DayZ 1.24
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M79Recoil.c
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2{
3 override void Init()
4 {
9 point_1[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, 0.5, 1); point_1[1] = 1; point_1[2] = 0;
10 point_2[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -0.5, 0.5); point_2[1] = 1.5; point_2[2] = 0;
11 point_3[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -1, -1.5); point_3[1] = 1; point_3[2] = 0;
12 point_4[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -0.25, -0.05); point_4[1] = 0.5; point_4[2] = 0;
13 m_HandsCurvePoints.Insert(point_1);//forms a 2 dimensional spline(z is ignored)
17 m_HandsCurvePoints.Insert("0 0 0");
19
20 m_MouseOffsetRangeMin = 80;//in degrees min
21 m_MouseOffsetRangeMax = 100;//in degrees max
22 m_MouseOffsetDistance = 1;//how far should the mouse travel
23 m_MouseOffsetRelativeTime = 0.0625;//[0..1] a time it takes to move the mouse the required distance relative to the reload time of the weapon(firing mode)
24
27 }
28}
override void Init()
Definition M79Recoil.c:3
float m_CamOffsetRelativeTime
Definition RecoilBase.c:17
float m_CamOffsetDistance
Definition RecoilBase.c:18
float m_MouseOffsetDistance
Definition RecoilBase.c:19
PlayerBase m_Player
Definition RecoilBase.c:6
float m_MouseOffsetRangeMax
Definition RecoilBase.c:14
float m_MouseOffsetRelativeTime
Definition RecoilBase.c:15
float m_HandsOffsetRelativeTime
Definition RecoilBase.c:16
float m_MouseOffsetRangeMin
Definition RecoilBase.c:13
ref array< vector > m_HandsCurvePoints
Definition RecoilBase.c:27