Viewmodel should grab the first-person cam's position now, and use Game_Input() as that's where FreeTS overrides its input code.

This commit is contained in:
Marco Cawthorne 2024-02-23 18:46:38 -08:00
parent c2f37acf7e
commit 3faa441fa0
Signed by: eukara
GPG key ID: CE2032F0A2882A22
2 changed files with 2 additions and 6 deletions

View file

@ -148,7 +148,7 @@ void
Viewmodel_ApplyBob(entity gun)
{
player pl = (player)pSeat->m_ePlayer;
gun.origin = pSeat->m_vecPredictedOrigin + pl.view_ofs;
gun.origin = g_view.GetCameraOrigin();
gun.origin += [0,0,-1];
gun.origin += v_forward * (0.75 + autocvar_cg_viewmodelOffset[0] + pViewBob->m_flBob * (-0.68 + -0.112 * fabs(sin(pViewBob->m_flBobCycle)) ) + 0.98 * pViewBob->m_vCam[0] );
gun.origin += v_right * (autocvar_cg_viewmodelOffset[1] + (pViewBob->m_flBob * (-0.2 + 0.308 * sin(pViewBob->m_flBobCycle)) ) + 0.98 * pViewBob->m_vCam[1] );

View file

@ -1146,10 +1146,6 @@ player::reset(BOOL resetInventory){
}//reset
// little test
//var float input_timelengthSum = 0;
@ -2224,7 +2220,7 @@ player::ProcessInput(void)
}
}
super::ProcessInput();
Game_Input(this);
}