Cant remove camera ofset in official gun kit!

Hello. I am currently using this roblox gun kit → Weapons Kit | Roblox Creator Documentation

I cant seem to change the ofset of the shoulder camera to 0.
I want it to be in the center not to the left or right.

In the shoulder camera module, there is a line where all the constants (configurations) are

-- Configuration parameters (constants)
	self.fieldOfView = 70
	self.minPitch = math.rad(-80) -- min degrees camera can angle down
	self.maxPitch = math.rad(80) -- max degrees camera can cangle up
	self.normalOffset = Vector3.new(2.25,2.25,10.5) -- this is the camera's offset from the player
	self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
	self.normalCrosshairScale = 1
	self.zoomedCrosshairScale = 0.75
	self.defaultZoomFactor = 1
	self.canZoom = true
	self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
	self.sprintInputs = { Enum.KeyCode.LeftShift }
	self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
	self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
	self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
	self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
	self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
	                           -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
	self.recoilDecay = 2 -- higher number means faster recoil decay rate
	self.rotateCharacterWithCamera = true
	self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
	-- Walk speeds
	self.zoomWalkSpeed = 6
	self.normalWalkSpeed = 12
	self.sprintingWalkSpeed = 14

if you change the x value for self.normalOffset, the camera will stop following the player and just freeze in the air while the player moves
–btw this is the line

self.normalOffset = Vector3.new(2.25 ,2.25,10.5)

if you change the x axis to 0 it breaks.

self.normalOffset = Vector3.new(0 ,2.25,10.5)

^breaks

I also found the line which uses the camera offset. The line uses the normal offset.X

local cameraYawRotationAndXOffset =
		yawRotation  *		-- First rotate around the Y axis (look left/right)
		xOffset 			-- Then perform the desired offset (so camera is centered to side of player instead of directly on player)

If you remove the line " * xOffset " it would break. It appears you need to have an offset or it would break. Ive been searching for a while now. first time i posted about this was last year. Im still searching for a solution.
here is the code for the entire module:

local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")





local UserGameSettings = UserSettings():GetService("UserGameSettings")

local LocalPlayer = Players.LocalPlayer
if RunService:IsClient() then
	while not LocalPlayer do
		Players.PlayerAdded:Wait()
		LocalPlayer = Players.LocalPlayer
	end
end
local Settings = UserSettings()
local GameSettings = Settings.GameSettings

local CAMERA_RENDERSTEP_NAME = "ShoulderCameraUpdate"
local ZOOM_ACTION_NAME = "ShoulderCameraZoom"
local SPRINT_ACTION_NAME = "ShoulderCameraSprint"
local CONTROLLABLE_HUMANOID_STATES = {
	[Enum.HumanoidStateType.Running] = true,
	[Enum.HumanoidStateType.RunningNoPhysics] = true,
	[Enum.HumanoidStateType.Freefall] = true,
	[Enum.HumanoidStateType.Jumping] = true,
	[Enum.HumanoidStateType.Swimming] = false,
	[Enum.HumanoidStateType.Landed] = true
}

-- Gamepad thumbstick utilities
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
	t = math.clamp(t, -1,1)
	if t >= 0 then
		return (k*t) / (k - t + 1)
	end
	return -((lowerK*-t) / (lowerK + t + 1))
end

local DEADZONE = 0.25
local function toSCurveSpace(t)
	return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end

local function fromSCurveSpace(t)
	return t/2 + 0.5
end

-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation.
-- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.
local function gamepadLinearToCurve(thumbstickPosition)
	return Vector2.new(
		math.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1),
		math.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1))
end


-- Remove back accessories since they frequently block the camera
local function isBackAccessory(instance)
	if instance and instance:IsA("Accessory") then
		local handle = instance:WaitForChild("Handle", 5)
		if handle and handle:IsA("Part") then
			local bodyBackAttachment = handle:WaitForChild("BodyBackAttachment", 5)
			if bodyBackAttachment and bodyBackAttachment:IsA("Attachment") then
				return true
			end

			local waistBackAttachment = handle:WaitForChild("WaistBackAttachment", 5)
			if waistBackAttachment and waistBackAttachment:IsA("Attachment") then
				return true
			end
		end
	end

	return false
end

local function removeBackAccessoriesFromCharacter(character)
	for _, child in ipairs(character:GetChildren()) do
		coroutine.wrap(function()
			if isBackAccessory(child) then
				child:Destroy()
			end
		end)()
	end
end

local descendantAddedConnection = nil
local function onCharacterAdded(character)
	removeBackAccessoriesFromCharacter(character)
	descendantAddedConnection = character.DescendantAdded:Connect(function(descendant)
		coroutine.wrap(function()
			if isBackAccessory(descendant) then
				descendant:Destroy()
			end
		end)()
	end)
end

local function onCharacterRemoving(character)
	if descendantAddedConnection then
		descendantAddedConnection:Disconnect()
		descendantAddedConnection = nil
	end
end

