示例#1
0
void CHeadBobMgr::Update()
{
	CMoveMgr* pMoveMgr = g_pGameClientShell->GetMoveMgr();
	if (!pMoveMgr) return;

	// We check CanDoFootstep instead of on ground since CanDoFootstep
	// handles stairs much better...

	if (pMoveMgr->CanDoFootstep() && g_pGameClientShell->IsFirstPerson())
	{
		UpdateHeadBob();
		UpdateHeadCant();
	}
}
示例#2
0
void CHeadBobMgr::Update()
{
	// Don't allow head bobbing or canting to update when paused...

	if( g_pGameClientShell->IsGamePaused() )
		return;

	CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr();
	if (!pMoveMgr) return;

	// We check CanDoFootstep instead of on ground since CanDoFootstep
	// handles stairs much better...

	if ( (!g_pPlayerMgr->IsSpectatorMode() && g_pPlayerMgr->IsFirstPerson() && pMoveMgr->CanDoFootstep() &&
		 g_pPlayerMgr->IsPlayerMovementAllowed() && pMoveMgr->GetAllowMovement()) ||
		 pMoveMgr->GetVehicleMgr()->IsVehiclePhysics() )
	{
		UpdateHeadBob();
		UpdateHeadCant();
	}
}
示例#3
0
void CHeadBobMgr::UpdateHeadCant()
{
	CMoveMgr* pMoveMgr = g_pPlayerMgr->GetMoveMgr();
	if (!pMoveMgr) return;

	CVehicleMgr* pVehicleMgr = pMoveMgr->GetVehicleMgr();
	if (!pVehicleMgr) return;

	LTBOOL bVehicleTurning	= pVehicleMgr->IsTurning();
	int    nVehicleTurnDir	= pVehicleMgr->GetTurnDirection();

	CantType eCantType = eCantNone;
	LTFLOAT fMaxCant = 0.0f, fCantRate = 0.0f;
	
	if (bVehicleTurning && pMoveMgr->CanDoFootstep())
	{
		eCantType = nVehicleTurnDir > 0 ? eCantRight : eCantLeft;
	}


	fMaxCant = DEG2RAD(g_vtMaxVehicleHeadCant.GetFloat());
	LTFLOAT fMinCant = fMaxCant * 0.25f;

	LTFLOAT fRoll = LimitToPosNegPi( g_pPlayerMgr->GetRoll() - pVehicleMgr->GetVehicleContourRoll() );

	switch (eCantType)
	{
		case eCantRight :
		{
			if (fRoll > 0.0f)
			{
				fCantRate = g_vtVehicleHeadCantDownRate.GetFloat();
			}
			else
			{
				fCantRate = g_vtVehicleHeadCantUpRate.GetFloat();
			}
		}
		break;
		case eCantLeft :
		{
			if (fRoll < 0.0f)
			{
				fCantRate = g_vtVehicleHeadCantDownRate.GetFloat();
			}
			else
			{
				fCantRate = g_vtVehicleHeadCantUpRate.GetFloat();
			}
		}
		break;
		case eCantNone:
		{
			fCantRate = g_vtVehicleHeadCantDownRate.GetFloat();
		}
		break;

		default :
		break;
	}

	if (fabs(fRoll) < fMinCant)
	{
		fCantRate *= 0.5f;
	}

	// This frame time is used since unlike ClientDE::GetFrameTime() the
	// max value is controlled by the game...

	LTFLOAT fFrameTime = g_pGameClientShell->GetFrameTime();

	LTFLOAT fDelta = fCantRate * fFrameTime;

	switch (eCantType)
	{
		case eCantRight :
		{
			fRoll -= fDelta;

			if (fRoll < -fMaxCant)
			{
				fRoll = -fMaxCant;
			}
		}
		break;

		case eCantLeft :
		{
			fRoll += fDelta;

			if (fRoll > fMaxCant)
			{
				fRoll = fMaxCant;
			}
		}
		break;

		case eCantNone:
		default :
		{
			// We are not canting so move us toward zero...

			if (fRoll != 0.0f)
			{
				if (fRoll < 0.0f)
				{
					fRoll += fDelta;

					if (fRoll > 0.0f)
					{
						fRoll = 0.0f;
					}
				}
				else
				{
					fRoll -= fDelta;

					if (fRoll < 0.0f)
					{
						fRoll = 0.0f;
					}
				}
 			}
		}
		break;
	}

	// Let the vehicle mgr adjust the value...

	pVehicleMgr->AdjustCameraRoll(fRoll);

	// Set the new value...

	g_pPlayerMgr->SetRoll(fRoll);
}