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Add aimpunch camera recoil system #156
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,72 @@ | ||
| namespace SWB.Player; | ||
|
|
||
| public partial class PlayerBase | ||
| { | ||
| Angles aimPunchAngle; | ||
| float aimPunchRecoverySpeed = 5f; | ||
| RealTimeSince timeSinceLastPunch; | ||
|
|
||
| /// <summary> | ||
| /// Apply aimpunch recoil to the camera. | ||
| /// Similar to Flinch but with configurable recovery and shooting-aware delay. | ||
| /// </summary> | ||
| /// <param name="punchAmount">The angular offset to apply</param> | ||
| /// <param name="recoverySpeed">How fast the camera recovers (higher = faster)</param> | ||
| public virtual void ApplyAimPunch( Angles punchAmount, float recoverySpeed = 5f ) | ||
| { | ||
| aimPunchAngle += punchAmount; | ||
| aimPunchRecoverySpeed = recoverySpeed; | ||
| timeSinceLastPunch = 0; | ||
|
|
||
| ApplyEyeAnglesOffset( punchAmount ); | ||
| } | ||
|
|
||
| /// <summary> | ||
| /// Reset aimpunch angle (called on weapon switch, death, etc.) | ||
| /// </summary> | ||
| public virtual void ResetAimPunch() | ||
| { | ||
| aimPunchAngle = Angles.Zero; | ||
| } | ||
|
|
||
| /// <summary> | ||
| /// Handle aimpunch recovery over time. | ||
| /// Recovery only starts when player stops shooting. | ||
| /// </summary> | ||
| public virtual void HandleAimPunch() | ||
| { | ||
| if ( !IsAlive ) | ||
| { | ||
| aimPunchAngle = Angles.Zero; | ||
| return; | ||
| } | ||
|
|
||
| bool isShooting = Inventory?.ActiveItem?.IsShooting() ?? false; | ||
|
|
||
| if ( isShooting || timeSinceLastPunch < 0.1f ) | ||
| return; | ||
|
|
||
| if ( aimPunchAngle.pitch != 0 || aimPunchAngle.yaw != 0 || aimPunchAngle.roll != 0 ) | ||
| { | ||
| var decayAmount = aimPunchRecoverySpeed * Time.Delta; | ||
|
|
||
| var oldPitch = aimPunchAngle.pitch; | ||
| var oldYaw = aimPunchAngle.yaw; | ||
| var oldRoll = aimPunchAngle.roll; | ||
|
|
||
| aimPunchAngle = new Angles( | ||
| aimPunchAngle.pitch.Approach( 0, decayAmount ), | ||
| aimPunchAngle.yaw.Approach( 0, decayAmount ), | ||
| aimPunchAngle.roll.Approach( 0, decayAmount ) | ||
| ); | ||
|
|
||
| var deltaAngle = new Angles( | ||
| aimPunchAngle.pitch - oldPitch, | ||
| aimPunchAngle.yaw - oldYaw, | ||
| aimPunchAngle.roll - oldRoll | ||
| ); | ||
|
|
||
| ApplyEyeAnglesOffset( deltaAngle ); | ||
| } | ||
| } | ||
| } | ||
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