Fixed firearm y_rot glitch. Now firing point is where it should be
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a64e646e78
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@ -15,8 +15,8 @@ impl Firearm {
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Firearm::M4A1 => {
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FirearmData {
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firing_point: FiringPoint {
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forward: 1.0,
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up: 1.0,
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forward: 0.0,
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up: 0.0,
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right: 0.0,
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},
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caliber: Caliber::NATO556,
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@ -59,27 +59,35 @@ fn spawn_firearm_on_player_hands(
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if let Some(gltf) = loaded_gltf_assets.get(&asset_handle.asset) {
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let firearm_data: FirearmData = firearm.firearm_data();
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let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
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firearm_transform.rotate_local_y(utils::rad_deg::radians_from_degrees(
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firearm.holdable_object_data().y_rot,
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));
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firearm_transform.scale = firearm_transform.scale * firearm_data.scale_factor;
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let scene = gltf.scenes[0].clone();
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let firearm_entity = commands
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.spawn((
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SceneBundle {
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let firearm_asset_entity = commands.spawn((SceneBundle {
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scene,
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visibility: Visibility::Inherited,
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transform: firearm_transform,
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..default()
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},
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}, Name::new("Firearm Gltf Asset"))).id();
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let firearm_entity = commands
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.spawn((
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firearm_data.clone(),
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firearm.holdable_object_data(),
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MagazineData { rounds_shot: 0, max_capacity: firearm_data.max_capacity },
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InPlayerHands,
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Name::new("Firearm")
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))
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Name::new("Firearm"),
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TransformBundle {
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local: Transform::from_xyz(0.0, 0.0, 0.0),
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..Default::default()
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},
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VisibilityBundle {
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visibility: Visibility::Inherited,
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..Default::default()
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}
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)).push_children(&[firearm_asset_entity])
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.id();
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commands.entity(player_hands).push_children(&[firearm_entity]);
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