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Fix screen shaking when firing weapons in Blood
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a7c228aab6
commit
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1 changed files with 2 additions and 4 deletions
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@ -1541,7 +1541,7 @@ void ProcessInput(PLAYER* pPlayer)
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get_weapon_pos_and_angle(px, py, pz, pitch, yaw);
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//Position for crosshair calculation
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DVector3 spos = actor->spr.pos.plusZ(-(pz * vr_hunits_per_meter()) - actor->viewzoffset);
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DVector3 spos = actor->spr.pos.plusZ(-((pz * vr_hunits_per_meter()) + actor->viewzoffset));
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posXY = DVector2(px * vr_hunits_per_meter(), py * vr_hunits_per_meter()).Rotated(-DAngle90 + actor->spr.Angles.Yaw);
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spos.X -= posXY.X;
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spos.Y -= posXY.Y;
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@ -1549,8 +1549,7 @@ void ProcessInput(PLAYER* pPlayer)
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//Update player angles and position for shooting
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actor->spr.pos.X -= posXY.X;
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actor->spr.pos.Y -= posXY.Y;
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actor->spr.pos.Z -= (pz * vr_hunits_per_meter()) + actor->viewzoffset;
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pPlayer->zWeapon = actor->spr.pos.Z;
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pPlayer->zWeapon = actor->spr.pos.Z - ((pz * vr_hunits_per_meter()) + actor->viewzoffset);
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actor->spr.Angles.Yaw += DAngle::fromDeg(yaw);
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actor->spr.Angles.Pitch -= DAngle::fromDeg(pitch);
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pPlayer->slope = actor->spr.Angles.Pitch.Tan();
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@ -1618,7 +1617,6 @@ void ProcessInput(PLAYER* pPlayer)
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{
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actor->spr.pos.X += posXY.X;
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actor->spr.pos.Y += posXY.Y;
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actor->spr.pos.Z += (pz * vr_hunits_per_meter()) + actor->viewzoffset;
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actor->spr.Angles.Yaw -= DAngle::fromDeg(yaw);
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actor->spr.Angles.Pitch += DAngle::fromDeg(pitch);
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pPlayer->slope = actor->spr.Angles.Pitch.Tan();
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