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o Changes to the shotgun
- The pellets now distribute evenly out to 20 degrees. 1/3 of the bullets distribute within 3 degrees, 1/3 from 3 to 8 degrees, 1/3 from 8 to 20 degrees. git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@371 67975925-1194-0748-b3d5-c16f83f1a3a1
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4 changed files with 44 additions and 5 deletions
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@ -1702,15 +1702,37 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD
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// x * vecSpread.x * vecRight +
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// y * vecSpread.y * vecUp;
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Vector vecDir;
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// tankefugl: 0000973
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// added inner cone for half of the shots
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if (isShotgun && (iShot > (cShots/2)))
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if (isShotgun)
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{
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vecSpread = kSGInnerSpread;
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Vector vecMinSpread;
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if ((iShot > (cShots/3)) && (iShot < (cShots*2/3)))
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{
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vecSpread = kSGMidSpread;
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vecMinSpread = kSGInnerSpread;
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vecDir = UTIL_GetRandomSpreadDirFrom(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread, vecMinSpread);
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}
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else
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if ((iShot > (cShots*2/3)))
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{
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vecMinSpread = kSGMidSpread;
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vecDir = UTIL_GetRandomSpreadDirFrom(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread, vecMinSpread);
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}
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else
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{
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vecSpread = kSGInnerSpread;
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vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread);
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}
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}
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// :tankefugl
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Vector vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread);
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else
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{
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vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread);
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}
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Vector vecEnd;
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vecEnd = vecSrc + vecDir * flDistance;
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@ -117,6 +117,21 @@ Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vect
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return theRandomDir;
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}
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// test
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Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread)
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{
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// Use player's random seed.
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// get circular gaussian spread
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float x = UTIL_SharedRandomFloat( inSeed + inShotNumber, -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 1 + inShotNumber ) , -0.5, 0.5 );
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float y = UTIL_SharedRandomFloat( inSeed + ( 2 + inShotNumber ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 3 + inShotNumber ), -0.5, 0.5 );
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float z = x * x + y * y;
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float xdir = x / fabs(x);
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float ydir = y / fabs(y);
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Vector theRandomDir = inBaseDirection + inFromSpread.x * inRight * xdir + x * inSpread.x * inRight + inFromSpread.y * inUp * ydir + y * inSpread.y * inUp;
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return theRandomDir;
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}
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AvHBasePlayerWeapon::AvHBasePlayerWeapon()
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{
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@ -72,6 +72,7 @@ const int kShootEmptyAnimation = 4;
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const int kDeployAnimation = 5;
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Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread);
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Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread);
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class AvHBasePlayerWeapon : public CBasePlayerWeapon
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{
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@ -152,7 +152,7 @@ const int kHGBarrelLength = 10;
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#define kHGSpread VECTOR_CONE_1DEGREES
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// Sonic/Shot gun constants.
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const int kSGRange = 8192;
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const int kSGRange = 700;
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const float kSGXPunch = .8f;
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#define kSGEjectModel "models/shotshell.mdl"
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#define kSGEventName "events/SonicGun.sc"
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@ -169,7 +169,8 @@ const float kSGXPunch = .8f;
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#define kSGDeploySound "weapons/sg-deploy.wav"
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const int kSGBarrelLength = 25;
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#define kSGSpread VECTOR_CONE_20DEGREES
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#define kSGInnerSpread VECTOR_CONE_7DEGREES
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#define kSGMidSpread VECTOR_CONE_8DEGREES
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#define kSGInnerSpread VECTOR_CONE_3DEGREES
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// Heavy machine gun
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const int kHMGRange = 6000;
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