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Shelved PR 311 death camera orientation

rayswaynl edited this page Jul 3, 2026 · 1 revision

Shelved: PR #311 — death camera that turns to face your killer

State: Ray-shelved 2026-07-03 (Build 89 pick round). PR #311 was closed without merging; nothing from it is in Build 88/89.

WHAT

Changes the post-death camera so that, instead of always rising straight up over your body, it swings around behind you and looks back along the incoming-fire line toward whoever killed you. Falls back to the old straight-up camera for suicides, unknown killers, or point-blank kills.

WHERE

  • PR: #311 — "Lane 160: orient death camera toward killer".
  • Branch / head commit: codex/lane160-death-camera-orientation @ 69376efb2e495ba04ab7f1d78f9da16cb58a5353.
  • Flag (if any): no flag / always-on when merged (behaviour is gated only by whether a valid killer position exists, not by a param).
  • Files touched: Client/Functions/Client_OnKilled.sqf, mirrored across Chernarus / Takistan / Zargabad.

WHY SHELVED

Ray, 2026-07-03: "shelve." Two specific concerns:

  1. Feel — Ray was not sold on the feel of the death camera swinging to point at the killer; it changes the death moment in a way he wanted to sit on rather than ship.
  2. Soft wallhack / directional-information leak — pointing the death cam at the killer effectively reveals the killer's direction and rough position to the victim. Even though the victim is dead, that is free directional intel for their team/next life and amounts to a soft wallhack. This is the blocking concern.

HOW TO REVIVE

  • Branch codex/lane160-death-camera-orientation @ 69376efb2e495ba04ab7f1d78f9da16cb58a5353 holds the camera math (unit-vector along the death→killer axis, start/end cam positions).
  • Must address the directional-leak concern before any revival: e.g. only orient toward the killer once the killer is already dead/gone, cap the reveal distance, delay the swing until after respawn, or restrict it to a spectator/replay context — so it never hands a living victim fresh line-on-killer intel.
  • Also resolve the "feel" question with Ray directly (camera distance/height/timing) — it is a taste call, not just a code fix.

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