diff --git a/mp/src/game/client/c_baseanimating.cpp b/mp/src/game/client/c_baseanimating.cpp index 612793c4d..89a5f7913 100644 --- a/mp/src/game/client/c_baseanimating.cpp +++ b/mp/src/game/client/c_baseanimating.cpp @@ -3384,6 +3384,19 @@ int C_BaseAnimating::InternalDrawModel( int flags ) DoInternalDrawModel( pInfo, ( bMarkAsDrawn && ( pInfo->flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld ); + auto index = GetBaseEntity()->index; + if (index == 52) + { + Vector forward, right, up; + MatrixVectors(*pBoneToWorld, &forward, &right, &up); + QAngle angle; + //MatrixAngles(*pBoneToWorld, angle); + //AngleVectors(pInfo->angles, &forward); + VectorAngles(forward, angle); + engine->Con_NPrintf(0, "Weapon Pitch: %f Yaw: %f", angle.x, angle.y); + Vector origin = GetBaseEntity()->GetMoveParent()->GetAbsOrigin() + GetBaseEntity()->GetMoveParent()->GetViewOffset(); + DebugDrawLine(origin, (origin + (forward * 10000.f)), 255, 255, 0, false, 0); + } OnPostInternalDrawModel( pInfo ); return bMarkAsDrawn; diff --git a/mp/src/game/client/neo/c_neo_player.cpp b/mp/src/game/client/neo/c_neo_player.cpp index 1edc56326..d469046d8 100644 --- a/mp/src/game/client/neo/c_neo_player.cpp +++ b/mp/src/game/client/neo/c_neo_player.cpp @@ -997,6 +997,10 @@ void C_NEO_Player::ClientThink(void) { BaseClass::ClientThink(); + Vector forward; + AngleVectors(EyeAngles(), &forward); + DebugDrawLine(EyePosition(), (EyePosition() + forward * 100), 255, 0, 0, false, 0.1); + if (IsCloaked()) { // PreThink and PostThink are only ran for local player, update every in pvs player's cloak strength here auto pLocalPlayer = C_NEO_Player::GetLocalNEOPlayer(); diff --git a/mp/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp b/mp/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp index fdf0b80d8..02865ab87 100644 --- a/mp/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp +++ b/mp/src/game/shared/hl2mp/hl2mp_playeranimstate.cpp @@ -736,7 +736,7 @@ void CHL2MPPlayerAnimState::ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr ) float flAimPitch = m_flEyePitch; // Set the aim pitch pose parameter and save. - GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimPitch, flAimPitch ); + GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimPitch, (20 + ((20 - flAimPitch) * (flAimPitch > 20 ? -1.2 : -1.85)))); m_DebugAnimData.m_flAimPitch = flAimPitch; } @@ -814,7 +814,7 @@ void CHL2MPPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ) flAimYaw = AngleNormalize( flAimYaw ); // Set the aim yaw and save. - GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimYaw, flAimYaw ); + GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimYaw, (flAimYaw * (1.4)) - 15 ); m_DebugAnimData.m_flAimYaw = flAimYaw; // Turn off a force aim yaw - either we have already updated or we don't need to. diff --git a/mp/src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp b/mp/src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp index 506c2f401..13f6bc4bb 100644 --- a/mp/src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp +++ b/mp/src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp @@ -1089,6 +1089,10 @@ int CNEOBaseCombatWeapon::DrawModel(int flags) int ret = 0; if (!pOwner->IsCloaked() || inThermalVision) { + if (IsActiveByLocalPlayer()) + { + engine->Con_NPrintf(0, "Our weapon"); + } ret |= BaseClass::DrawModel(flags); }