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Recoil parity #577
Recoil parity #577
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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 |
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 🤔 |
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
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.Toolchain
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