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enum eSwayStates |
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{ |
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DEFAULT, |
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HOLDBREATH_IN, |
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HOLDBREATH_STABLE, |
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HOLDBREATH_EXHAUSTED, |
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MAX |
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} |
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class PlayerSwayConstants |
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{ |
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static const float SWAY_MULTIPLIER_DEFAULT = 1.0; |
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static const float SWAY_MULTIPLIER_STABLE = 0.05; |
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static const float SWAY_MULTIPLIER_EXHAUSTED = 0.6; |
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static const float SWAY_TIME_IN = 1.5; |
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static const float SWAY_TIME_STABLE = 3.0; |
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static const float SWAY_TIME_EXHAUSTED = 1.5; |
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static const float SWAY_TIME_OUT = 0.5; |
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static const float SWAY_ROLL = 3; |
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} |
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class DayZPlayerImplementAiming |
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{ |
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protected const float SWAY_WEIGHT_SCALER = 1; |
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protected float m_HorizontalNoise; |
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protected float m_HorizontalTargetValue; |
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protected float m_HorizontalNoiseVelocity[1] = {0}; |
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protected DayZPlayerImplement m_PlayerDpi; |
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protected PlayerBase m_PlayerPb; |
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protected float m_TotalTime; |
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protected float m_ReferenceTime = 0; |
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protected float m_SwayStateStartTime; |
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protected float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT; |
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protected float m_StateStartSwayMultiplier; |
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protected float m_HorizontalNoiseXAxisOffset; |
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protected float m_BreathingXAxisOffset; |
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protected float m_BreathingYAxisOffset; |
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protected bool m_HoldingBreathSet; |
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protected bool m_AimNoiseAllowed = true; |
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protected bool m_ProceduralRecoilEnabled = true; |
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protected ref RecoilBase m_CurrentRecoil; |
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protected int m_ShakeCount; |
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protected float m_SwayWeight; |
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protected float m_MaxVelocity; |
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protected ref KuruShake m_KuruShake; |
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protected float m_CamShakeX; |
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protected float m_CamShakeY; |
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protected vector m_SwayModifier = "1 1 1"; |
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protected int m_SwayState = -1; |
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protected float m_StealthAimY_Last; |
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protected float m_FilterVelocityStealthAimY[1] = {0}; |
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protected static float m_AimXClampRanges[] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 }; |
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void DayZPlayerImplementAiming(DayZPlayerImplement player) |
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{ |
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m_PlayerDpi = player; |
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Class.CastTo(m_PlayerPb, player); |
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UpdateSwayState(eSwayStates.DEFAULT); |
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} |
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void SetRecoil(Weapon_Base weapon) |
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{ |
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if (m_ProceduralRecoilEnabled) |
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{ |
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m_CurrentRecoil = weapon.SpawnRecoilObject(); |
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} |
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} |
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void RequestKuruShake(float amount) |
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{ |
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if (!m_KuruShake) |
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m_KuruShake = new KuruShake(m_PlayerPb, amount); |
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} |
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void OnRaiseBegin(DayZPlayerImplement player) |
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{ |
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Weapon_Base weapon = Weapon_Base.Cast(player.GetHumanInventory().GetEntityInHands()); |
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if (weapon) |
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{ |
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m_SwayModifier = weapon.GetPropertyModifierObject().m_SwayModifiers; |
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} |
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} |
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void OnFinisherBegin(float currentAimY) |
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{ |
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m_StealthAimY_Last = currentAimY; |
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m_FilterVelocityStealthAimY[0] = 0; |
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} |
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void OnSwayStateChange(int state) |
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{ |
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switch (state) |
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{ |
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case eSwayStates.HOLDBREATH_EXHAUSTED: |
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m_PlayerPb.OnHoldBreathExhausted(); |
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break; |
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default: |
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break; |
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} |
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} |
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float GetSwayWeight() |
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{ |
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return m_SwayWeight; |
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} |
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void SetAimNoiseAllowed(bool state) |
