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https://github.com/GTA-ASM/SanAndreasUnity
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camera handling works, but needs improvements
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2 changed files with 26 additions and 3 deletions
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@ -11,7 +11,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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// - add real aim anims ?
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// - add real aim anims ?
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// - drive-by exiting state - activated when going from drive-by to sitting state, or when trying to exit vehicle
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// - drive-by exiting state - activated when going from drive-by to sitting state, or when trying to exit vehicle
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// - camera
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// - camera
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// - weapon's gun flash should depend on last time when fired, not on anim time
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// - weapon's gun flash should depend on last time when fired, not on anim time - maybe don't change it, because we may play real aim anims
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protected override void EnterVehicleInternal()
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protected override void EnterVehicleInternal()
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@ -143,7 +143,30 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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m_ped.GetStateOrLogError<DriveByFireState>().EnterVehicle(this.CurrentVehicle, this.CurrentVehicleSeatAlignment);
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m_ped.GetStateOrLogError<DriveByFireState>().EnterVehicle(this.CurrentVehicle, this.CurrentVehicleSeatAlignment);
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}
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}
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// camera
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public override void UpdateCameraZoom()
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{
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// ignore
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}
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public override void CheckCameraCollision()
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{
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BaseAimMovementState.CheckCameraCollision(m_ped, this.GetCameraFocusPos());
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}
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public override Vector3 GetCameraFocusPos()
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{
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var seat = m_ped.CurrentVehicleSeat;
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if (seat != null && seat.Parent != null)
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return seat.Parent.transform.position + Vector3.up * 1.5f - m_ped.Camera.transform.forward * 1.5f;
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else
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return base.GetCameraFocusPos();
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//return m_ped.transform.position + Vector3.up * 0.5f;
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//return m_ped.PlayerModel.Head.transform.position;
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}
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public override void OnAimButtonPressed()
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public override void OnAimButtonPressed()
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{
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{
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@ -193,7 +193,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
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m_ped.CameraDistanceVehicle);
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m_ped.CameraDistanceVehicle);
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}
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}
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public new Vector3 GetCameraFocusPos()
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public override Vector3 GetCameraFocusPos()
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{
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{
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if (m_ped.CurrentVehicle != null)
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if (m_ped.CurrentVehicle != null)
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return m_ped.CurrentVehicle.transform.position;
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return m_ped.CurrentVehicle.transform.position;
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