Eye lerping tweaks (#11162)
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@@ -159,7 +159,7 @@ public sealed class EyeLerpingSystem : EntitySystem
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public override void FrameUpdate(float frameTime)
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{
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var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
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var lerpMinimum = 0.01;
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const double lerpMinimum = 0.00001;
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foreach (var (eye, entity) in GetEyes())
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{
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@@ -165,11 +165,11 @@ namespace Content.Shared.Movement.Systems
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if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
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{
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var adjustment = angleDiff * 5f * frameTime;
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var minAdjustment = 0.005 * frameTime;
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var minAdjustment = 0.01 * frameTime;
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if (angleDiff < 0)
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{
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adjustment = Math.Min(adjustment, minAdjustment);
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adjustment = Math.Min(adjustment, -minAdjustment);
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adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
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}
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else
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@@ -179,10 +179,12 @@ namespace Content.Shared.Movement.Systems
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}
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mover.RelativeRotation += adjustment;
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mover.RelativeRotation.FlipPositive();
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Dirty(mover);
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}
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else if (!angleDiff.Equals(Angle.Zero))
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{
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mover.TargetRelativeRotation.FlipPositive();
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mover.RelativeRotation = mover.TargetRelativeRotation;
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Dirty(mover);
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}
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