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{ |
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m_AimNoiseAllowed = state; |
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} |
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bool IsAimNoiseAllowed() |
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{ |
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return m_AimNoiseAllowed; |
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} |
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void SetProceduralRecoilEnabled(bool state) |
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{ |
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m_ProceduralRecoilEnabled = state; |
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} |
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bool IsProceduralRecoilEnabled() |
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{ |
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return m_ProceduralRecoilEnabled; |
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} |
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void SetCamShakeValues(float x_axis, float y_axis) |
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{ |
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m_CamShakeX = x_axis; |
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m_CamShakeY = y_axis; |
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} |
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bool ProcessStealthFilters(float pDt, SDayZPlayerAimingModel pModel) |
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{ |
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m_StealthAimY_Last = Math.SmoothCD(m_StealthAimY_Last, 0, m_FilterVelocityStealthAimY, 0.3, 1000, pDt); |
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pModel.m_fAimYMouseShift = -(pModel.m_fCurrentAimY - m_StealthAimY_Last); |
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return true; |
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} |
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bool ProcessAimFilters(float pDt, SDayZPlayerAimingModel pModel, int stance_index) |
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{ |
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float breathing_offset_x; |
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float breathing_offset_y; |
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float noise_offset_x; |
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float noise_offset_y; |
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float shake_offset_x; |
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float shake_offset_y; |
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float recoil_offset_mouse_x; |
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float recoil_offset_mouse_y; |
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float recoil_offset_hands_x; |
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float recoil_offset_hands_y; |
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float kuru_offset_x; |
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float kuru_offset_y; |
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float player_stamina = m_PlayerPb.GetStaminaHandler().GetSyncedStaminaNormalized(); |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("Player: " + m_PlayerPb + " | ProcessAimFilters | timestamp: " + m_PlayerPb.GetSimulationTimeStamp()); |
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#endif |
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if (m_PlayerPb.IsHoldingBreath()) |
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{ |
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player_stamina = 1; |
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} |
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float speed = CalculateSpeedMultiplier(player_stamina); |
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m_TotalTime += pDt * speed; |
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if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet) |
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{ |
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m_ReferenceTime = m_TotalTime; |
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} |
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else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet) |
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{ |
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m_ReferenceTime = m_TotalTime; |
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} |
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float adjusted_sway_multiplier = CalculateSwayMultiplier(); |
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m_LastSwayMultiplier = adjusted_sway_multiplier; |
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m_SwayWeight = CalculateWeight( stance_index, player_stamina, 0.5, m_PlayerPb.IsHoldingBreath()) * adjusted_sway_multiplier; |
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ApplyBreathingPattern(breathing_offset_x, breathing_offset_y, 3.0, m_TotalTime, m_SwayWeight); |
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ApplyHorizontalNoise(noise_offset_x, noise_offset_y, 0.2, 0.5, 3.0 * m_SwayModifier[0], speed, 3 * m_SwayModifier[1], m_SwayWeight, pDt); |
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int shake_level = m_PlayerPb.GetShakeLevel(); |
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if (shake_level != 0) |
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{ |
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ApplyShakes(shake_offset_x, shake_offset_y, shake_level); |
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} |
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if (m_CurrentRecoil) |
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{ |
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m_CurrentRecoil.Update(pModel, recoil_offset_mouse_x, recoil_offset_mouse_y, recoil_offset_hands_x, recoil_offset_hands_y, pDt); |
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} |
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if (m_KuruShake) |
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{ |
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m_KuruShake.Update(pDt, kuru_offset_x, kuru_offset_y); |
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} |
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pModel.m_fAimXHandsOffset = breathing_offset_x + noise_offset_x + recoil_offset_hands_x + shake_offset_x + kuru_offset_x; |
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pModel.m_fAimYHandsOffset = breathing_offset_y + noise_offset_y + recoil_offset_hands_y + shake_offset_y + kuru_offset_y; |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("breathing_offset_y: " + breathing_offset_y); |
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DbgPrintAimingImplement("noise_offset_y: " + noise_offset_y); |
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DbgPrintAimingImplement("recoil_offset_hands_y: " + recoil_offset_hands_y); |
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DbgPrintAimingImplement("shake_offset_y: " + shake_offset_y); |
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DbgPrintAimingImplement("kuru_offset_y: " + kuru_offset_y); |
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DbgPrintAimingImplement("pModel.m_fAimYHandsOffset: " + pModel.m_fAimYHandsOffset); |
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#endif |
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pModel.m_fAimXCamOffset = -shake_offset_x - recoil_offset_hands_x - kuru_offset_x + m_CamShakeX; |
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pModel.m_fAimYCamOffset = -shake_offset_y - recoil_offset_hands_y - kuru_offset_y + m_CamShakeY; |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("m_CamShakeY: " + m_CamShakeY); |