-- Set up the Local Player
if RunService:IsClient() then
	if LocalPlayer.Character then
		onCharacterAdded(LocalPlayer.Character)
	end
	LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
	LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end


local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil

function ShoulderCamera.new(weaponsSystem)
	local self = setmetatable({},ShoulderCamera)
	self.weaponsSystem = weaponsSystem

	-- Configuration parameters (constants)
	self.fieldOfView = 70
	self.minPitch = math.rad(-80) -- min degrees camera can angle down
	self.maxPitch = math.rad(80) -- max degrees camera can cangle up
	self.normalOffset = Vector3.new(2.25,2.25,10.5) -- this is the camera's offset from the player
	self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
	self.normalCrosshairScale = 1
	self.zoomedCrosshairScale = 0.75
	self.defaultZoomFactor = 1
	self.canZoom = true
	self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
	self.sprintInputs = { Enum.KeyCode.LeftShift }
	self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
	self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
	self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
	self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
	self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
	                           -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
	self.recoilDecay = 2 -- higher number means faster recoil decay rate
	self.rotateCharacterWithCamera = true
	self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
	-- Walk speeds
	self.zoomWalkSpeed = 6
	self.normalWalkSpeed = 12
	self.sprintingWalkSpeed = 14

	-- Current state
	self.enabled = false
	self.yaw = 0
	self.pitch = 0
	self.currentCFrame = CFrame.new()
	self.currentOffset = self.normalOffset
	self.currentRecoil = Vector2.new(0, 0)
	self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
	self.currentTouchSensitivity = self.touchSensitivity
	self.mouseLocked = true
	self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
	self.currentTool = nil
	self.sprintingInputActivated = false
	self.desiredWalkSpeed = self.normalWalkSpeed
	self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
	self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
	self.desiredFieldOfView = self.fieldOfView
	-- Zoom variables
	self.zoomedFromInput = false -- true if player has performed input to zoom
	self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
	self.zoomState = false -- true if player is currently zoomed in
	self.zoomAlpha = 0
	self.hasScope = false
	self.hideToolWhileZoomed = false
	self.currentZoomFactor = self.defaultZoomFactor
	self.zoomedFOV = self.fieldOfView
	-- Gamepad variables
	self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
	self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
	self.lastThumbstickPos = Vector2.new(0, 0)
	self.lastThumbstickTime = nil
	self.currentGamepadSpeed = 0
	self.lastGamepadVelocity = Vector2.new(0, 0)

	-- Occlusion
	self.lastOcclusionDistance = 0
	self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
	self.defaultTimeUntilZoomOut = 0
	self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
	self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
	self.isZoomingOut = false
	self.tweenOutTime = 0.2
	self.curOcclusionTween = nil
	self.occlusionTweenObject = nil

	-- Side correction (when player is against a wall)
	self.sideCorrectionGoalVector = nil
	self.lastSideCorrectionMagnitude = 0
	self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
	self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
	self.defaultTimeUntilRevertSideCorrection = 0.75
	self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
	self.isRevertingSideCorrection = false

	-- Datamodel references
	self.eventConnections = {}
	self.raycastIgnoreList = {}
	self.currentCamera = nil
	self.currentCharacter = nil
	self.currentHumanoid = nil
	self.currentRootPart = nil
	self.controlModule = nil -- used to get player's touch input for moving character
	self.random = Random.new()

	return self
end

function ShoulderCamera:setEnabled(enabled)
	if self.enabled == enabled then
		return
	end
	self.enabled = enabled

	if self.enabled then
		RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
		ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
		ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))

		table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
		table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
		table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
		table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
		table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
		table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))

		self:onCurrentCharacterChanged(LocalPlayer.Character)
		self:onCurrentCameraChanged(workspace.CurrentCamera)

