Better weapon alignment
This commit is contained in:
+3
-6
@@ -64,7 +64,7 @@ void CrystalPoint::update()
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lastFrameTime = frameTime;
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if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
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state = !state;
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state = !state;
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Controller *rightcontroller = controller.getRightController();
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Controller *leftcontroller = controller.getLeftController();
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@@ -78,7 +78,7 @@ void CrystalPoint::update()
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if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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worldhandler->NextWorld();
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if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
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player->NextLeftWeapon();
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player->NextRightWeapon();
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if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
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player->PreviousLeftWeapon();
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if (keyboardState.keys[27])
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@@ -149,7 +149,7 @@ void CrystalPoint::update()
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controller.rumble(rightcontroller->controllerId, 100, 200);
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player->NextRightWeapon();
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}
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player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
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}
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@@ -162,9 +162,6 @@ void CrystalPoint::update()
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if (!worldhandler->isPlayerPositionValid())
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player->position = oldPosition;
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/*else if (player->position.y > oldPosition.y + 1.2)
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player->position = oldPosition;
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*/
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worldhandler->update(deltaTime);
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}
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else
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