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55 lines
2.6 KiB
55 lines
2.6 KiB
-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Client.Cam = {}
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function Quantum.Client.Cam.InvertAngle( ang ) return Angle( -ang.x, ang.y, -ang.z ) end -- Flip the camera 180* relative to target
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function Quantum.Client.Cam.Stop()
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hook.Remove( "CalcView", "Quantum_Cinematic" )
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Quantum.Client.Cam.Temp.scene_index = nil -- remove the var becuase it is unneeded
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Quantum.Debug( "Stopped cinematic." )
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end
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function Quantum.Client.Cam.Start( scene, fov, velocity, loop )
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local frac = 0
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local time -- speed of the camera ( how long till it reaches its finish point )
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Quantum.Client.Cam.Temp = {}
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Quantum.Client.Cam.Temp.scene_index = 1
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local view = {} -- calcview vector data
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hook.Remove( "CalcView", "Quantum_Cinematic" ) -- if a cinematic is already running; cancel it
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hook.Add( "CalcView", "Quantum_Cinematic", function( ply, pos, ang, fov )
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time = velocity[Quantum.Client.Cam.Temp.scene_index] || 5
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frac = math.Clamp( frac + FrameTime()/time, 0, 1 )
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if( frac <= 0 ) then return end
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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
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scene[Quantum.Client.Cam.Temp.scene_index].ang2 = scene[Quantum.Client.Cam.Temp.scene_index].ang2 || scene[Quantum.Client.Cam.Temp.scene_index].ang1
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view.origin = LerpVector( frac, scene[Quantum.Client.Cam.Temp.scene_index].pos1, scene[Quantum.Client.Cam.Temp.scene_index].pos2 )
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view.angles = LerpAngle( frac, scene[Quantum.Client.Cam.Temp.scene_index].ang1, scene[Quantum.Client.Cam.Temp.scene_index].ang2 )
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view.fov = fov
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view.drawviewer = true
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if( view.origin:IsEqualTol( scene[Quantum.Client.Cam.Temp.scene_index].pos2, 1 ) ) then
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if( Quantum.Client.Cam.Temp.scene_index + 1 <= #scene ) then
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frac = 0
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Quantum.Client.Cam.Temp.scene_index = Quantum.Client.Cam.Temp.scene_index + 1
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end
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if( Quantum.Client.Cam.Temp.scene_index > #scene ) then -- if all scenes are finished, loop them if loop is enabled
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Quantum.Client.Cam.Temp.scene_index = 1
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end
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-- otherwise it will just stop at the end.
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end
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return view
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end)
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end
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