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Fixed weapon spread for fake clients (bots). Thanks Neoptolemus!
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1 changed files with 32 additions and 4 deletions
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@ -108,8 +108,22 @@ Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vect
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{
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{
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// Use player's random seed.
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// Use player's random seed.
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// get circular gaussian spread
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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 x, y;
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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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// Check if seed is 0 to fix bot weapon spread.
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if (inSeed == 0)
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{
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x = g_engfuncs.pfnRandomFloat(-0.5, 0.5);
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x = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + x;
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y = g_engfuncs.pfnRandomFloat(-0.5, 0.5);
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y = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + y;
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}
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else
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{
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x = UTIL_SharedRandomFloat(inSeed + inShotNumber, -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (1 + inShotNumber), -0.5, 0.5);
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y = UTIL_SharedRandomFloat(inSeed + (2 + inShotNumber), -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (3 + inShotNumber), -0.5, 0.5);
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}
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float z = x * x + y * y;
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float z = x * x + y * y;
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Vector theRandomDir = inBaseDirection + x * inSpread.x * inRight + y * inSpread.y * inUp;
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Vector theRandomDir = inBaseDirection + x * inSpread.x * inRight + y * inSpread.y * inUp;
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@ -122,8 +136,22 @@ Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const
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{
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{
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// Use player's random seed.
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// Use player's random seed.
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// get circular gaussian spread
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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 x, y;
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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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// Check if seed is 0 to fix bot weapon spread.
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if (inSeed == 0)
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{
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x = g_engfuncs.pfnRandomFloat(-0.5, 0.5);
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x = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + x;
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y = g_engfuncs.pfnRandomFloat(-0.5, 0.5);
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y = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + y;
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}
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else
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{
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x = UTIL_SharedRandomFloat(inSeed + inShotNumber, -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (1 + inShotNumber), -0.5, 0.5);
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y = UTIL_SharedRandomFloat(inSeed + (2 + inShotNumber), -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (3 + inShotNumber), -0.5, 0.5);
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}
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float z = x * x + y * y;
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float z = x * x + y * y;
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float xdir = x / fabs(x);
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float xdir = x / fabs(x);
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float ydir = y / fabs(y);
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float ydir = y / fabs(y);
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