if (m_digging_button != -1)
{
- f32 offset = dtime * 3.5;
+ f32 offset = dtime * 4.5;
float m_digging_anim_was = m_digging_anim;
m_digging_anim += offset;
if (m_digging_anim >= 1)
if (m_digging_button != -1)
{
f32 digfrac = m_digging_anim;
- wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
- wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
- wield_position.Z += 5 * digfrac;
-
+ wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+ wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+ wield_position.Z += 25 * 0.5;
+
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
- core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+ core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);