pAngle + pAngleAdd == aimingUDAngle + aimingUDAdd now we set pAngleAdd to be the differenc from aimingAngle and we change camera angle to be the aiming angle
  231    {
  233        {
  235
  238 
  239            
  240            pAngleAdd   = pAngle + pAngleAdd - aimingUDAngle;
  241            pAngle      = aimingUDAngle;
  242 
  243            
  244        }
  245
  248        {
  250            pAngleAdd   = 
Limit(pAngleAdd, pMin, pMax);
 
  251 
  253        }
  254        else
  255        {
  257            {
  259                pAngleAdd   = 
Limit(pAngleAdd, pMin, pMax);
 
  260 
  262            }
  263            else
  264            {   
  267                pAngle  = 
Limit(pAngle, pMin, pMax);
 
  268 
  270            }
  271        }
  272        
  273        
  274
  275 
  276
  277     
  278 
  279        return Limit(pAngle + pAngleAdd, pMin, pMax);
 
  280    }
HumanCommandWeapons m_CommandWeapons
 
HumanInputController m_pInput
human input
 
static const float RAD2DEG
 
static proto float AbsFloat(float f)
Returns absolute value.
 
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.