-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
Quantum.Client . Cam = { }
function Quantum . Client . Cam . InvertAngle ( ang ) return Angle ( - ang.x , ang.y , - ang.z ) end -- Flip the camera 180* relative to target
function Quantum . Client . Cam . Stop ( )
hook.Remove ( " CalcView " , " Quantum_Cinematic " )
Quantum.Client . Cam.Temp . scene_index = nil -- remove the var becuase it is unneeded
Quantum.Debug ( " Stopped cinematic. " )
end
function Quantum . Client . Cam . Start ( scene , loop )
local frac = 0
local time -- speed of the camera ( how long till it reaches its finish point )
local fov
Quantum.Client . Cam.Temp = { }
Quantum.Client . Cam.Temp . scene_index = 1
local view = { } -- calcview vector data
hook.Remove ( " CalcView " , " Quantum_Cinematic " ) -- if a cinematic is already running; cancel it
hook.Add ( " CalcView " , " Quantum_Cinematic " , function ( ply , pos , ang , fov )
time = scene [ Quantum.Client . Cam.Temp . scene_index ] . velocity || 5
fov = scene [ Quantum.Client . Cam.Temp . scene_index ] . fov || 20
frac = math.Clamp ( frac + FrameTime ( ) / time , 0 , 1 )
if ( frac <= 0 ) then return end
scene [ Quantum.Client . Cam.Temp . scene_index ] . pos2 = scene [ Quantum.Client . Cam.Temp . scene_index ] . pos2 || scene [ Quantum.Client . Cam.Temp . scene_index ] . pos1 -- if there is no finish pos then make it stay still at starting pos
scene [ Quantum.Client . Cam.Temp . scene_index ] . ang2 = scene [ Quantum.Client . Cam.Temp . scene_index ] . ang2 || scene [ Quantum.Client . Cam.Temp . scene_index ] . ang1
view.origin = LerpVector ( frac , scene [ Quantum.Client . Cam.Temp . scene_index ] . pos1 , scene [ Quantum.Client . Cam.Temp . scene_index ] . pos2 )
view.angles = LerpAngle ( frac , scene [ Quantum.Client . Cam.Temp . scene_index ] . ang1 , scene [ Quantum.Client . Cam.Temp . scene_index ] . ang2 )
view.fov = fov
view.drawviewer = true
if ( view.origin : IsEqualTol ( scene [ Quantum.Client . Cam.Temp . scene_index ] . pos2 , 1 ) ) then
if ( Quantum.Client . Cam.Temp . scene_index + 1 <= # scene ) then
frac = 0
Quantum.Client . Cam.Temp . scene_index = Quantum.Client . Cam.Temp . scene_index + 1
end
if ( Quantum.Client . Cam.Temp . scene_index > # scene ) then -- if all scenes are finished, loop them if loop is enabled
Quantum.Client . Cam.Temp . scene_index = 1
end
-- otherwise it will just stop at the end.
end
return view
end )
end