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@@ -3377,10 +3377,10 @@ void ShapeBase::shakeCamera( U32 imageSlot )
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// first check if explosion is near camera
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GameConnection* connection = GameConnection::getConnectionToServer();
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ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
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-
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+
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bool applyShake = true;
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- if (obj)
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+ if (obj && !mIsAiControlled)
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{
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ShapeBase* cObj = obj;
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while ((cObj = cObj->getControlObject()) != 0)
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@@ -3393,7 +3393,7 @@ void ShapeBase::shakeCamera( U32 imageSlot )
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}
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}
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- if (applyShake && obj)
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+ if (applyShake && obj && !mIsAiControlled)
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{
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VectorF diff;
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getMuzzlePoint(imageSlot, &diff);
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