void CCarWeapon::UpdateCL() { if(!m_bActive) return; UpdateBarrelDir (); CKinematics* K = smart_cast<CKinematics*>(m_object->Visual()); K->CalculateBones_Invalidate(); K->CalculateBones (); UpdateFire (); }
void CWeaponStatMgun::UpdateCL() { inheritedPH::UpdateCL (); UpdateBarrelDir (); UpdateFire (); if(OwnerActor() && OwnerActor()->IsMyCamera()) { cam_Update(Device.fTimeDelta, g_fov); OwnerActor()->Cameras().UpdateFromCamera(Camera()); OwnerActor()->Cameras().ApplyDevice(VIEWPORT_NEAR); } }