| 1234567891011121314151617181920212223242526272829 | class M14Recoil: RecoilBase{	override void Init()	{		vector point_1;		vector point_2;		vector point_3;		vector point_4;		point_1[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,0.35,0.65); point_1[1] = 1.4; point_1[2] = 0;		point_2[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.35,0.45); point_2[1] = 2.85; point_2[2] = 0;		point_3[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.1,-0.5); point_3[1] = 1.2; point_3[2] = 0;		point_4[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil,-0.75,-0.10); point_4[1] = 0.6; point_4[2] = 0;				m_HandsCurvePoints.Insert(point_1);//forms a 2 dimensional spline(z is ignored)		m_HandsCurvePoints.Insert(point_2);		m_HandsCurvePoints.Insert(point_3);		m_HandsCurvePoints.Insert(point_4);		m_HandsCurvePoints.Insert("0 0 0");		m_HandsOffsetRelativeTime = 1.2;				m_MouseOffsetRangeMin = 75;//in degrees min		m_MouseOffsetRangeMax = 130;//in degrees max		m_MouseOffsetDistance = 1.7;//how far should the mouse travel		m_MouseOffsetRelativeTime = 0.65;//[0..1] a time it takes to move the mouse the required distance relative to the reload time of the weapon(firing mode)			m_CamOffsetDistance = 0.03;		m_CamOffsetRelativeTime = 1.25;	}}
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