Viewpunch for sidearm and defender
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@@ -324,23 +324,23 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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spawnTracers(cWeapon, wi, pattern);
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// View punch
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//if (IsClient) {
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// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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// if (camera.Valid()) {
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// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
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// float viewPunch = cWeapon["ViewPunch"];
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// float maxTravelAngle = cWeapon["MaxTravelAngle"];
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// float& currentTravel = cWeapon["CurrentTravel"];
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// if (currentTravel < maxTravelAngle) {
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// float change = viewPunch;
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// if (currentTravel + change > maxTravelAngle) {
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// change = maxTravelAngle - currentTravel;
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// }
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// cameraOrientation.x += change;
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// currentTravel += change;
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// }
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// }
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//}
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if (IsClient) {
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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float viewPunch = cWeapon["ViewPunch"];
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float maxTravelAngle = (const float&)cWeapon["MaxTravelAngle"];
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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if (currentTravel < maxTravelAngle) {
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float change = viewPunch;
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if (currentTravel + change > maxTravelAngle) {
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change = maxTravelAngle - currentTravel;
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}
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cameraOrientation.x(cameraOrientation.x() + change);
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currentTravel += change;
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}
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}
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}
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
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@@ -69,6 +69,21 @@ void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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}
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}
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// Restore view angle
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if (IsClient) {
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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Field<float> returnSpeed = cWeapon["ViewReturnSpeed"];
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if (currentTravel > 0) {
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float change = returnSpeed * dt;
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currentTravel = glm::max(0.f, currentTravel - change);
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x(cameraOrientation.x() - change);
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}
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}
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}
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if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
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fireBullet(cWeapon, wi);
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}
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@@ -183,6 +198,25 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
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magAmmo -= 1;
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}
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// View punch
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if (IsClient) {
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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float viewPunch = cWeapon["ViewPunch"];
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float maxTravelAngle = cWeapon["MaxTravelAngle"];
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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if (currentTravel < maxTravelAngle) {
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float change = viewPunch;
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if (currentTravel + change > maxTravelAngle) {
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change = maxTravelAngle - currentTravel;
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}
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cameraOrientation.x(cameraOrientation.x() + change);
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currentTravel += change;
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}
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}
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}
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
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if (!weaponModelEntity.Valid()) {
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