Adjust aiming while in vehicle
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@ -38,9 +38,7 @@ void game::CameraController::Recalculate(collision::DynamicsWorld* world)
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glm::vec3 start_aim(0.0f);
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glm::vec3 start_aim(0.0f);
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float distance_noaim = 5.0f;
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float distance_noaim = 5.0f;
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float distance_aim = 1.0f;
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auto aim_end_offset = right * 0.4f - forward_ * 1.8f;
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auto aim_end_offset = right * 0.4f - forward_ * 1.8f;
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if (character_transform_)
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if (character_transform_)
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{
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{
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@ -53,11 +51,11 @@ void game::CameraController::Recalculate(collision::DynamicsWorld* world)
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{
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{
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start_noaim = TranslationFromMatrix(*rideable_transform_) + glm::vec3(0.0f, 0.0f, 2.0f);
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start_noaim = TranslationFromMatrix(*rideable_transform_) + glm::vec3(0.0f, 0.0f, 2.0f);
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distance_noaim = 8.0f;
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distance_noaim = 8.0f;
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distance_aim = 3.0f;
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aim_end_offset = right * 0.3f - forward_ * 4.5f + glm::vec3(0.0f, 0.0f, 0.8f);
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}
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}
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glm::vec3 end_noaim = start_noaim - forward_ * distance_noaim;
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glm::vec3 end_noaim = start_noaim - forward_ * distance_noaim;
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glm::vec3 end_aim = start_aim + aim_end_offset * distance_aim;
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glm::vec3 end_aim = start_aim + aim_end_offset;
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auto aim_factor_smooth = glm::smoothstep(0.0f, 1.0f, aim_factor_);
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auto aim_factor_smooth = glm::smoothstep(0.0f, 1.0f, aim_factor_);
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auto start = glm::mix(start_noaim, start_aim, aim_factor_smooth);
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auto start = glm::mix(start_noaim, start_aim, aim_factor_smooth);
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@ -317,7 +317,7 @@ void game::Character::UpdateAiming()
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if (!aiming_)
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if (!aiming_)
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{
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{
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delta = 3.0f / 25.0f;
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delta = 6.0f / 25.0f;
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MoveToward(animstate_.yaw, 0.0f, delta);
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MoveToward(animstate_.yaw, 0.0f, delta);
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MoveToward(animstate_.pitch, 0.0f, delta);
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MoveToward(animstate_.pitch, 0.0f, delta);
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UpdateAimDirection();
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UpdateAimDirection();
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