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Update weapon.c
the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right) to carefully test it i tried to comment out 1 of the 2 shots while also keep yaw change to 0 in 1 case the bullets hit around the crossair, in the other case the bullets were not centered around the crossair. i added the same fix to the shot that did not have it, and it worked. i tested it out with yaw-5 and yaw+5 with both shots shooting at the same time and the bullets appeared to gather into 2 distinct clusters one left side of crossair, one right side of crossair like 2 eyes on the wall
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1 changed files with 13 additions and 0 deletions
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@ -1900,8 +1900,21 @@ weapon_supershotgun_fire(edict_t *ent)
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v[YAW] = ent->client->v_angle[YAW] - 5;
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v[YAW] = ent->client->v_angle[YAW] - 5;
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v[ROLL] = ent->client->v_angle[ROLL];
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v[ROLL] = ent->client->v_angle[ROLL];
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AngleVectors(v, forward, NULL, NULL);
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AngleVectors(v, forward, NULL, NULL);
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if (aimfix->value)
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{
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AngleVectors(v, forward, right, NULL);
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VectorScale(forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -2;
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VectorSet(offset, 0, 8, ent->viewheight - 8);
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P_ProjectSource(ent, offset, forward, right, start);
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}
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fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD,
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fire_shotgun(ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD,
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DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN);
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DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT / 2, MOD_SSHOTGUN);
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v[YAW] = ent->client->v_angle[YAW] + 5;
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v[YAW] = ent->client->v_angle[YAW] + 5;
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AngleVectors(v, forward, NULL, NULL);
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AngleVectors(v, forward, NULL, NULL);
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