Difference between revisions of "Talk:Screenshake"

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(added dist and inFOV)
m
Line 8: Line 8:
 
<code>
 
<code>
 
   float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len();
 
   float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len();
 +
  Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;
 +
  eyeToExplosion.Normalize();
 
   bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f);
 
   bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f);
 +
  if(pActor && pActor->GetLinkedVehicle())
 +
  {
 +
    Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir();
 +
    inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f);
 +
  }
 
   if(inFOV && (dist < explosionInfo.radius))
 
   if(inFOV && (dist < explosionInfo.radius))
 
   {
 
   {

Revision as of 16:57, 12 December 2020

Deimos:

just leaving this here so I don't have to search it in the code again

also doesn't that mean that screenshake doesn't scale with pressure but explosion radius?

might have to change that

 float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len();
 Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;
 eyeToExplosion.Normalize();
 bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f);
 if(pActor && pActor->GetLinkedVehicle())
 {
   Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir();
   inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f);
 }
 if(inFOV && (dist < explosionInfo.radius))
 {
   if (explosionInfo.damage>10.0f || explosionInfo.pressure>100.0f)
   {
     //Add some angular impulse to the client actor depending on distance, direction...
     float dt = (1.0f - dist/explosionInfo.radius);
     dt = dt * dt;
     float angleZ = g_PI*0.15f*dt;
     float angleX = g_PI*0.15f*dt;
     pActor->AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);
   }
 }