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
This commit is contained in:
tankefugl 2005-11-30 18:36:01 +00:00
parent bb58d18d8c
commit 55a9fa6a17
4 changed files with 44 additions and 5 deletions

View file

@ -1702,15 +1702,37 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD
// x * vecSpread.x * vecRight + // x * vecSpread.x * vecRight +
// y * vecSpread.y * vecUp; // y * vecSpread.y * vecUp;
Vector vecDir;
// tankefugl: 0000973 // tankefugl: 0000973
// added inner cone for half of the shots // added inner cone for half of the shots
if (isShotgun && (iShot > (cShots/2))) if (isShotgun)
{ {
vecSpread = kSGInnerSpread; vecSpread = kSGInnerSpread;
Vector vecMinSpread;
if ((iShot > (cShots/3)) && (iShot < (cShots*2/3)))
{
vecSpread = kSGMidSpread;
vecMinSpread = kSGInnerSpread;
vecDir = UTIL_GetRandomSpreadDirFrom(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread, vecMinSpread);
}
else
if ((iShot > (cShots*2/3)))
{
vecMinSpread = kSGMidSpread;
vecDir = UTIL_GetRandomSpreadDirFrom(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread, vecMinSpread);
}
else
{
vecSpread = kSGInnerSpread;
vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread);
}
} }
// :tankefugl // :tankefugl
else
Vector vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread); {
vecDir = UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting, vecRight, vecUp, vecSpread);
}
Vector vecEnd; Vector vecEnd;
vecEnd = vecSrc + vecDir * flDistance; vecEnd = vecSrc + vecDir * flDistance;

View file

@ -117,6 +117,21 @@ Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vect
return theRandomDir; return theRandomDir;
} }
// test
Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread)
{
// Use player's random seed.
// get circular gaussian spread
float x = UTIL_SharedRandomFloat( inSeed + inShotNumber, -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 1 + inShotNumber ) , -0.5, 0.5 );
float y = UTIL_SharedRandomFloat( inSeed + ( 2 + inShotNumber ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 3 + inShotNumber ), -0.5, 0.5 );
float z = x * x + y * y;
float xdir = x / fabs(x);
float ydir = y / fabs(y);
Vector theRandomDir = inBaseDirection + inFromSpread.x * inRight * xdir + x * inSpread.x * inRight + inFromSpread.y * inUp * ydir + y * inSpread.y * inUp;
return theRandomDir;
}
AvHBasePlayerWeapon::AvHBasePlayerWeapon() AvHBasePlayerWeapon::AvHBasePlayerWeapon()
{ {

View file

@ -72,6 +72,7 @@ const int kShootEmptyAnimation = 4;
const int kDeployAnimation = 5; const int kDeployAnimation = 5;
Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread); Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread);
Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread);
class AvHBasePlayerWeapon : public CBasePlayerWeapon class AvHBasePlayerWeapon : public CBasePlayerWeapon
{ {

View file

@ -152,7 +152,7 @@ const int kHGBarrelLength = 10;
#define kHGSpread VECTOR_CONE_1DEGREES #define kHGSpread VECTOR_CONE_1DEGREES
// Sonic/Shot gun constants. // Sonic/Shot gun constants.
const int kSGRange = 8192; const int kSGRange = 700;
const float kSGXPunch = .8f; const float kSGXPunch = .8f;
#define kSGEjectModel "models/shotshell.mdl" #define kSGEjectModel "models/shotshell.mdl"
#define kSGEventName "events/SonicGun.sc" #define kSGEventName "events/SonicGun.sc"
@ -169,7 +169,8 @@ const float kSGXPunch = .8f;
#define kSGDeploySound "weapons/sg-deploy.wav" #define kSGDeploySound "weapons/sg-deploy.wav"
const int kSGBarrelLength = 25; const int kSGBarrelLength = 25;
#define kSGSpread VECTOR_CONE_20DEGREES #define kSGSpread VECTOR_CONE_20DEGREES
#define kSGInnerSpread VECTOR_CONE_7DEGREES #define kSGMidSpread VECTOR_CONE_8DEGREES
#define kSGInnerSpread VECTOR_CONE_3DEGREES
// Heavy machine gun // Heavy machine gun
const int kHMGRange = 6000; const int kHMGRange = 6000;