Open selimnahimi opened 1 year ago
VerticalRotationAmount *= invdelta;
changes the VerticalRotation value, while the second examples don't change the initial value itself, but rather transform it in a way so it seems as if it's decreasing towards zero in a linear fashion. Changing the initial value makes it decrease in a more exponential fashion, which is not the needed result.
This is problematic, because this way adding values to VerticalRotation won't produce the wanted effect. There needs to be a way so shooting multiple times could stack the screenshake.
Reverted to the version where shakes can't be added on top of each other. Will fix in the future
doesn't do the same thing as