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Client: only run ADS per-optic when zoomed in
Should only fire this code when zoomed in.
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@ -20,7 +20,7 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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float v12; // xmm11_4
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float v13; // xmm14_4
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float v14; // xmm15_4
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bool useActiveWeapon; // si
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bool isZoomed; // si
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C_WeaponX* activeWeapon; // rax
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float v17; // xmm0_4
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float v18; // xmm0_4
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@ -83,11 +83,11 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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if (player->m_bZooming)
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{
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activeWeapon = C_BaseCombatCharacter__GetActiveWeapon(player);
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useActiveWeapon = !activeWeapon || activeWeapon->m_modVars[3100];
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isZoomed = !activeWeapon || activeWeapon->m_modVars[3100];
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}
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else
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{
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useActiveWeapon = 0;
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isZoomed = false;
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}
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v17 = fabs(v13);
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@ -123,7 +123,7 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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|| (unsigned int)sub_14066D190(player)
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|| C_Player__IsInTimeShift(player)
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|| v11 > 0.050000001
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|| !gamePadCustomEnabled && (unsigned int)C_Player__GetAimSpeed(player, useActiveWeapon) == 7
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|| !gamePadCustomEnabled && (unsigned int)C_Player__GetAimSpeed(player, isZoomed) == 7
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|| (v19 = *(_QWORD*)&player->pl.lastPlayerView_angle.x, v70.z = player->pl.lastPlayerView_angle.z, *(_QWORD*)&v70.x = v19, *(float*)&v19 < -50.0)
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|| sub_1405AD4E0(player) < FLT_EPSILON)
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{
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@ -169,7 +169,7 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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selectedGamePadLookCurve = 1;
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v33 = sub_1405B0BC0(player, input, 0);
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a5 = sub_1405B0BC0(player, input, 1);
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customAimSpeed = C_Player__GetAimSpeed(player, useActiveWeapon);
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customAimSpeed = C_Player__GetAimSpeed(player, isZoomed);
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v37 = *(_DWORD*)((unsigned int)(*dword_1423880E0) + *(_QWORD*)&player->gap_21a0[16]);
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bool v35 = m_bAutoAim_UnknownBool1B1; // r9
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@ -190,21 +190,21 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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if (gamePadCustomEnabled)
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{
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sub_1405AEA10(nullptr, useActiveWeapon, v37 == 1);
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sub_1405AEA10(nullptr, isZoomed, v37 == 1);
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v38 = dword_16A2A1640;
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}
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else
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{
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if (v37 == 1)
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{
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if (useActiveWeapon)
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if (isZoomed)
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v39 = (char*)g_lookSensitivity_TitanZoomed;
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else
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v39 = (char*)g_lookSensitivity_Titan;
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}
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else
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{
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v25 = !useActiveWeapon;
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v25 = !isZoomed;
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v39 = (char*)g_lookSensitivity_Zoomed;
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if (v25)
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v39 = (char*)g_lookSensitivity;
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@ -300,7 +300,7 @@ void C_Player::CurveLook(C_Player* player, CInput::UserInput_t* input, float a3,
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float adsScalar = 1.0f;
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if (GamePad_UseAdvancedAdsScalarsPerScope() && pWeapon)
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if (isZoomed && pWeapon && GamePad_UseAdvancedAdsScalarsPerScope())
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{
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const float interpAmount = pWeapon->HasTargetZoomFOV()
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? pWeapon->GetZoomFOVInterpAmount(g_ClientGlobalVariables->exactCurTime)
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@ -356,14 +356,14 @@ inline float (*sub_1405AD4E0)(C_Player* player);
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inline QAngle* (*sub_1406257E0)(QAngle* angle, C_Player* player);
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inline void (*sub_1405B03A0)(CInput::UserInput_t* input, C_Player* player, QAngle* angle);
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inline float (*sub_1405B0BC0)(C_Player* player, CInput::UserInput_t* input, int a3);
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inline void (*sub_1405AEA10)(void* a1, char a2, char a3);
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inline void (*sub_1405AEA10)(void* a1, bool isZoomed, char a3);
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inline void (*sub_1405AF810)(C_Player* player, CInput::UserInput_t* input, __int64 a3, char a4, char a5, Vector3D* a6, QAngle* a7, QAngle* a8, float a9);
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inline C_BaseEntity* (*sub_1409DC4E0)(C_Player* player);
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inline float (*sub_1405D4300)(C_Player* player);
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inline QAngle* (*sub_1405AF1F0)(CInput::UserInput_t* a1, C_Player* a2, QAngle* a3, QAngle* a4, float a5, float a6, float a7, float a8, QAngle* a9);
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inline float (*C_Player__GetZoomFrac)(C_Player* thisptr);
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inline int (*C_Player__GetAimSpeed)(C_Player* thisptr, bool useActiveWeapon);
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inline int (*C_Player__GetAimSpeed)(C_Player* thisptr, bool isZoomed);
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inline bool (*C_Player__IsInTimeShift)(C_Player* thisptr);
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inline void (*C_Player__CurveLook)(C_Player* player, CInput::UserInput_t* input, float a3, float a4, float a5, int a6, float inputSampleFrametime, bool runAimAssist, JoyAngle_t* outAngles);
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