Open Rampastring opened 3 years ago
Its handled for Voxel units at 0065299F by translating the Matrix of the turret -2.0 back on X, indeed gone for SHP units In YR recoil is handled by a whole dedicated class so probably not as simple as bringing back Recoil_Adjust
Description:
When turreted objects fire in Red Alert 1, their turrets move back by 1 pixel to simulate a recoil effect. This is no longer the case in Tiberian Sun.
Possible Implementation:
Red Alert 1 has a check for
IsInRecoilState
inUnitClass::Draw_It
: https://github.com/electronicarts/CnC_Remastered_Collection/blob/master/REDALERT/UNIT.CPP#L2197The recoil state is toggled by the object firing, and toggled off with a frame-based timer.
Looking at TS++,
IsInRecoilState
still exists forTechnoType
s, but I guess it's unused? https://github.com/Vinifera-Developers/TSpp/blob/master/src/techno.h#L307