Aiming syncing fix: aiming angle is calculated from the position of the shoulder towards the cursor (or a position within the collider that's roughly at the shoulder).
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@@ -8,7 +8,7 @@ namespace Barotrauma
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{
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partial class Character
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{
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public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
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public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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if (GameMain.Server != null) return;
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@@ -97,7 +97,7 @@ namespace Barotrauma
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if (aimInput)
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{
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double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
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cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
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cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position)
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+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
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TransformCursorPos();
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@@ -29,6 +29,19 @@ namespace Barotrauma
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get;
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private set;
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}
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public Vector2 AimSourcePos
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{
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get { return ConvertUnits.ToDisplayUnits(AimSourceSimPos); }
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}
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public virtual Vector2 AimSourceSimPos
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{
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get
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{
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return Collider.SimPosition;
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}
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}
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public AnimController(Character character, XElement element)
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: base(character, element)
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@@ -40,6 +40,26 @@ namespace Barotrauma
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}
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}
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public override Vector2 AimSourceSimPos
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{
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get
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{
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float shoulderHeight = Collider.height / 2.0f - 0.1f;
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if (inWater)
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{
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shoulderHeight += 0.4f;
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}
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else if (Crouching)
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{
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shoulderHeight -= 0.15f;
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}
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return Collider.SimPosition + new Vector2(
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(float)Math.Sin(-Collider.Rotation),
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(float)Math.Cos(-Collider.Rotation)) * shoulderHeight;
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}
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}
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public HumanoidAnimController(Character character, XElement element)
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: base(character, element)
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{
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@@ -1012,7 +1032,7 @@ namespace Barotrauma
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.CursorPosition);
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Vector2 diff = (mousePos - torso.SimPosition) * Dir;
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Vector2 diff = (mousePos - AimSourceSimPos) * Dir;
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holdAngle = MathUtils.VectorToAngle(new Vector2(diff.X, diff.Y * Dir)) - torso.body.Rotation * Dir;
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@@ -1064,12 +1084,8 @@ namespace Barotrauma
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leftHand.Disabled = true;
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}
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itemPos.X = itemPos.X * Dir;
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Matrix torsoTransform = Matrix.CreateRotationZ(itemAngle);
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transformedHoldPos += Vector2.Transform(itemPos, torsoTransform);
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itemPos.X = itemPos.X * Dir;
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transformedHoldPos += Vector2.Transform(itemPos, Matrix.CreateRotationZ(itemAngle));
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}
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item.body.ResetDynamics();
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@@ -141,7 +141,7 @@ namespace Barotrauma
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dequeuedInput = memInput[memInput.Count - 1].states;
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double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
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cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
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cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position)
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+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
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var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
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@@ -198,7 +198,7 @@ namespace Barotrauma
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if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
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relativeCursorPos.Normalize();
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UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
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@@ -418,7 +418,7 @@ namespace Barotrauma
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if (aiming)
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{
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
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tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
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}
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