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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2016-05-30 21:01:18 -0400 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2016-05-30 21:01:18 -0400 |
| commit | d62058fcdea5fc6736a2a373f47dc6c14c70c319 (patch) | |
| tree | 79a1325190e3f1f1b6d6a2dbcdfc1ba3fa866ac9 /gamemode/cl_postprocess.lua | |
| parent | c38f00182ba6c282806eecb39a42e64d5feafa37 (diff) | |
| download | redead-d62058fcdea5fc6736a2a373f47dc6c14c70c319.tar.gz redead-d62058fcdea5fc6736a2a373f47dc6c14c70c319.tar.bz2 redead-d62058fcdea5fc6736a2a373f47dc6c14c70c319.zip | |
Removed exessive whitespace so future commits will be cleaner
Diffstat (limited to 'gamemode/cl_postprocess.lua')
| -rw-r--r-- | gamemode/cl_postprocess.lua | 376 |
1 files changed, 188 insertions, 188 deletions
diff --git a/gamemode/cl_postprocess.lua b/gamemode/cl_postprocess.lua index 9afad78..cf4a696 100644 --- a/gamemode/cl_postprocess.lua +++ b/gamemode/cl_postprocess.lua @@ -25,161 +25,161 @@ function GM:RenderScreenspaceEffects() local approach = FrameTime() * 0.05 if ( Sharpen > 0 ) then - + DrawSharpen( Sharpen, 0.5 ) - + Sharpen = math.Approach( Sharpen, 0, FrameTime() * 0.5 ) - + end if ( MotionBlur > 0 ) then - + DrawMotionBlur( 1 - MotionBlur, 1.0, 0.0 ) - + MotionBlur = math.Approach( MotionBlur, 0, approach ) - + end - + if LocalPlayer():FlashlightIsOn() then - - ColorModify[ "$pp_colour_brightness" ] = math.Approach( ColorModify[ "$pp_colour_brightness" ], 0.01, FrameTime() * 0.25 ) - ColorModify[ "$pp_colour_contrast" ] = math.Approach( ColorModify[ "$pp_colour_contrast" ], 1.02, FrameTime() * 0.25 ) - + + ColorModify[ "$pp_colour_brightness" ] = math.Approach( ColorModify[ "$pp_colour_brightness" ], 0.01, FrameTime() * 0.25 ) + ColorModify[ "$pp_colour_contrast" ] = math.Approach( ColorModify[ "$pp_colour_contrast" ], 1.02, FrameTime() * 0.25 ) + end - + local rads = LocalPlayer():GetNWInt( "Radiation", 0 ) - + if rads > 0 and LocalPlayer():Alive() then - + local scale = rads / 5 - + MotionBlur = math.Approach( MotionBlur, scale * 0.5, FrameTime() ) Sharpen = math.Approach( Sharpen, scale * 5, FrameTime() * 3 ) - + ColorModify[ "$pp_colour_colour" ] = math.Approach( ColorModify[ "$pp_colour_colour" ], 1.0 - scale * 0.8, FrameTime() * 0.1 ) - + end - + if GetGlobalBool( "Radiation", false ) and not GAMEMODE.PlayerIsIndoors then - + ColorModify[ "$pp_colour_mulg" ] = 0.15 ColorModify[ "$pp_colour_mulr" ] = 0.10 ColorModify[ "$pp_colour_addg" ] = 0.05 ColorModify[ "$pp_colour_addr" ] = 0.03 - + end - + if LocalPlayer():Team() == TEAM_ZOMBIES then - + if LocalPlayer():Alive() then - + ColorModify[ "$pp_colour_brightness" ] = -0.15 ColorModify[ "$pp_colour_addr" ] = 0.25 ColorModify[ "$pp_colour_mulr" ] = 0.15 ColorModify[ "$pp_colour_addg" ] = 0.15 - + else - + ColorModify[ "$pp_colour_addr" ] = 0.25 ColorModify[ "$pp_colour_mulr" ] = 0.30 ColorModify[ "$pp_colour_addg" ] = 0.05 ColorModify[ "$pp_colour_brightness" ] = -0.20 - + MotionBlur = 0.40 - + end - + else - + if not LocalPlayer():Alive() then - + ColorModify[ "$pp_colour_addr" ] = 0.25 ColorModify[ "$pp_colour_mulr" ] = 0.30 ColorModify[ "$pp_colour_brightness" ] = -0.20 - + MotionBlur = 0.40 - + elseif LocalPlayer():GetNWBool( "Infected", false ) then - + ColorModify[ "$pp_colour_brightness" ] = -0.02 