F filod Member Oct 13, 2021 #1 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?
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?
Justin Administrator Staff member Oct 14, 2021 #2 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)) {
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)) {