		-- Make transition to shouldercamera smooth by facing in same direction as previous camera
		local cameraLook = self.currentCamera.CFrame.lookVector
		self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
		self.pitch = math.asin(cameraLook.Y)

		self.currentCamera.CameraType = Enum.CameraType.Scriptable
		
		self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor

		workspace.CurrentCamera.CameraSubject = self.currentRootPart

		self.occlusionTweenObject = Instance.new("NumberValue")
		self.occlusionTweenObject.Name = "OcclusionTweenObject"
		self.occlusionTweenObject.Parent = script
		self.occlusionTweenObject.Changed:Connect(function(value)
			self.lastOcclusionDistance = value
		end)

		-- Sets up weapon system to use camera for raycast direction instead of gun look vector
		self.weaponsSystem.aimRayCallback = function()
			local cameraCFrame = self.currentCFrame
			return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
		end
	else
		RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
		ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
		ContextActionService:UnbindAction(SPRINT_ACTION_NAME)

		if self.currentHumanoid then
			self.currentHumanoid.AutoRotate = true
		end

		if self.currentCamera then
			self.currentCamera.CameraType = Enum.CameraType.Custom
			self.currentCamera.CameraSubject = self.currentHumanoid
		end

		self:updateZoomState()

		self.yaw = 0
		self.pitch = 0

		for _, conn in pairs(self.eventConnections) do
			conn:Disconnect()
		end
		self.eventConnections = {}

		UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		UserInputService.MouseIconEnabled = true
	end
end

function ShoulderCamera:onRenderStep(dt)
	if not self.enabled or
	   not self.currentCamera or
	   not self.currentCharacter or
	   not self.currentHumanoid or
	   not self.currentRootPart
	then
		return
	end

	-- Hide mouse and lock to center if applicable
	if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then
		UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
		UserInputService.MouseIconEnabled = false
	else
		UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		UserInputService.MouseIconEnabled = true
	end

	-- Handle gamepad input
	self:processGamepadInput(dt)

	-- Smoothly zoom to desired values
	if self.hasScope then
		ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 })
		ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView })
	else
		ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 })
		ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView })
	end

	-- Handle walk speed changes
	if self.sprintEnabled or self.slowZoomWalkEnabled then
		self.desiredWalkSpeed = self.normalWalkSpeed
		if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then
			self.desiredWalkSpeed = self.sprintingWalkSpeed
		end
		if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then
			self.desiredWalkSpeed = self.zoomWalkSpeed
		end

		ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed })
	end

	-- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation
	local rootPartPos = self.currentRootPart.CFrame.Position
	local rootPartUnrotatedCFrame = CFrame.new(rootPartPos)
	local yawRotation = CFrame.Angles(0, self.yaw, 0)
	local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0)
	local xOffset = CFrame.new(CameraSideOfset--[[self.normalOffset.X]], 0, 0)
	local yOffset = CFrame.new(0, self.normalOffset.Y, 0)
	local zOffset = CFrame.new(0, 0, self.normalOffset.Z)
	local collisionRadius = self:getCollisionRadius()
	local cameraYawRotationAndXOffset =
		yawRotation  *		-- First rotate around the Y axis (look left/right)
		xOffset 			-- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
	local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset

	-- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall)
	local vecToFocus = cameraFocus.p - rootPartPos
	local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius))
	local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList)
	local currentTime = tick()
	local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0)
	if hitPart then
		hitPoint = hitPoint + (hitNormal * collisionRadius)
		sideCorrectionGoalVector = hitPoint - cameraFocus.p
		if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left)
			if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then
				self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly
			elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then
				self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection
			end
			self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
			self.lastSideCorrectionReachedTime = currentTime
			self.isRevertingSideCorrection = false
		else
			self.isRevertingSideCorrection = true
		end
	elseif self.lastSideCorrectionMagnitude ~= 0 then
		self.isRevertingSideCorrection = true
	end
	if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right)
		if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then
			self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame
		end
		if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then
			local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier
			self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount
			if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then
				self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
				self.lastSideCorrectionReachedTime = currentTime
				self.isRevertingSideCorrection = false
			end
		end
	end

	-- Update cameraFocus to reflect side correction
	cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude)
	cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
	self.currentCamera.Focus = cameraFocus

