m_meshnode->drop(); // mgr grabbed it
}
+int WieldNode::getDirection()
+{
+ return g_settings->getBool("mirror_hands") ? -m_direction : m_direction;
+}
+
void WieldNode::step(f32 dtime)
{
bool was_under_zero = m_change_timer < 0;
m_cam_vel_old.X = m_cam_vel.X;
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
- m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * m_direction;
+ m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * getDirection();
if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw;
void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio)
{
+ int direction = getDirection();
m_player_light_color = player_light_color;
// Position the wielded item
core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
- quat_slerp.W *= m_direction;
- quat_slerp.X *= m_direction;
+ quat_slerp.W *= direction;
+ quat_slerp.X *= direction;
quat_slerp.toEuler(rot);
rot *= core::RADTODEG;
- pos.X *= m_direction;
+ pos.X *= direction;
} else {
f32 bobfrac = my_modf(view_bobbing_anim);
- pos.X *= m_direction;
- pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * m_direction;
+ pos.X *= direction;
+ pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * direction;
pos.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*m_index) * 3.0;
}