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The industry standard for first-person view simulation in most shooters is to have character models and animations distinct from those used for third-person view. There are several reasons for this: The player has a much smaller field of view upon the world than a real person in the character's situation would, and he lacks other forms of input such as ...


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It is common to render the players own character vastly different from other characters in order to avoid these issues. With a real rifle you have got two mechanics that don't translate well to computer games: When not aiming you'll typically raise your head higher to get a better view, some games implement multiple different tiers of aiming to simulate ...


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I understand your problem to be this: You want to know from your Actor where the mouse is so that you can point in roughly that direction. In particular, you are limited to 8 facings. You can get most of where you want to go with determining the angle from point a to point b using Math.atan2, and then by changing to range from [0..2*PI) to [0..8). double ...



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