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https://github.com/hanetzer/sdraw_mods_cvr.git
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IK reset after locomotion override
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parent
98af853aa0
commit
3940802858
1 changed files with 11 additions and 5 deletions
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@ -44,6 +44,7 @@ namespace ml_amt
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bool m_grounded = false;
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bool m_groundedRaw = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_ikOverrideCrouch = true;
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float m_crouchLimit = 0.65f;
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@ -177,6 +178,7 @@ namespace ml_amt
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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m_moving = false;
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m_locomotionOverride = false;
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m_hipsToPlayer = Vector3.zero;
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m_avatarHips = null;
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m_viewPointHeight = 1f;
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@ -282,7 +284,7 @@ namespace ml_amt
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void OnIKPreUpdate()
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{
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bool l_legsOverride = false;
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bool l_locomotionOverride = false;
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m_ikWeight = m_vrIk.solver.IKPositionWeight;
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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@ -300,31 +302,35 @@ namespace ml_amt
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_legsOverride = true;
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l_locomotionOverride = true;
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}
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if(m_ikOverrideFly && MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_legsOverride = true;
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l_locomotionOverride = true;
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}
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if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_legsOverride = true;
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l_locomotionOverride = true;
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}
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}
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bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
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if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
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if(l_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
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{
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m_vrIk.solver.plantFeet = false;
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ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false;
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PlayerSetup.Instance._avatar.transform.localPosition = m_hipsToPlayer;
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}
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if(m_locomotionOverride && !l_locomotionOverride)
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m_vrIk.solver.Reset();
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m_locomotionOverride = l_locomotionOverride;
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}
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void OnIKPostUpdate()
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