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Adjust first person camera and underwater wield orientation
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parent
87acc01d48
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4195273cf9
@ -84,7 +84,10 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate) {
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};
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// Set direction based on move direction when on the ground
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let ori_dir = if update.character.is_attack() || update.character.is_block() {
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let ori_dir = if update.character.is_wield()
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|| update.character.is_attack()
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|| update.character.is_block()
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{
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Vec2::from(data.inputs.look_dir).normalized()
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} else {
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Vec2::from(update.vel.0)
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@ -14,7 +14,7 @@ use vek::*;
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const BLOCK_EFFICIENCY: f32 = 0.9;
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const ATTACK_RANGE: f32 = 3.5;
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const ATTACK_ANGLE: f32 = 45.0;
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const ATTACK_ANGLE: f32 = 70.0;
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const BLOCK_ANGLE: f32 = 180.0;
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/// This system is responsible for handling accepted inputs like moving or
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@ -6,7 +6,7 @@ use vek::*;
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const NEAR_PLANE: f32 = 0.5;
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const FAR_PLANE: f32 = 100000.0;
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const FIRST_PERSON_INTERP_TIME: f32 = 0.05;
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const FIRST_PERSON_INTERP_TIME: f32 = 0.1;
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const THIRD_PERSON_INTERP_TIME: f32 = 0.1;
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pub const MIN_ZOOM: f32 = 0.1;
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