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DbgPrintAimingImplement("pModel.m_fAimYCamOffset: " + pModel.m_fAimYCamOffset); |
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#endif |
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if (stance_index == DayZPlayerConstants.STANCEIDX_RAISEDPRONE) |
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{ |
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float newVal = DayZPlayerUtils.LinearRangeClamp(pModel.m_fCurrentAimX, pModel.m_fCurrentAimY, m_AimXClampRanges); |
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pModel.m_fAimYHandsOffset += newVal - pModel.m_fCurrentAimY; |
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} |
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float absAimY = Math.AbsFloat(pModel.m_fCurrentAimY); |
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pModel.m_fAimYHandsOffset = Math.Clamp(pModel.m_fAimYHandsOffset,absAimY - 89.9,89.9 - absAimY); |
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if (m_PlayerDpi.IsInOptics() && m_KuruShake) |
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{ |
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} |
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pModel.m_fAimXMouseShift = recoil_offset_mouse_x -kuru_offset_x / 10; |
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pModel.m_fAimYMouseShift = recoil_offset_mouse_y + kuru_offset_y / 10; |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("recoil_offset_mouse_y: " + recoil_offset_mouse_y); |
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DbgPrintAimingImplement("pModel.m_fAimYMouseShift: " + pModel.m_fAimYMouseShift); |
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#endif |
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if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet) |
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{ |
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m_HoldingBreathSet = true; |
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m_HorizontalNoiseXAxisOffset = noise_offset_x; |
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m_BreathingXAxisOffset = breathing_offset_x; |
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m_BreathingYAxisOffset = breathing_offset_y; |
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} |
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else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet) |
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{ |
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m_HoldingBreathSet = false; |
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} |
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if (!m_PlayerPb.IsHoldingBreath() && m_LastSwayMultiplier == PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT && m_HorizontalNoiseXAxisOffset != 0) |
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{ |
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m_HorizontalNoiseXAxisOffset = 0; |
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m_BreathingXAxisOffset = 0; |
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m_BreathingYAxisOffset = 0; |
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} |
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if (m_PlayerPb.IsHoldingBreath()) |
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{ |
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m_PlayerPb.DepleteStamina(EStaminaModifiers.HOLD_BREATH,pDt*speed); |
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} |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("----------------------------"); |
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#endif |
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return true; |
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} |
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protected float CalculateSwayMultiplier() |
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{ |
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float max; |
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float time; |
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float time_clamped; |
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float ret; |
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if (m_PlayerPb.IsHoldingBreath()) |
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{ |
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time = m_TotalTime - m_ReferenceTime; |
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if (time < PlayerSwayConstants.SWAY_TIME_IN) |
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{ |
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UpdateSwayState(eSwayStates.HOLDBREATH_IN); |
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max = PlayerSwayConstants.SWAY_TIME_IN; |
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time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max); |
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ret = Math.Lerp(m_LastSwayMultiplier,PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,time_clamped/max); |
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} |
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else if (time >= PlayerSwayConstants.SWAY_TIME_IN && time < (PlayerSwayConstants.SWAY_TIME_IN + PlayerSwayConstants.SWAY_TIME_STABLE)) |
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{ |
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UpdateSwayState(eSwayStates.HOLDBREATH_STABLE); |
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ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE; |
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} |
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else |
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{ |
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UpdateSwayState(eSwayStates.HOLDBREATH_EXHAUSTED); |
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max = PlayerSwayConstants.SWAY_TIME_EXHAUSTED; |
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time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max); |
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ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED,(time_clamped/max)); |
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} |
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} |
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else |
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{ |
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UpdateSwayState(eSwayStates.DEFAULT); |
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max = PlayerSwayConstants.SWAY_TIME_OUT; |
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time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max); |
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ret = Math.Lerp(m_LastSwayMultiplier,1,time_clamped/max); |
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} |
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return ret; |
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} |
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float CalculateSpeedMultiplier(float stamina) |
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{ |
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return (((1.0 - stamina) * 3.0) + 1.0) * m_SwayModifier[2]; |
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} |
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protected bool UpdateSwayState(int state) |
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{ |
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if (state != m_SwayState) |
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{ |
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m_SwayState = state; |
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m_SwayStateStartTime = m_TotalTime; |
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m_StateStartSwayMultiplier = m_LastSwayMultiplier; |
