AUGRecoil.c
class AUGRecoil: RecoilBase
{
override void Init()
{
vector point_1;
vector point_2;
vector point_3;
vector point_4;
point_1[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,0.25,0.5); point_1[1] = 1.2; point_1[2] = 0;
point_2[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.4,0.35); point_2[1] = 1.5; point_2[2] = 0;
point_3[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.65,-1.15); point_3[1] = 1.1; point_3[2] = 0;
point_4[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.35,-0.15); point_4[1] = 0.75; point_4[2] = 0;
m_HandsCurvePoints.Insert(point_1);//forms a 2 dimensional spline(z is ignored)
m_HandsCurvePoints.Insert(point_2);
m_HandsCurvePoints.Insert(point_3);
m_HandsCurvePoints.Insert(point_4);
m_HandsCurvePoints.Insert("0 0 0");
m_HandsOffsetRelativeTime = 0.5;
m_MouseOffsetRangeMin = 75;//in degrees min
m_MouseOffsetRangeMax = 125;//in degrees max
m_MouseOffsetDistance = 1.05;//how far should the mouse travel
m_MouseOffsetRelativeTime = 0.1;//[0..1] a time it takes to move the mouse the required distance relative to the reload time of the weapon(firing mode)
m_CamOffsetDistance = 0.01;
m_CamOffsetRelativeTime = 1;
}
}