	-- Calculate and apply CFrame for camera
	local cameraCFrameInSubjectSpace =
		cameraYawRotationAndXOffset *
		pitchRotation * 	-- rotate around the X axis (look up/down)
		yOffset *			-- move camera up/vertically
		zOffset				-- move camera back
	self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace

	-- Move camera forward if zoomed in
	if self.zoomAlpha > 0 then
		local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded
		self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha)
	end

	self.currentCamera.CFrame = self.currentCFrame

	-- Handle occlusion
	local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
	if occlusionDistance > 1e-5 then
		occlusionDistance = occlusionDistance + collisionRadius
	end
	if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
		if self.curOcclusionTween ~= nil then
			self.curOcclusionTween:Cancel()
			self.curOcclusionTween = nil
		end
		if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
			self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
		elseif self.lastOcclusionDistance == 0  and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
			self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
		end

		if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
			self.timeLastPoppedWayIn = currentTime
		end

		self.lastOcclusionDistance = occlusionDistance
		self.lastOcclusionReachedTime = currentTime
		self.isZoomingOut = false
	else -- make it hard/slow for camera to zoom out
		self.isZoomingOut = true
		if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
			self.lastOcclusionReachedTime = currentTime
		end

		-- If occlusion pops camera in to almost first person for a short time, pop out instantly
		if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
			self.lastOcclusionDistance = occlusionDistance
			self.lastOcclusionReachedTime = currentTime
			self.isZoomingOut = false
		elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
			self.timeLastPoppedWayIn = 0
		end
	end

	-- Update occlusion amount if timeout time has passed
	if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
		if self.curOcclusionTween == nil then
			self.occlusionTweenObject.Value = self.lastOcclusionDistance
			local tweenInfo = TweenInfo.new(self.tweenOutTime)
			local goal = {}
			goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
			self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
			self.curOcclusionTween:Play()
		end
	end

	-- Apply occlusion to camera CFrame
	local currentOffsetDir = self.currentCFrame.LookVector.Unit
	self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance)
	self.currentCamera.CFrame = self.currentCFrame

	-- Apply recoil decay
	self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt)

	if self:isHumanoidControllable() and self.rotateCharacterWithCamera then
		self.currentHumanoid.AutoRotate = false
		self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera
		self:applyRootJointFix()
	else
		self.currentHumanoid.AutoRotate = true
	end

	self:handlePartTransparencies()
	self:handleTouchToolFiring()
end

-- This function keeps the held weapon from bouncing up and down too much when you move
function ShoulderCamera:applyRootJointFix()
	if self.rootJoint then
		local translationScale = self.zoomState and Vector3.new(0.25, 0.25, 0.25) or Vector3.new(0.5, 0.5, 0.5)
		local rotationScale = self.zoomState and 0.15 or 0.2
		local rootRotation = self.rootJoint.Part0.CFrame - self.rootJoint.Part0.CFrame.Position
		local rotation = self.rootJoint.Transform - self.rootJoint.Transform.Position
		local yawRotation = CFrame.Angles(0, self.yaw, 0)
		local leadRotation = rootRotation:toObjectSpace(yawRotation)
		local rotationFix = self.rootRigAttach.CFrame
		if self:isHumanoidControllable() then
			rotationFix = self.rootJoint.Transform:inverse() * leadRotation * rotation:Lerp(CFrame.new(), 1 - rotationScale) + (self.rootJoint.Transform.Position * translationScale)
		end

		self.rootJoint.C0 = CFrame.new(self.rootJoint.C0.Position, self.rootJoint.C0.Position + rotationFix.LookVector.Unit)
	end
end

function ShoulderCamera:sprintFromTouchInput()
	local moveVector = nil
	local activeController = nil
	local activeControllerIsTouch = nil
	if self.controlModule then
		moveVector = self.controlModule:GetMoveVector()
		activeController = self.controlModule:GetActiveController()
	end
	if moveVector and activeController then
		activeControllerIsTouch = activeController.thumbstickFrame ~= nil or activeController.thumbpadFrame ~= nil
	end

	if activeControllerIsTouch then
		return (moveVector and moveVector.Magnitude >= 0.9)
	else
		return false
	end
end

function ShoulderCamera:sprintFromGamepadInput()
	return self.movementPan.Magnitude > 0.9
end

