6 void CharacterCamera1stPersonUnconscious(CameraHandlerComponent pCameraHandler)
10 override void OnUpdate(
float pDt, out ScriptedCameraItemResult pOutResult)
13 super.OnUpdate(pDt, pOutResult);
15 pOutResult.m_vBaseAngles =
"0 0 0";
16 pOutResult.m_fUseHeading = 0.0;
17 pOutResult.m_iDirectBoneMode = EDirectBoneMode.RelativeTransform;
21 pOutResult.m_iDirectBone = sm_iCameraBoneIndex;
25 vector lookAngles = m_CharacterHeadAimingComponent.GetLookAngles();
26 float y = lookAngles[0] - 180.0;
35 Math3D.AnglesToMatrix(lookAngles, pOutResult.m_CameraTM);
36 pOutResult.m_CameraTM[3] = m_OffsetLS;
39 if (m_CharacterCameraHandler)
40 m_CharacterCameraHandler.AddShakeToToTransform(pOutResult.m_CameraTM, pOutResult.m_fFOV);