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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 21:07:42 +00:00

Arm cannon rendering fixes

This commit is contained in:
Jack Andersen
2018-01-14 21:39:25 -10:00
parent 89b9a6d7d3
commit 47b3d57c3a
19 changed files with 89 additions and 67 deletions

View File

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