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Recoil parity #577

Merged
merged 3 commits into from
Sep 14, 2024
Merged

Recoil parity #577

merged 3 commits into from
Sep 14, 2024

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Agiel
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@Agiel Agiel commented Sep 10, 2024

Description

Brings view kick and recoil to parity. The values have been dug out of the OG client.dll (see tables in #107), but with the current implementation they feel a bit strong. Need to figure out what's going on there before this can be merged. We'll probably also want to smear the recoil out over several frames even though that's not parity.

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  • Windows MSVC VS2022

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@Agiel Agiel requested a review from a team September 11, 2024 07:30
@AdamTadeusz
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AdamTadeusz commented Sep 11, 2024

Honestly can't tell the difference between this and ognt

[Edit] So hip firing an entire pz magazine, im looking almost vertically up here but only 48 degrees up in the original, but it doesn't feel that much worse
[Edit 2] So using cl_showpos 1 -48 degrees up in the original and -77 degrees up here

@AdamTadeusz
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image
Playing around with the weapons in the original I noticed that most of the weapons that end up with the aim point at the same angle as they started with still have recoil, but the character automatically drags the gun back to its original position (weapons like the tachi actually pull down as you fire, and your character pulls them back up). I guess this is what you would call view kick, but what if there was a similar force pulling the recoil of the guns that have actual recoil away from the direction of recoil

@Agiel
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Agiel commented Sep 12, 2024

I don't know what force that would be? The recoil is all applied instantly as far as I can tell. As opposed to the view kick which is smeared out. But I don't know exactly what method they use to shift the view. Here I used engine->SetViewAngles, but looking at the 357 for example, it's using player->SnapEyeAngles. It'd be really weird if those behave differently 🤔

@Agiel Agiel marked this pull request as ready for review September 14, 2024 10:31
@Agiel
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Agiel commented Sep 14, 2024

Ok it's ready for review now. Decided not to do the smearing here since it's not parity anyway.

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lgtm

@Agiel Agiel merged commit b2291c5 into NeotokyoRebuild:master Sep 14, 2024
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@Agiel Agiel deleted the recoil_parity branch September 14, 2024 13:48
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Supa7 slugs shouldn't use the same spread as regular pellets Recoil is at parity
4 participants