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group2 0.1.0
CSE 125 Group 2
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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. | |
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.
| 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.
| 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.
| 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).