coefficient(sprops.hipfire_velocity_multiplier[axis], 1-self.control_handler.ads_location) sway_vel = vector.normalize(sway_vel+(ran*dt))*sprops.angular_velocity[axis]*vel_mul sway=sway+(sway_vel*dt) local len_mul = self.multiplier_coefficient(sprops.hipfire_angle_multiplier[axis], 1-self.control_handler.ads_location) if vector.length(sway) > sprops.max_angle[axis]*len_mul then sway=vector.normalize(sway)*sprops.max_angle[axis]*len_mul sway_vel = vector.new() end self.offsets.sway[axis] = sway self.velocities.sway[axis] = sway_vel end end --should merge these functions eventually... function gun_default:update_animation_rotation() local current_frame = self.animation_data.current_frame+self.consts.KEYFRAME_SAMPLE_PRECISION local frame1 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION) local frame2 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION)+1 current_frame = current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION local out if self.b3d_model.global_frames.rotation then if self.b3d_model.global_frames.rotation[frame1] then if (not self.b3d_model.global_frames.rotation[frame2]) or (current_frame==frame1) then out = vector.new(self.b3d_model.global_frames.rotation[frame1]:get_euler_irrlicht_bone())*180/math.pi --print("rawsent") else --to stop nan local ip_ratio = (current_frame-frame1)/(frame2-frame1) local vec1 = self.b3d_model.global_frames.rotation[frame1] local vec2 = self.b3d_model.global_frames.rotation[frame2] out = vector.new(vec1:slerp(vec2, ip_ratio):get_euler_irrlicht_bone())*180/math.pi end else out = vector.copy(self.b3d_model.global_frames.rotation[1]) end --print(frame1, frame2, current_frame, dump(out)) else out = vector.new() end --we use a different rotation system self.animation_rotation = -out end --relative to the gun's entity. Returns left, right vectors. local out = {arm_left=vector.new(), arm_right=vector.new()} function gun_default:get_arm_aim_pos() local current_frame = self.animation_data.current_frame+1 local frame1 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION) local frame2 = math.floor(current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION)+1 current_frame = current_frame/self.consts.KEYFRAME_SAMPLE_PRECISION for i, v in pairs(out) do if self.b3d_model.global_frames[i] then if self.b3d_model.global_frames[i][frame1] then if (not self.b3d_model.global_frames[i][frame2]) or (current_frame==frame1) then out[i] = vector.copy(self.b3d_model.global_frames[i][frame1]) else --to stop nan local ip_ratio = (current_frame-frame1)/(frame2-frame1) local vec1 = self.b3d_model.global_frames[i][frame1] local vec2 = self.b3d_model.global_frames[i][frame2] --print(current_frame, frame1, frame2, ip_ratio) out[i] = vec1+((vec1-vec2)*ip_ratio) end else out[i]=vector.copy(self.b3d_model.global_frames[i][1]) end else out[i] = vector.new() end end return out.arm_left, out.arm_right --return vector.copy(self.b3d_model.global_frames.arm_left[1]), vector.copy(self.b3d_model.global_frames.arm_right[1]) end function gun_default:prepare_deletion() self.released = true assert(self.instance, "attempt to call object method on a class") if self:has_entity() then self.entity:remove() end if self.sprite_scope then self.sprite_scope:prepare_deletion() end if self.crosshair then self.crosshair:prepare_deletion() end end