function ShoulderCamera:onCurrentCharacterChanged(character)
	self.currentCharacter = character
	if self.currentCharacter then
		self.raycastIgnoreList[1] = self.currentCharacter
		self.currentHumanoid = character:WaitForChild("Humanoid")
		self.currentRootPart = character:WaitForChild("HumanoidRootPart")

		self.rootRigAttach = self.currentRootPart:WaitForChild("RootRigAttachment")
		self.rootJoint = character:WaitForChild("LowerTorso"):WaitForChild("Root")
		self.currentWaist = character:WaitForChild("UpperTorso"):WaitForChild("Waist")
		self.currentWrist = character:WaitForChild("RightHand"):WaitForChild("RightWrist")
		self.wristAttach0 = character:WaitForChild("RightLowerArm"):WaitForChild("RightWristRigAttachment")
		self.wristAttach1 = character:WaitForChild("RightHand"):WaitForChild("RightWristRigAttachment")
		self.rightGripAttachment = character:WaitForChild("RightHand"):WaitForChild("RightGripAttachment")

		self.currentTool = character:FindFirstChildOfClass("Tool")

		self.eventConnections.humanoidDied = self.currentHumanoid.Died:Connect(function()
			self.zoomedFromInput = false
			self:updateZoomState()
		end)
		self.eventConnections.characterChildAdded = character.ChildAdded:Connect(function(child)
			if child:IsA("Tool") then
				self.currentTool = child
				self:updateZoomState()
			end
		end)
		self.eventConnections.characterChildRemoved = character.ChildRemoved:Connect(function(child)
			if child:IsA("Tool") and self.currentTool == child then
				self.currentTool = character:FindFirstChildOfClass("Tool")
				self:updateZoomState()
			end
		end)

		if Players.LocalPlayer then
			local PlayerScripts = Players.LocalPlayer:FindFirstChild("PlayerScripts")
			if PlayerScripts then
				local PlayerModule = PlayerScripts:FindFirstChild("PlayerModule")
				if PlayerModule then
					self.controlModule = require(PlayerModule:FindFirstChild("ControlModule"))
				end
			end
		end
	else
		if self.eventConnections.humanoidDied then
			self.eventConnections.humanoidDied:Disconnect()
			self.eventConnections.humanoidDied = nil
		end
		if self.eventConnections.characterChildAdded then
			self.eventConnections.characterChildAdded:Disconnect()
			self.eventConnections.characterChildAdded = nil
		end
		if self.eventConnections.characterChildRemoved then
			self.eventConnections.characterChildRemoved:Disconnect()
			self.eventConnections.characterChildRemoved = nil
		end

		self.currentTool = nil
		self.currentHumanoid = nil
		self.currentRootPart = nil
		self.controlModule = nil
	end
end

function ShoulderCamera:onCurrentCameraChanged(camera)
	if self.currentCamera == camera then
		return
	end

	self.currentCamera = camera

	if self.currentCamera then
		self.raycastIgnoreList[2] = self.currentCamera

		if self.eventConnections.cameraTypeChanged then
			self.eventConnections.cameraTypeChanged:Disconnect()
			self.eventConnections.cameraTypeChanged = nil
		end
		self.eventConnections.cameraTypeChanged = self.currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
			if self.enabled then
				self.currentCamera.CameraType = Enum.CameraType.Scriptable
			end
		end)
	end
end

function ShoulderCamera:isHumanoidControllable()
	if not self.currentHumanoid then
		return false
	end
	local humanoidState = self.currentHumanoid:GetState()
	return CONTROLLABLE_HUMANOID_STATES[humanoidState] == true
end

function ShoulderCamera:getCollisionRadius()
	if not self.currentCamera then
		return 0
	end
	local viewportSize = self.currentCamera.ViewportSize
	local aspectRatio = viewportSize / viewportSize.Y
	local fovRads = math.rad(self.fieldOfView)
	local imageHeight = math.tan(fovRads) * math.abs(self.currentCamera.NearPlaneZ)
	local imageWidth = imageHeight * aspectRatio

	local cornerPos = Vector3.new(imageWidth, imageHeight, self.currentCamera.NearPlaneZ)
	return cornerPos.Magnitude
end

