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path: root/code/pawn/component/camera/PlayerCameraComponent.cs
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Diffstat (limited to 'code/pawn/component/camera/PlayerCameraComponent.cs')
-rw-r--r--code/pawn/component/camera/PlayerCameraComponent.cs11
1 files changed, 7 insertions, 4 deletions
diff --git a/code/pawn/component/camera/PlayerCameraComponent.cs b/code/pawn/component/camera/PlayerCameraComponent.cs
index 5ec9f7b..4ac0e2d 100644
--- a/code/pawn/component/camera/PlayerCameraComponent.cs
+++ b/code/pawn/component/camera/PlayerCameraComponent.cs
@@ -10,13 +10,13 @@ public class PlayerCameraComponent : BaseCameraComponent
// Set field of view to whatever the user chose in options
Camera.FieldOfView = Screen.CreateVerticalFieldOfView( Game.Preferences.FieldOfView );
}
+
public override void FrameSimulate( IClient cl )
{
-
- var pl = Entity as Player;
+ var pl = Entity;
// Update rotation every frame, to keep things smooth
- if (pl.PlayerRagdoll != null && pl.LifeState == LifeState.Dead)
+ if ( pl.PlayerRagdoll != null && pl.LifeState == LifeState.Dead )
{
Camera.Position = pl.PlayerRagdoll.Position;
Camera.FirstPersonViewer = pl.PlayerRagdoll;
@@ -35,12 +35,15 @@ public class PlayerCameraComponent : BaseCameraComponent
Camera.ZNear = 8 * pl.Scale;
}
+
public override void BuildInput()
{
if ( Game.LocalClient.Components.TryGet<DevCamera>( out var _ ) )
+ {
return;
+ }
- var pl = Entity as Player;
+ var pl = Entity;
var viewAngles = (pl.ViewAngles + Input.AnalogLook).Normal;
pl.ViewAngles = viewAngles.WithPitch( viewAngles.pitch.Clamp( -89f, 89f ) );
}