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Reworked CGameArchitectureSupport initialization, initial CFirstPersonCamera imp
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@@ -2,9 +2,45 @@
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namespace urde
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{
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float CPlayerCameraBob::kCameraBobExtentX = 0.071f;
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float CPlayerCameraBob::kCameraBobExtentY = 0.142f;
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float CPlayerCameraBob::kCameraBobPeriod = 0.47f;
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float CPlayerCameraBob::kOrbitBobScale = 0.769f;
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float CPlayerCameraBob::kMaxOrbitBobScale = 0.8f;
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float CPlayerCameraBob::kSlowSpeedPeriodScale = 0.3f;
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float CPlayerCameraBob::kTargetMagnitudeTrackingRate = 0.1f;
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float CPlayerCameraBob::kLandingBobSpringConstant = 150.f;
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float CPlayerCameraBob::kViewWanderRadius = 2.9f;
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float CPlayerCameraBob::kViewWanderSpeedMin = 0.1f;
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float CPlayerCameraBob::kViewWanderSpeedMax = 0.3f;
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float CPlayerCameraBob::kViewWanderRollVariation = 0.3f;
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float CPlayerCameraBob::kGunBobMagnitude = 0.3f;
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float CPlayerCameraBob::kHelmetBobMagnitude = 2.f;
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CPlayerCameraBob::CPlayerCameraBob(ECameraBobType type, const zeus::CVector2f& vec, float)
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CPlayerCameraBob::CPlayerCameraBob(ECameraBobType type, const zeus::CVector2f& vec, float f1)
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: x0_type(type), x4_vec(vec), xc_(f1)
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{
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}
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void CPlayerCameraBob::ReadTweaks(CInputStream& in)
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{
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if (in.hasError())
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return;
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kCameraBobExtentX = in.readFloatBig();
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kCameraBobExtentY = in.readFloatBig();
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kCameraBobPeriod = in.readFloatBig();
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kOrbitBobScale = in.readFloatBig();
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kMaxOrbitBobScale = in.readFloatBig();
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kSlowSpeedPeriodScale = in.readFloatBig();
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kTargetMagnitudeTrackingRate = in.readFloatBig();
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kLandingBobSpringConstant = in.readFloatBig();
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kViewWanderRadius = in.readFloatBig();
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kViewWanderSpeedMin = in.readFloatBig();
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kViewWanderSpeedMax = in.readFloatBig();
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kViewWanderRollVariation = in.readFloatBig();
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kGunBobMagnitude = in.readFloatBig();
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kHelmetBobMagnitude = in.readFloatBig();
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}
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}
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