ColorModify[ "$pp_colour_mulg" ] = 0.55 ColorModify[ "$pp_colour_addg" ] = 0.02 // too much? too little? - + //MotionBlur = 0.30 - + end - + end - + for k,v in pairs( ColorModify ) do - + if k == "$pp_colour_colour" or k == "$pp_colour_contrast" then - - ColorModify[k] = math.Approach( ColorModify[k], 1, approach ) - + + ColorModify[k] = math.Approach( ColorModify[k], 1, approach ) + elseif k == "$pp_colour_brightness" and GetGlobalBool( "GameOver", false ) then - + ColorModify[k] = -1.50 - + else - - ColorModify[k] = math.Approach( ColorModify[k], 0, approach ) - + + ColorModify[k] = math.Approach( ColorModify[k], 0, approach ) + end - + MixedColorMod[k] = math.Approach( MixedColorMod[k] or 0, ColorModify[k], FrameTime() * 0.10 ) - + end - + DrawColorModify( MixedColorMod ) DrawPlayerRenderEffects() DrawLaser() - + end -function GM:GetMotionBlurValues( y, x, fwd, spin ) +function GM:GetMotionBlurValues( y, x, fwd, spin ) if LocalPlayer():Team() == TEAM_ZOMBIES then return y, x, fwd, spin end if LocalPlayer():Alive() and LocalPlayer():Health() <= 50 then - + local scale = math.Clamp( LocalPlayer():Health() / 50, 0, 1 ) // local beat = math.Clamp( HeartBeat - CurTime(), 0, 2 ) * ( 1 - scale ) - + fwd = 1 - scale // + beat - + elseif LocalPlayer():GetNWBool( "InIron", false ) then - + fwd = 0.05 - + end - + if DisorientTime and DisorientTime > CurTime() then - - if not LocalPlayer():Alive() then + + if not LocalPlayer():Alive() then DisorientTime = nil end - + local scale = ( ( DisorientTime or 0 ) - CurTime() ) / 10 local newx, newy = RotateAroundCoord( 0, 0, 1, scale * 0.05 ) - + return newy, newx, fwd, spin - + end - + if ScreamTime and ScreamTime > CurTime() then - - if not LocalPlayer():Alive() then + + if not LocalPlayer():Alive() then ScreamTime = nil end - + local scale = ( ( ScreamTime or 0 ) - CurTime() ) / 10 local newy = math.sin( CurTime() * 1.5 ) * scale * 0.08 - + return newy, x, fwd, spin - + end - + return y, x, fwd, spin end @@ -197,75 +197,75 @@ local MaterialVision = Material( "nuke/redead/allyvision" ) //local MaterialItem = Material( "toxsin/allyvision" ) function DrawPlayerRenderEffects() - + if LocalPlayer():Team() != TEAM_ZOMBIES and LocalPlayer():Team() != TEAM_ARMY then return end - + if GetGlobalBool( "GameOver", false ) then return end - + cam.Start3D( EyePos(), EyeAngles() ) - + --[[if IsValid( TargetedEntity ) and table.HasValue( ValidTargetEnts, TargetedEntity:GetClass() ) then // halos replaced this - + if TargetedEntity:GetPos():Distance( LocalPlayer():GetPos() ) < 500 then - + local scale = 1 - ( TargetedEntity:GetPos():Distance( LocalPlayer():GetPos() ) / 500 ) - + render.SuppressEngineLighting( true ) render.SetBlend( scale * 0.4 ) render.SetColorModulation( 0, 0.5, 0 ) - + render.MaterialOverride( MaterialItem ) - + cam.IgnoreZ( false ) TargetedEntity:DrawModel() - + render.SuppressEngineLighting( false ) render.SetColorModulation( 1, 1, 1 ) render.SetBlend( 1 ) - + render.MaterialOverride( 0 ) - + end - + end]] - + for k,v in pairs( GAMEMODE:GetHighlightedUnits() ) do - + if ( v:IsPlayer() and v:Alive() and v != LocalPlayer() ) or v:IsNPC() then - + local scale = ( math.Clamp( v:GetPos():Distance( LocalPlayer():GetPos() ), 500, 3000 ) - 500 ) / 2500 //render.SuppressEngineLighting( true ) render.SetBlend( scale ) - + render.MaterialOverride( MaterialVision ) - + if LocalPlayer():Team() == TEAM_ARMY then - + render.SetColorModulation( 0, 0.2, 1.0 ) - + else - + render.SetColorModulation( 1.0, 0.2, 0 ) - + end - + cam.IgnoreZ( false ) - + v:SetupBones() v:DrawModel() - + //render.SuppressEngineLighting( false ) render.SetColorModulation( 1, 1, 1 ) render.SetBlend( 1 ) - + render.MaterialOverride( 0 ) end - + end - + cam.End3D() end @@ -276,118 +276,118 @@ LasMat = Material( "sprites/bluelaser1" ) function DrawLaser() if LocalPlayer():Team() != TEAM_ARMY then return end - + //local vm = LocalPlayer():GetViewModel( 0 ) - + //if not IsValid( vm ) then return end - + local wep = LocalPlayer():GetActiveWeapon() - + if not IsValid( wep ) or not wep:GetNWBool( "Laser", false ) then return end - + //local idx = vm:LookupAttachment( "1" ) - + //if idx == 0 then idx = vm:LookupAttachment( "muzzle" ) end - + --[[local trace = util.GetPlayerTrace( LocalPlayer() ) local tr = util.TraceLine( trace ) local tbl = vm:GetAttachment( idx ) - + local pos = tr.HitPos]] - + local look = LocalPlayer():EyeAngles() local dir = look:Forward() //local tbl = vm:GetAttachment( idx ) //local ang = tbl.Ang //local offset = wep.LaserOffset - + //ang:RotateAroundAxis( look:Up(), ( offset.p or 0 ) ) //ang:RotateAroundAxis( look:Forward(), ( offset.r or 0 ) ) //ang:RotateAroundAxis( look:Right(), ( offset.y or 0 ) ) - + //local forward = ang:Forward() //lasforward = tbl.Ang:Forward() - + //forward = forward * wep.LaserScale - + //dir = dir + forward - + local trace = {} - - trace.start = LocalPlayer():GetShootPos() + + trace.start = LocalPlayer():GetShootPos() trace.endpos = trace.start + dir * 9000 trace.filter = { LocalPlayer(), weap, lp } trace.mask = MASK_SOLID - - local tr = util.TraceLine( trace ) + + local tr = util.TraceLine( trace ) local dist = math.Clamp( tr.HitPos:Distance( EyePos() ), 0, 500 ) local size = math.Rand( 2, 4 ) + ( dist / 500 ) * 6 local col = Color( 255, 0, 0, 255 ) - + --[[if v == lp and IsValid( GAMEMODE.TargetEnt ) and GAMEMODE.TargetEnt:IsPlayer() and GAMEMODE.TargetEnt:Team() == TEAM_HUMAN then - - size = size + math.Rand( 0.5, 2.0 ) - + + size = size + math.Rand( 0.5, 2.0 ) + elseif v != lp then - + size = math.Rand( 0, 1 ) + ( dist / 500 ) * 6 - + end]] - + if ( wep.LastRunFrame or 0 ) > CurTime() then return end - + cam.Start3D( EyePos(), EyeAngles() ) - + local norm = ( EyePos() - tr.HitPos ):GetNormal() - + render.SetMaterial( DotMat ) render.DrawQuadEasy( tr.HitPos + norm * size, norm, size, size, col, 0 ) - + cam.End3D() - + --[[if vm:GetSequence() != ACT_VM_IDLE then - + wep.AngDiff = ( tbl.Ang - ( wep.LastGoodAng or Angle(0,0,0) ) )//:Forward() - + trace = {} trace.start = EyePos() or Vector(0,0,0) trace.endpos = trace.start + ( ( EyeAngles() + wep.AngDiff ):Forward() * 99999 ) trace.filter = { wep, LocalPlayer() } - + local tr2 = util.TraceLine( trace ) - + pos = tr2.HitPos - + else - + wep.LastGoodAng = tbl.Ang - + end]] - + --[[cam.Start3D( EyePos(), EyeAngles() ) - + local dir = ( tbl.Ang + Angle(0,90,0) ):Forward() dir.z = EyeAngles():Forward().z - + local start = tbl.Pos + ( dir * -5 ) + wep.LaserOffset - + render.SetMaterial( LasMat ) - + for i=0,254 do - + render.DrawBeam( start, start + dir * 0.2, 2, 0, 12, Color( 255, 0, 0, 255 - i ) ) - + start = start + dir * 