Fix weapon image camera shake.

This commit is contained in:
Daniel Buckmaster 2014-12-07 20:59:17 +11:00
parent 2dd23e459a
commit 9622f93d05
4 changed files with 90 additions and 54 deletions

View file

@ -940,8 +940,6 @@ ShapeBase::ShapeBase()
for (i = 0; i < MaxTriggerKeys; i++)
mTrigger[i] = false;
mWeaponCamShake = NULL;
}
@ -1063,15 +1061,7 @@ void ShapeBase::onRemove()
if ( isClientObject() )
{
mCubeReflector.unregisterReflector();
if ( mWeaponCamShake )
{
if ( mWeaponCamShake->isAdded )
gCamFXMgr.removeFX( mWeaponCamShake );
SAFE_DELETE( mWeaponCamShake );
}
mCubeReflector.unregisterReflector();
}
}
@ -3161,40 +3151,9 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
if ( imageData->lightType == ShapeBaseImageData::WeaponFireLight )
image.lightStart = Sim::getCurrentTime();
// HACK: Only works properly if you are in control
// of the one and only shapeBase object in the scene
// which fires an image that uses camera shake.
if ( imageData->shakeCamera )
{
if ( !mWeaponCamShake )
{
mWeaponCamShake = new CameraShake();
mWeaponCamShake->remoteControlled = true;
}
mWeaponCamShake->init();
mWeaponCamShake->setFrequency( imageData->camShakeFreq );
mWeaponCamShake->setAmplitude( imageData->camShakeAmp );
if ( !mWeaponCamShake->isAdded )
{
gCamFXMgr.addFX( mWeaponCamShake );
mWeaponCamShake->isAdded = true;
}
}
}
updateImageState(i,0);
if ( !image.triggerDown && !image.altTriggerDown )
{
if ( mWeaponCamShake && mWeaponCamShake->isAdded )
{
gCamFXMgr.removeFX( mWeaponCamShake );
mWeaponCamShake->isAdded = false;
}
}
}
else
{