Block & Shield issue

filod

Member
In `Shield.cs:172`, it use inputStart to determine m_Aiming's value, when active in code (AI for example), this shield can never block attack when m_RequireAim is true.

Why this exist ? Is it some design choice or what?
 
There are different types of aims for a first person perspective. You're right though for AI agents - that condition can be changed to:

Code:
            if (!inputStart && !(m_Item.CharacterLocomotion.LookSource is LocalLookSource)) {
 
Top