0.2 - + end - + local dist = tr.HitPos:Distance( EyePos() ) local size = math.Rand( 7, 8 ) local dotsize = dist / ( size ^ 2 ) - + render.SetMaterial( DotMat ) render.DrawQuadEasy( pos, ( EyePos() - tr.HitPos ):GetNormal(), dotsize, dotsize, Color( 255, 0, 0, 255 ), 0 ) - + cam.End3D() ]] end @@ -396,7 +396,7 @@ function GM:GetHighlightedUnits() local tbl = team.GetPlayers( TEAM_ARMY ) tbl = table.Add( tbl, ents.FindByClass( "npc_scientist" ) ) - + return tbl end @@ -406,52 +406,52 @@ function GM:PreDrawHalos() if GetGlobalBool( "GameOver", false ) then return end if LocalPlayer():Team() != TEAM_ZOMBIES and LocalPlayer():Team() != TEAM_ARMY then return end - + --[[for k,v in pairs( GAMEMODE:GetHighlightedUnits() ) do - + if ( ( v:IsPlayer() and v:Alive() and v != LocalPlayer() ) or ( v:IsNPC() and not v.Ragdolled ) ) then - + local dist = math.Clamp( v:GetPos():Distance( LocalPlayer():GetPos() ), 250, 500 ) - 250 local scale = dist / 250 - + if scale > 0 then - + if LocalPlayer():Team() == TEAM_ARMY then - + //halo.Add( {v}, Color( 0, 200, 200, 200 * scale ), 2, 2, 1, 1, true ) // removed till garry optimizes this - + else - + //halo.Add( {v}, Color( 200, 0, 0, 200 * scale ), 2, 2, 1, 1, false ) - + end - + end end - + end]] - + if LocalPlayer():Team() == TEAM_ARMY then - + if IsValid( TargetedEntity ) and not TargetedEntity:IsPlayer() and ( TargetedEntity:GetClass() != "npc_scientist" or TargetedEntity:GetNWBool( "Dead", false ) == false ) then - + local dist = math.Clamp( TargetedEntity:GetPos():Distance( LocalPlayer():GetPos() ), 0, 500 ) local scale = 1 - ( dist / 500 ) - + halo.Add( {TargetedEntity}, Color( 0, 100, 200, 255 * scale ), 2 * scale, 2 * scale, 1, 1, false ) - + end - + if IsValid( GAMEMODE.ClientAntidote ) then - + local dist = math.Clamp( GAMEMODE.ClientAntidote:GetPos():Distance( LocalPlayer():GetPos() ), 250, 500 ) - 250 local scale = dist / 250 - + halo.Add( {GAMEMODE.ClientAntidote}, Color( 0, 200, 0, 200 * scale ), 2, 2, 1, 1, true ) - + end - + end end @@ -465,52 +465,52 @@ function GM:CalcView( ply, origin, angle, fov ) local vel = ply:GetVelocity() local ang = ply:EyeAngles() - + VelSmooth = VelSmooth * 0.5 + vel:Length() * 0.1 WalkTimer = WalkTimer + VelSmooth * FrameTime() * 0.1 - + angle.roll = angle.roll + ang:Right():DotProduct( vel ) * 0.002 - + if ply:Alive() then - + --[[if ViewWobble > 0 then - + angle.roll = angle.roll + math.sin( CurTime() + TimeSeed( 1, -2, 2 ) ) * ( ViewWobble * 15 ) angle.pitch = angle.pitch + math.sin( CurTime() + TimeSeed( 2, -2, 2 ) ) * ( ViewWobble * 15 ) angle.yaw = angle.yaw + math.sin( CurTime() + TimeSeed( 3, -2, 2 ) ) * ( ViewWobble * 15 ) - + end]] - + DeathAngle = angle DeathOrigin = origin - + elseif not ply:Alive() and CV_RagdollVision:GetBool() then - + local rag = ply:GetRagdollEntity() - + if IsValid( rag ) then - + local eyes = rag:LookupAttachment( "eyes" ) local tbl = rag:GetAttachment( eyes ) - + if tbl then - + angle = tbl.Ang origin = tbl.Pos + ( tbl.Ang:Up() * 16 ) + ( tbl.Ang:Forward() * -8 ) - + end - + end - + end - + if ply:GetGroundEntity() != NULL then - + angle.roll = angle.roll + math.sin( WalkTimer ) * VelSmooth * 0.001 angle.pitch = angle.pitch + math.cos( WalkTimer * 1.25 ) * VelSmooth * 0.005 - + end - + return self.BaseClass:CalcView( ply, origin, angle, fov ) - + end |
