diff --git a/common/src/states/utils.rs b/common/src/states/utils.rs index 85136661a6..e3c36f1887 100644 --- a/common/src/states/utils.rs +++ b/common/src/states/utils.rs @@ -84,7 +84,10 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate) { }; // Set direction based on move direction when on the ground - let ori_dir = if update.character.is_attack() || update.character.is_block() { + let ori_dir = if update.character.is_wield() + || update.character.is_attack() + || update.character.is_block() + { Vec2::from(data.inputs.look_dir).normalized() } else { Vec2::from(update.vel.0) diff --git a/common/src/sys/combat.rs b/common/src/sys/combat.rs index 0ee15f7211..f5ebc3e0ea 100644 --- a/common/src/sys/combat.rs +++ b/common/src/sys/combat.rs @@ -14,7 +14,7 @@ use vek::*; const BLOCK_EFFICIENCY: f32 = 0.9; const ATTACK_RANGE: f32 = 3.5; -const ATTACK_ANGLE: f32 = 45.0; +const ATTACK_ANGLE: f32 = 70.0; const BLOCK_ANGLE: f32 = 180.0; /// This system is responsible for handling accepted inputs like moving or diff --git a/voxygen/src/scene/camera.rs b/voxygen/src/scene/camera.rs index 9eb279d3c5..bb29781c25 100644 --- a/voxygen/src/scene/camera.rs +++ b/voxygen/src/scene/camera.rs @@ -6,7 +6,7 @@ use vek::*; const NEAR_PLANE: f32 = 0.5; const FAR_PLANE: f32 = 100000.0; -const FIRST_PERSON_INTERP_TIME: f32 = 0.05; +const FIRST_PERSON_INTERP_TIME: f32 = 0.1; const THIRD_PERSON_INTERP_TIME: f32 = 0.1; pub const MIN_ZOOM: f32 = 0.1;