Game/Weapon/IronSightsWeapon.cs
using Sandbox.Rendering;
/// <summary>
/// A weapon that can aim down sights
/// </summary>
public abstract class IronSightsWeapon : BaseBulletWeapon
{
/// <summary>
/// Lowers the amount of recoil / visual noise when aiming
/// </summary>
[Property] public float IronSightsFireScale { get; set; } = 0.2f;
/// <summary>Multiplier for the player's FOV while aiming in first person. 1 disables zoom.</summary>
[Property, Group( "Iron Sights" ), Title( "Aim FOV Scale" ), Range( 0.1f, 1f )]
public float AimFovScale { get; set; } = 0.8f;
/// <summary>Seconds to blend between normal and aimed FOV. 0 switches instantly.</summary>
[Property, Group( "Iron Sights" ), Title( "Aim FOV Transition Time" ), Range( 0f, 1f )]
public float AimFovTransitionTime { get; set; } = 0.15f;
private float _aimFovBlend;
// Synced (owner-authoritative) so the host's authoritative shot trace sees it too - otherwise ADS
// only narrows the cone on the owner's predicted (non-damaging) pass and the real shot stays wide.
[Sync] public bool IsAiming { get; set; }
public override bool CanSecondaryAttack() => false;
public override void DrawHud( HudPainter painter, Vector2 crosshair )
{
if ( IsAiming ) return;
base.DrawHud( painter, crosshair );
}
protected override void OnControl()
{
base.OnControl();
var wantsAim = Input.Down( "attack2" );
if ( wantsAim == IsAiming )
return;
IsAiming = wantsAim;
ViewModel?.RunEvent<ViewModel>( x =>
{
x.Renderer?.Set( "ironsights", IsAiming ? 1 : 0 );
x.Renderer?.Set( "ironsights_fire_scale", IsAiming ? IronSightsFireScale : 1f );
} );
}
protected override void OnDisabled()
{
base.OnDisabled();
IsAiming = false;
_aimFovBlend = 0f;
}
protected override void OnHolstered()
{
base.OnHolstered();
IsAiming = false;
_aimFovBlend = 0f;
}
protected override void ModifyCamera( CameraComponent camera, ref CameraView view )
{
if ( HasOwner && Owner.Controller.IsValid() && !Owner.Controller.ThirdPerson )
{
_aimFovBlend = AimFovTransitionTime <= 0f
? (IsAiming ? 1f : 0f)
: (_aimFovBlend + (IsAiming ? 1f : -1f) * Time.Delta / AimFovTransitionTime).Clamp( 0f, 1f );
view.FieldOfView *= MathX.Lerp( 1f, AimFovScale.Clamp( 0.1f, 1f ), _aimFovBlend );
}
else
{
_aimFovBlend = 0f;
}
base.ModifyCamera( camera, ref view );
}
/// <summary>Aiming down sights narrows the spread cone.</summary>
public override Vector2 CurrentSpread => base.CurrentSpread * (IsAiming ? IronSightsFireScale : 1f);
}