function ShoulderCamera:penetrateCast(ray, ignoreList)
	local tries = 0
	local hitPart, hitPoint, hitNormal, hitMaterial = nil, ray.Origin + ray.Direction, Vector3.new(0, 1, 0), Enum.Material.Air
	while tries < 50 do
		tries = tries + 1
		hitPart, hitPoint, hitNormal, hitMaterial = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false, true)
		if hitPart and not hitPart.CanCollide then
			table.insert(ignoreList, hitPart)
		else
			break
		end
	end
	return hitPart, hitPoint, hitNormal, hitMaterial
end

function ShoulderCamera:getRelativePitch()
	if self.currentRootPart then
		local pitchRotation = CFrame.Angles(self.pitch, 0, 0)
		local relativeRotation = self.currentRootPart.CFrame:toObjectSpace(pitchRotation)
		local relativeLook = relativeRotation.lookVector

		local angle = math.asin(relativeLook.Y)
		return math.clamp(angle, self.minPitch, self.maxPitch)
	end
	return self.pitch
end

function ShoulderCamera:getCurrentFieldOfView()
	if self.zoomState then
		return self.zoomedFOV
	else
		return self.fieldOfView
	end
end

function ShoulderCamera:handlePartTransparencies()
	local partsLookup = {}
	local accoutrementsLookup = {}

	for _, child in pairs(self.currentCharacter:GetChildren()) do
		local hidden = false
		if child:IsA("BasePart") then
			hidden = partsLookup[child.Name] == true
			child.LocalTransparencyModifier = hidden and 1 or 0
		elseif child:IsA("Accoutrement") then
			local descendants = child:GetDescendants()
			local accoutrementParts = {}
			for _, desc in pairs(descendants) do
				if desc:IsA("Attachment") and accoutrementsLookup[desc.Name] then
					hidden = true
				elseif desc:IsA("BasePart") then
					table.insert(accoutrementParts, desc)
				end
			end
			for _, part in pairs(accoutrementParts) do
				part.LocalTransparencyModifier = hidden and 1 or 0
			end
		elseif child:IsA("Tool") then
			hidden = self.zoomState and (self.hasScope or self.hideToolWhileZoomed)
			for _, part in pairs(child:GetDescendants()) do
				if part:IsA("BasePart") then
					part.LocalTransparencyModifier = hidden and 1 or 0
				end
			end
		end
	end
end

function ShoulderCamera:setSprintEnabled(enabled)
	self.sprintEnabled = enabled
end

function ShoulderCamera:setSlowZoomWalkEnabled(enabled)
	self.slowZoomWalkEnabled = enabled
end

function ShoulderCamera:setHasScope(hasScope)
	if self.hasScope == hasScope then
		return
	end

	self.hasScope = hasScope
	self:updateZoomState()
end

function ShoulderCamera:onSprintAction(actionName, inputState, inputObj)
	self.sprintingInputActivated = inputState == Enum.UserInputState.Begin
end


-- Zoom related functions

function ShoulderCamera:isZoomed()
	return self.zoomState
end

function ShoulderCamera:setHideToolWhileZoomed(hide)
	self.hideToolWhileZoomed = hide
end

function ShoulderCamera:setZoomFactor(zoomFactor)
	self.currentZoomFactor = zoomFactor
	local nominalFOVRadians = math.rad(self.fieldOfView)
	local nominalImageHeight = math.tan(nominalFOVRadians / 2)
	local zoomedImageHeight = nominalImageHeight / self.currentZoomFactor
	self.zoomedFOV = math.deg(math.atan(zoomedImageHeight) * 2)
	self:updateZoomState()
end

function ShoulderCamera:resetZoomFactor()
	self:setZoomFactor(self.defaultZoomFactor)
end

function ShoulderCamera:setForceZoomed(zoomed)
	if self.forcedZoomed == zoomed then return end
	self.forcedZoomed = zoomed
	self:updateZoomState()
end

function ShoulderCamera:setZoomedFromInput(zoomedFromInput)
	if self.zoomedFromInput == zoomedFromInput or (self.currentHumanoid and self.currentHumanoid:GetState() == Enum.HumanoidStateType.Dead) then
		return
	end

	self.zoomedFromInput = zoomedFromInput
	self:updateZoomState()
end

function ShoulderCamera:updateZoomState()
	local isZoomed = self.forcedZoomed
	if self.canZoom and not self.forcedZoomed then
		isZoomed = self.zoomedFromInput
	end

