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Arm cannon rendering fixes
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@@ -55,10 +55,10 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
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playerId, EMaterialTypes::Player, sGunScale);
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x774_holoTransitionGen = std::make_unique<CElementGen>(
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g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->x24_holoTransition}));
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x82c_shadow = std::make_unique<CWorldShadow>(32, 32, true);
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x82c_shadow = std::make_unique<CWorldShadow>(256, 256, true);
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x832_31_inRestPose = true;
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x833_24_isFidgeting = true;
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x833_24_notFidgeting = true;
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x833_30_canShowAuxMuzzleEffect = true;
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x6e0_rightHandModel.SetSortThermal(true);
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@@ -1933,7 +1933,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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x388_enterFreeLookDelayTimer = 0.f;
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if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
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{
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x833_24_isFidgeting = (player.GetSurfaceRestraint() != CPlayer::ESurfaceRestraints::Water &&
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x833_24_notFidgeting = !(player.GetSurfaceRestraint() != CPlayer::ESurfaceRestraints::Water &&
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mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
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(x2f4_fireButtonStates & 0x3) == 0 && x32c_chargePhase == EChargePhase::NotCharging &&
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!x832_29_lockedOn && (x2f8_stateFlags & 0x8) != 0x8 && x364_gunStrikeCoolTimer <= 0.f &&
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@@ -1944,7 +1944,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
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player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike &&
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!x835_25_inPhazonBeam);
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if (x833_24_isFidgeting)
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if (x833_24_notFidgeting)
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{
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if (!x834_30_inBigStrike)
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{
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@@ -1966,7 +1966,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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if (!doWander || x834_26_animPlaying)
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ResetIdle(mgr);
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}
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if (x394_damageTimer > 0.f)
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else if (x394_damageTimer > 0.f)
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{
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x394_damageTimer -= dt;
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}
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@@ -2011,7 +2011,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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case CFidget::EState::StillMinorFidget:
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case CFidget::EState::StillMajorFidget:
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x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
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x833_24_isFidgeting = false;
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x833_24_notFidgeting = false;
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x834_26_animPlaying = x834_25_gunMotionFidgeting ? x73c_gunMotion->IsAnimPlaying() :
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x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body");
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if (!x834_26_animPlaying)
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