Viewpunch for sidearm and defender

This commit is contained in:
Tleety
2016-03-14 00:23:51 +01:00
parent b89f68ae2f
commit c493ebca8e
5 changed files with 64 additions and 20 deletions
@@ -324,23 +324,23 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
spawnTracers(cWeapon, wi, pattern);
// View punch
//if (IsClient) {
// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
// if (camera.Valid()) {
// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
// float viewPunch = cWeapon["ViewPunch"];
// float maxTravelAngle = cWeapon["MaxTravelAngle"];
// float& currentTravel = cWeapon["CurrentTravel"];
// if (currentTravel < maxTravelAngle) {
// float change = viewPunch;
// if (currentTravel + change > maxTravelAngle) {
// change = maxTravelAngle - currentTravel;
// }
// cameraOrientation.x += change;
// currentTravel += change;
// }
// }
//}
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = (const float&)cWeapon["MaxTravelAngle"];
Field<float> currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x(cameraOrientation.x() + change);
currentTravel += change;
}
}
}
// Play animation
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");