	if not self.enabled or not self.currentTool then
		isZoomed = false
	end

	self.zoomState = isZoomed

	self.currentMouseRadsPerPixel = isZoomed and self.zoomedMouseRadsPerPixel or self.mouseRadsPerPixel
	self.currentTouchSensitivity = isZoomed and self.zoomedTouchSensitivity or self.touchSensitivity

	if self.weaponsSystem and self.weaponsSystem.gui then
		self.weaponsSystem.gui:setCrosshairScaleTarget(self.zoomState and self.zoomedCrosshairScale or self.normalCrosshairScale)
		self.weaponsSystem.gui:setCrosshairEnabled(not self.zoomState or not self.hasScope)
		self.weaponsSystem.gui:setScopeEnabled(self.zoomState and self.hasScope)
		if self.currentTool then
			self.currentTool.ManualActivationOnly = self.zoomState and self.hasScope and UserInputService.TouchEnabled
		end
	end

	if self.currentCamera then
		self.desiredFieldOfView = self:getCurrentFieldOfView()
	end
end

function ShoulderCamera:onZoomAction(actionName, inputState, inputObj)
	if not self.enabled or not self.canZoom or not self.currentCamera or not self.currentCharacter or not self.weaponsSystem.currentWeapon then
		self:setZoomedFromInput(false)
		return Enum.ContextActionResult.Pass
	end

	self:setZoomedFromInput(inputState == Enum.UserInputState.Begin)
	return Enum.ContextActionResult.Sink
end


-- Recoil related functions

function ShoulderCamera:setCurrentRecoilIntensity(x, y)
	self.currentRecoil = Vector2.new(x, y)
end

function ShoulderCamera:addRecoil(recoilAmount)
	self.currentRecoil = self.currentRecoil + recoilAmount
end


-- Input related functions

function ShoulderCamera:applyInput(yaw, pitch)
	local yInvertValue = UserGameSettings:GetCameraYInvertValue()
	self.yaw = self.yaw + yaw
	self.pitch = math.clamp(self.pitch + pitch * yInvertValue, self.minPitch, self.maxPitch)
end

function ShoulderCamera:processGamepadInput(dt)
	local gamepadPan = self.gamepadPan
	if gamepadPan then
		gamepadPan = gamepadLinearToCurve(gamepadPan)
		if gamepadPan.X == 0 and gamepadPan.Y == 0 then
			self.lastThumbstickTime = nil
			if self.lastThumbstickPos.X == 0 and self.lastThumbstickPos.Y == 0 then
				self.currentGamepadSpeed = 0
			end
		end

		local finalConstant = 0
		local currentTime = tick()

		if self.lastThumbstickTime then
			local elapsed = (currentTime - self.lastThumbstickTime) * 10
			self.currentGamepadSpeed = self.currentGamepadSpeed + (6 * ((elapsed ^ 2) / 0.7))

			if self.currentGamepadSpeed > 6 then self.currentGamepadSpeed = 6 end

			if self.lastGamepadVelocity then
				local velocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
				local velocityDeltaMag = (velocity - self.lastGamepadVelocity).Magnitude

				if velocityDeltaMag > 12 then
					self.currentGamepadSpeed = self.currentGamepadSpeed * (20 / velocityDeltaMag)
					if self.currentGamepadSpeed > 6 then
						self.currentGamepadSpeed = 6
					end
				end
			end

			finalConstant = GameSettings.GamepadCameraSensitivity * self.currentGamepadSpeed * dt
			self.lastGamepadVelocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
		end
		self.lastThumbstickPos = gamepadPan
		self.lastThumbstickTime = currentTime

		local yawInput = -gamepadPan.X * finalConstant * self.gamepadSensitivityModifier.X
		local pitchInput = finalConstant * gamepadPan.Y * GameSettings:GetCameraYInvertValue() * self.gamepadSensitivityModifier.Y

		self:applyInput(yawInput, pitchInput)
	end
end

function ShoulderCamera:handleTouchToolFiring()
	if self.touchObj then
		if self.lastTapEndTime then -- and not (self.zoomState and self.hasScope) then
			local touchTime = tick() - self.lastTapEndTime
			if touchTime < self.touchDelayTime and self.currentTool and self.touchPanAccumulator.Magnitude < 0.5 and not self.firingTool and not self.applyingTouchPan then
				self.firingTool = true
				self.currentTool:Activate()
			end
		end
	else
		if self.currentTool and self.firingTool then
			self.currentTool:Deactivate()
		end
		self.firingTool = false
	end
end

