fixed visual_scale calculations, properly calc. x

This commit is contained in:
FatalErr42O 2024-03-18 20:52:08 -07:00
parent e8590aa8b3
commit 482e87025d

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@ -64,9 +64,9 @@ function player_model:update(dt)
--gun bones:
local first, second = player:get_eye_offset()
local pprops = handler:get_properties()
local eye_pos = vector.new(0, (pprops.eye_height*10)/pprops.visual_size.y, 0)+first
local eye_pos = vector.new(0, (pprops.eye_height*10)/pprops.visual_size.y, 0)+vector.divide(first, pprops.visual_size)
if handler.control_handler.ads then
eye_pos.x = handler.horizontal_offset*10
eye_pos.x = ((handler.horizontal_offset*10)/pprops.visual_size.x) --horizontal_offset already is eye_offset on x
end
player:set_bone_position(self.bone_names.hipfire, self.offsets.relative.arm_right, {x=-(pitch*gun.consts.HIP_PLAYER_GUN_ROT_RATIO), y=180-player_axial_offset.y, z=0})
--player:set_bone_position(self.bone_names.reticle, eye_pos, vector.new(combined.x, 180-combined.y, 0))