Better weapon alignment

This commit is contained in:
jancoow
2016-06-22 00:32:19 +02:00
parent ba0482ee0a
commit 27dfaf74c4
7 changed files with 36 additions and 28 deletions
+3 -6
View File
@@ -64,7 +64,7 @@ void CrystalPoint::update()
lastFrameTime = frameTime;
if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
state = !state;
state = !state;
Controller *rightcontroller = controller.getRightController();
Controller *leftcontroller = controller.getLeftController();
@@ -78,7 +78,7 @@ void CrystalPoint::update()
if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
worldhandler->NextWorld();
if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
player->NextLeftWeapon();
player->NextRightWeapon();
if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
player->PreviousLeftWeapon();
if (keyboardState.keys[27])
@@ -149,7 +149,7 @@ void CrystalPoint::update()
controller.rumble(rightcontroller->controllerId, 100, 200);
player->NextRightWeapon();
}
player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
}
@@ -162,9 +162,6 @@ void CrystalPoint::update()
if (!worldhandler->isPlayerPositionValid())
player->position = oldPosition;
/*else if (player->position.y > oldPosition.y + 1.2)
player->position = oldPosition;
*/
worldhandler->update(deltaTime);
}
else