function ShoulderCamera:isTouchPositionForCamera(pos)
	if LocalPlayer then
		local guiObjects = LocalPlayer.PlayerGui:GetGuiObjectsAtPosition(pos.X, pos.Y)
		for _, guiObject in ipairs(guiObjects) do
			if guiObject.Name == "DynamicThumbstickFrame" then
				return false
			end
		end
		return true
	end
	return false
end

function ShoulderCamera:onInputBegan(inputObj, wasProcessed)
	if self.touchObj then
		self.touchObj = nil
		wasProcessed = false
	end

	if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
		self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
	elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
		self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
	elseif inputObj.UserInputType == Enum.UserInputType.Touch then
		local touchStartPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
		if not wasProcessed and self:isTouchPositionForCamera(touchStartPos) and not self.touchObj then
			self.touchObj = inputObj
			self.touchStartTime = tick()
			self.eventConnections.touchChanged = inputObj.Changed:Connect(function(prop)
				if prop == "Position" then
					local touchTime = tick() - self.touchStartTime

					local newTouchPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
					local delta = (newTouchPos - touchStartPos) * self.currentTouchSensitivity
					local yawInput = -delta.X
					local pitchInput = -delta.Y
					if self.touchPanAccumulator.Magnitude > 0.01 and touchTime > self.touchDelayTime then
						if not self.applyingTouchPan then
							self.applyingTouchPan = true
							self.touchPanAccumulator = Vector2.new(0, 0)
						end
					end
					self:applyInput(yawInput, pitchInput)
					self.touchPanAccumulator = self.touchPanAccumulator + Vector2.new(yawInput, pitchInput)
					touchStartPos = newTouchPos
				end
			end)
		end
	end
end

function ShoulderCamera:onInputChanged(inputObj, wasProcessed)
	if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
		local yawInput = -inputObj.Delta.X * self.currentMouseRadsPerPixel.X
		local pitchInput = -inputObj.Delta.Y * self.currentMouseRadsPerPixel.Y

		self:applyInput(yawInput, pitchInput)
	elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
		self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
	elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
		self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
	end
end

function ShoulderCamera:onInputEnded(inputObj, wasProcessed)
	if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
		self.gamepadPan = Vector2.new(0, 0)
	elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
		self.movementPan = Vector2.new(0, 0)
	elseif inputObj.UserInputType == Enum.UserInputType.Touch then
		if self.touchObj == inputObj then
			if self.eventConnections and self.eventConnections.touchChanged then
				self.eventConnections.touchChanged:Disconnect()
				self.eventConnections.touchChanged = nil
			end

			local touchTime = tick() - self.touchStartTime
			if self.currentTool and self.firingTool then
				self.currentTool:Deactivate()
			elseif self.zoomState and self.hasScope and touchTime < self.touchDelayTime and not self.applyingTouchPan then
				self.currentTool:Activate() -- this makes sure to shoot the sniper with a single tap when it is zoomed in
				self.currentTool:Deactivate()
			end
			self.firingTool = false

			self.touchPanAccumulator = Vector2.new(0, 0)
			if touchTime < self.touchDelayTime and not self.applyingTouchPan then
				self.lastTapEndTime = tick()
			else
				self.lastTapEndTime = nil
			end
			self.applyingTouchPan = false

			self.gamepadPan = Vector2.new(0, 0)
			self.touchObj = nil
		end
	end
end

return ShoulderCamera

2 Likes

Well, in the code you provided which handles the calculation using the offset, it multiplies the offset with the ‘yawRotation’. If you divide anything by zero, you get zero. With that being said, the ‘yawRotation’ is not being applied at all when its set to zero!

I hope I explained that well enough, but the way to fix it would be to set the offset to anything greater or equal to 1. The reason I say greater or equal to, is because if you put .5, you are dividing your total rotation in half, which basically slows it down.

The code is written in a way which I wouldn’t do. I’d personally rotate the camera, then apply the offset to remove that unwanted behavior. I assume you dont want to re-write the entire system, which I understand, so disregard this.

TLDR;
Set offset to or above 1, or you risk slowing down/stopping the camera movement. The code was written in a way which makes this weird behavior happen.

Goodluck!

2 Likes

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