Difference between revisions of "Talk:Screenshake"
From MechWarrior: Living Legends Wiki
DeimosEvotec (talk | contribs) (screenshake code snippet) |
DeimosEvotec (talk | contribs) (added dist and inFOV) |
||
Line 7: | Line 7: | ||
might have to change that | might have to change that | ||
<code> | <code> | ||
+ | float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len(); | ||
+ | bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f); | ||
if(inFOV && (dist < explosionInfo.radius)) | if(inFOV && (dist < explosionInfo.radius)) | ||
{ | { |
Revision as of 16:48, 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(); bool inFOV = (state.eyeDirection.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); } }