Files
sbox-public/engine/Sandbox.Engine/Scene/Components/Game/PlayerController/Modes/MoveMode.Camera.cs
Garry Newman ca96c2a945 Make Inventory, BaseWeapon, AmmoResource, Screenshake first party (#5245)
https://sbox.game/dev/doc/gameplay/inventory-weapons/

Added

InventoryComponent - a slot based inventory, hotbar or shared bucket slots, with a starting loadout
BaseInventoryItem - base class for inventory items, with hooks to veto switching, holstering and dropping
BaseWeapon - a GMod style base weapon - fire modes, magazines and reserve ammo, reloading, dry fire, ballistics, spread, crosshair and HUD
BaseWeaponModel - view/world model base with muzzle flash, brass ejection, tracers and animation hooks
Ammo types are resources (.ammo) - weapons share reserve pools by type, clamped to a max reserve
BaseWeapon.ShootBullets / ShootBullet - bullet tracing with damage, impulse and hitbox tags
Weapon hold types editor
Animgraph enum parameters can be set by option name - Renderer.Set( "holdtype", "pistol" )
NpcUsage on BaseWeapon - engagement range and burst behaviour so NPCs can use any weapon
ICameraModifier - cameras compose their view through an ordered modifier chain, read the result from CameraComponent.View
CameraEffectSystem - screen shake, directional punches and tilts, with world epicenter falloff - camera.AddShake / AddPunch / AddTilt
EnvShake component - shakes the view, rumbles controllers, kicks physics
TracerEffect - an animated tracer line, ITargetedEffect for effects that fly at a target
SceneAnchor - a world position that can follow an object or bone
SkinnedModelRenderer.GetClosestBone( worldPosition )
Vector3.WithAimCone can take a custom Random for reproducible spread
Improve/Fix

PlayerController searches parents for IPressable when pressing
PlayerController camera runs through the modifier chain - IEvents.PostCameraSetup is obsolete
SoundPlayer preview uses shortcuts - Space toggles playback, Ctrl+Space restarts
Fixed Radius( 0 ) traces missing everything
Fixed NRE in AssetPreviewWidget
Removed

Removed CameraComponent.ISceneCameraSetup (obsolete since October, nothing uses)
2026-07-04 12:46:59 +01:00

33 lines
1.1 KiB
C#

namespace Sandbox.Movement;
partial class MoveMode
{
/// <summary>
/// Get the position of the player's eye
/// </summary>
/// <returns></returns>
public virtual Transform CalculateEyeTransform()
{
var transform = new Transform();
transform.Position = Controller.WorldPosition + Vector3.Up * (Controller.CurrentHeight - Controller.EyeDistanceFromTop);
transform.Rotation = Controller.EyeAngles.ToRotation();
return transform;
}
/// <summary>
/// Reshape the player's view while this mode is active - swimming tilt, ladder lean, sitting
/// offsets. Runs inside the PlayerController's camera stage, right after it writes the base view,
/// so modes don't need to join the camera's modifier chain themselves. Base does nothing.
/// </summary>
public virtual void ModifyCamera( ref CameraView view ) { }
/// <summary>
/// Called to update the camera each frame
/// </summary>
[Obsolete( "Override ModifyCamera( ref CameraView ) instead - the PlayerController calls it in its camera stage." )]
public void UpdateCamera( CameraComponent cam )
{
}
}