group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
ThirdPersonWeaponParams Struct Reference

Per-weapon procedural-overlay + scale params for the third-person body. More...

#include <ViewmodelConfig.hpp>

Public Attributes

float spineBendMultiplier = 1.0f
 Per-weapon-class scaler on the Phase F procedural spine bend (1.0 = full, heavier weapons get less so the character looks like it struggles with the weight when aiming up/down).
float hipLeanMultiplier = 0.1f
 Per-weapon-class hip-lean coupling: pelvis pitch (radians) per radian of aim pitch, opposite sign.
float recoilKickRad = 0.06f
 Per-weapon-class recoil kick magnitude in radians, applied additively to the spine bend when the player fires a shot.

Detailed Description

Per-weapon procedural-overlay + scale params for the third-person body.

The weapon placement itself is now driven entirely by WeaponHoldPose (the weapon is a rigid child of Spine2 and the arms are FK-posed). What remains here is the body's procedural response — spine bend / hip lean / recoil kick — plus the weapon mesh scale.

Member Data Documentation

◆ hipLeanMultiplier

float ThirdPersonWeaponParams::hipLeanMultiplier = 0.1f

Per-weapon-class hip-lean coupling: pelvis pitch (radians) per radian of aim pitch, opposite sign.

~0.10 reads as a confident shooter's stance; 0 disables coupling entirely.

◆ recoilKickRad

float ThirdPersonWeaponParams::recoilKickRad = 0.06f

Per-weapon-class recoil kick magnitude in radians, applied additively to the spine bend when the player fires a shot.

◆ spineBendMultiplier

float ThirdPersonWeaponParams::spineBendMultiplier = 1.0f

Per-weapon-class scaler on the Phase F procedural spine bend (1.0 = full, heavier weapons get less so the character looks like it struggles with the weight when aiming up/down).


The documentation for this struct was generated from the following file: