Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION
This commit is contained in:
@@ -357,6 +357,14 @@ namespace Invector.vCharacterController
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}
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muzzlePosition = Vector3.forward * cc._capsuleCollider.radius * 2;
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muzzleForward = Vector3.forward;
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if (inputReader != null)
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{
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inputReader.OnReloadEvent += () =>
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{
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if (!isReloading) shooterManager.ReloadWeapon();
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};
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inputReader.OnSwitchSideEvent += SwitchCameraSide;
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}
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}
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@@ -379,7 +387,7 @@ namespace Invector.vCharacterController
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// We change the Melee Attack Input for the Shooter because 'Mouse1' is the same input to Shot a Fire Weapon
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weakAttackInput = new GenericInput("Mouse2", "RB", "RB");
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// By default it's disable because it uses the same input as the switchCameraSideInput
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strafeInput.useInput = false;
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// strafeInput.useInput = false;
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}
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/// <summary>
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@@ -666,7 +674,11 @@ namespace Invector.vCharacterController
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}
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// reset the aimTimming if you sprint while still aiming through the hipfire
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if (sprintInput.GetButtonDown() && _aimTiming > 0f)
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// if (sprintInput.GetButtonDown() && _aimTiming > 0f)
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// {
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// _aimTiming = 0f;
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// }
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if(inputReader.IsSprintHeld && _aimTiming > 0f)
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{
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_aimTiming = 0f;
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}
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@@ -692,8 +704,7 @@ namespace Invector.vCharacterController
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if (!cc.isRolling)
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{
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isAimingByInput = (!isReloading || shooterManager.keepAimingWhenReload) && (aimInput.GetButton() || (shooterManager.alwaysAiming && CurrentActiveWeapon)) && !cc.ragdolled && !cc.customAction
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|| (cc.customAction && cc.isJumping);
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isAimingByInput = (!isReloading || shooterManager.keepAimingWhenReload) && (inputReader.IsAimHeld || (shooterManager.alwaysAiming && CurrentActiveWeapon)) && !cc.ragdolled && !cc.customAction;
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}
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if (aimInput.GetButtonUp() && !shotInput.GetButton())
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@@ -774,7 +785,8 @@ namespace Invector.vCharacterController
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{
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if (CurrentActiveWeapon || (shooterManager.CurrentWeapon && shooterManager.hipfireShot))
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{
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HandleShotCount(shooterManager.CurrentWeapon, shotInput.GetButton());
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// HandleShotCount(shooterManager.CurrentWeapon, shotInput.GetButton());
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HandleShotCount(shooterManager.CurrentWeapon, inputReader.IsAttackHeld);
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}
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}
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else if (!IsAiming)
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