Closed SaracenOne closed 2 years ago
Actually, no, don't merge this yet. There are still some edge-cases with targetting which seem to occur with switching between modes
Okay, with the fixes made in #392, that should resolve the edge cases I found with the aim tracking freaking out since it was bugged anyway.
this code looks weird for me, animations have transitions and states, excluding some of them makes the code less clear for me %) Why it's so necessary to freeze orientation while weapons are unholsted?
Besides asethetic preference and being slightly closer to the original animation, no particular reason. I guess I did spot some slight jitter when switching between arms aiming and not aiming as a consequences of the current way of doing it, but it's very minor, and may not be worth the trade off. As you said, it doesn't really affect gameplay either way, so feel free to close this if you're happy to keep it as it is.
Alternative implementation: will freeze arm orientation when pistols/uzis are out which is closer to the original games, but not when performing sideways or backwards jumps where maintaining this orientation results in weird impossible limb rotation. Whether freezing the limbs when simply running around with the guns out looks better is pretty subjective. I personally think it makes movement in combat feel a little more asethetically balanced, but you may feel different. Leaving this up to your consideration.