GlockRecoil.c
class GlockRecoil: 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,0.5,1.5); point_1[1] = 2; point_1[2] = 0;
point_2[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.25,0.25); point_2[1] = 3; point_2[2] = 0;
point_3[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.5,-2); point_3[1] = 1; point_3[2] = 0;
point_4[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.25,0); point_4[1] = 0.5; 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 = 1;
m_MouseOffsetRangeMin = 40;//in degrees min
m_MouseOffsetRangeMax = 90;//in degrees max
m_MouseOffsetDistance = 1;//how far should the mouse travel
m_MouseOffsetRelativeTime = 0.5;//[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 = 0.04;
m_CamOffsetRelativeTime = 1;
}
}