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Fix muzzleflash rotation

This commit is contained in:
Sergeanur 2021-02-26 20:37:22 +02:00
parent 5bdbb5f802
commit 9fce8636b0

View file

@ -578,12 +578,29 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
#ifdef FIX_BUGS
// fix muzzleflash rotation
heading = CGeneral::GetAngleBetweenPoints(fireSource->x, fireSource->y, target.x, target.y);
angle = DEGTORAD(heading);
ahead = CVector2D(-Sin(angle), Cos(angle));
ahead.Normalise();
#endif
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
#ifdef FIX_BUGS
// fix muzzleflash rotation
heading = CGeneral::GetAngleBetweenPoints(src.x, src.y, trgt.x, trgt.y);
angle = DEGTORAD(heading);
ahead = CVector2D(-Sin(angle), Cos(angle));
ahead.Normalise();
#endif
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;