309 {
310 float max;
311 float time;
312 float time_clamped;
313 float ret;
314
316 {
318
320 {
324 ret = Math.Lerp(
m_LastSwayMultiplier,PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,time_clamped/max);
325 }
327 {
329 ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE;
330 }
331 else
332 {
336 ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED,(time_clamped/max));
337 }
338 }
339 else
340 {
342 max = PlayerSwayConstants.SWAY_TIME_OUT;
345 }
346 return ret;
347 }
float m_HoldBreathSwayCoef
stamina percentage at hold breath start
bool UpdateSwayState(int state)
float m_SwayStateStartTime
proportionally shortens de/stabilization process and duration. Also affects stamina consumption (temp...
float m_LastSwayMultiplier