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OnSwayStateChange(state); |
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return true; |
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} |
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return false; |
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} |
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int GetCurrentSwayState() |
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{ |
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return m_SwayState; |
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} |
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protected void ApplyBreathingPattern(out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight) |
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{ |
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float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("m_LastSwayMultiplier: " + m_LastSwayMultiplier); |
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DbgPrintAimingImplement("pAmplitude: " + pAmplitude); |
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DbgPrintAimingImplement("pTotalTime: " + pTotalTime); |
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DbgPrintAimingImplement("weight: " + weight); |
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DbgPrintAimingImplement("multiplier: " + multiplier); |
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#endif |
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x_axis = (Math.Sin(pTotalTime) * pAmplitude / 4) * weight; |
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y_axis = (Math.Sin((pTotalTime) * 0.8 + 0.6) * pAmplitude) * weight; |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("y_axis_midproduct: " + y_axis); |
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#endif |
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x_axis += m_BreathingXAxisOffset * multiplier; |
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y_axis += m_BreathingYAxisOffset * multiplier; |
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} |
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protected void ApplyHorizontalNoise(out float x_axis, out float y_axis, float smooth_time,float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt) |
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{ |
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if (Math.AbsFloat(m_HorizontalTargetValue - m_HorizontalNoise) < 0.01) |
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{ |
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m_MaxVelocity = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, max_velocity_low, max_velocity_high); |
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float r = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1); |
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m_HorizontalTargetValue = (r - 0.5) * 2 * max_distance; |
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m_HorizontalNoiseVelocity[0] = 0; |
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} |
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m_HorizontalNoise = Math.SmoothCD(m_HorizontalNoise, m_HorizontalTargetValue, m_HorizontalNoiseVelocity, smooth_time, m_MaxVelocity * velocity_modifier, pDt); |
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x_axis = m_HorizontalNoise * weight; |
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float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); |
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x_axis += m_HorizontalNoiseXAxisOffset * multiplier; |
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} |
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protected void ApplyShakes(out float x_axis, out float y_axis, int level) |
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{ |
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float weight = level / PlayerBase.SHAKE_LEVEL_MAX; |
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m_ShakeCount++; |
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int shakes_threshold = Math.Round(m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 2, 4)); |
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if (m_ShakeCount > shakes_threshold) |
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{ |
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m_ShakeCount = 0; |
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float modifier = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0.45, 0.9); |
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x_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1); |
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y_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1); |
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} |
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} |
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protected float CalculateWeight(int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath) |
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{ |
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if (m_PlayerDpi.GetCommand_Move() && m_PlayerDpi.GetCommand_Move().IsInRoll()) |
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{ |
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return PlayerSwayConstants.SWAY_ROLL; |
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} |
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float stance_modifier; |
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switch (stance_index) |
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{ |
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case DayZPlayerConstants.STANCEIDX_RAISEDERECT: |
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stance_modifier = 0.5; |
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break; |
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case DayZPlayerConstants.STANCEIDX_RAISEDCROUCH: |
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stance_modifier = 0.75; |
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break; |
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case DayZPlayerConstants.STANCEIDX_RAISEDPRONE: |
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stance_modifier = 0.9; |
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break; |
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default: |
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stance_modifier = 0.75; |
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break; |
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} |
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#ifdef DEVELOPER |
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DbgPrintAimingImplement("current_stamina: " + current_stamina); |
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DbgPrintAimingImplement("camera_sway_modifier: " + camera_sway_modifier); |
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DbgPrintAimingImplement("holding_breath: " + holding_breath); |
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#endif |
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return (1 - stance_modifier) * m_AimNoiseAllowed * camera_sway_modifier * SWAY_WEIGHT_SCALER; |
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} |
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void DbgPrintAimingImplement(string val) |
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{ |
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#ifdef DEVELOPER |
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if (GetDayZGame().IsAimLogEnabled()) |
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Print("DayZPlayerImplementAiming | " + val); |
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#endif |
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} |
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} |
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