With this change, you (generally) look at eyelevel... works well enough that I made look the default, and changed it to "nolook" to not look in my version.
Code: Select all
[color=red]FLOAT StateHeightMultiplier(DWORD StandState)
{
switch (StandState) {
case STANDSTATE_BIND:
case STANDSTATE_DUCK:
return 0.5f;
case STANDSTATE_SIT:
return 0.3f;
case STANDSTATE_FEIGN:
case STANDSTATE_DEAD:
return 0.1f;
case STANDSTATE_STAND:
default:
return 0.9f;
}
}[/color]
...
BOOL Look=[color=red]TRUE[/color];
...
} else if (!strcmp(szArg,"[color=red]no[/color]look")) {
Look = [color=red]FALSE[/color];
} else ...
...
gLookAngle = (
atan2(pSpawnClosest->Z [color=red]+ pSpawnClosest->AvatarHeight*StateHeightMultiplier(pSpawnClosest->StandState)[/color] - pChar->Z [color=red]- pChar->AvatarHeight*StateHeightMultiplier(pChar->StandState),[/color]
(FLOAT)Distance)
* 256.0f / PI);

