Compatibility with VC weapon.dat + new shotguns
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@ -2429,7 +2429,7 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -2568,7 +2568,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
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HeadPos.x = 0.0f;
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HeadPos.y = 0.0f;
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HeadPos.z = 0.0f;
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation);
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@ -2657,7 +2657,7 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -2925,7 +2925,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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