}
}
-void Camera::add_arm_inertia(f32 player_yaw, f32 frametime)
+void Camera::addArmInertia(f32 player_yaw, f32 frametime)
{
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
m_cameranode->setFOV(m_fov_y);
if (m_arm_inertia)
- add_arm_inertia(player->getYaw(), frametime);
+ addArmInertia(player->getYaw(), frametime);
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
void drawNametags();
- inline void add_arm_inertia(f32 player_yaw, f32 frametime);
+ inline void addArmInertia(f32 player_yaw, f32 frametime);
private:
// Nodes