Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/lib/client/cl_cinematic.lua

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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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.Start( scene, fov, velocity, loop )
local frac = 0
local time = velocity || 10 -- speed of the camera ( how long till it reaches its finish point )
local scene_index = 1
scene.pos2 = scene.pos2 || scene.pos1 -- if there is no finish pos then make it stay still at starting pos
scene.ang2 = scene.ang2 || scene.ang1
hook.Remove( "CalcView", "Quantum_Cinematic" ) -- if a cinematic is already running; cancel it
hook.Add( "CalcView", "Quantum_Cinematic", function( ply, pos, ang, fov )
frac = math.Clamp( frac + FrameTime()/velocity, 0, 1 )
if( frac <= 0 ) then return end
local view = {
origin = LerpVector( frac, scene.pos1[scene_index], scene.pos2[scene_index] ),
angles = LerpAngle( frac, scene.ang1[scene_index], scene.ang2[scene_index] ),
fov = fov,
drawviewer = true
}
if( view.origin:IsEqualTol( scene.pos2[scene_index], 2 ) ) then
frac = 0
scene_index = scene_index + 1
if( scene_index > #scene.pos1 && loop ) then scene_index = 1 end -- if all scenes are finished, loop them if loop is enabled
-- otherwise it will just stop at the end.
end
return view
end)
end