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- Blood: fixed velocity for ejected shell casings.
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1 changed files with 4 additions and 2 deletions
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@ -329,7 +329,8 @@ void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int rdist)
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{
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if (!VanillaMode())
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pBrass->spr.Angles.Yaw = RandomAngle();
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double nDist = rdist / 30. + Random2F(((rdist / 4) << 18) / 120, 4);
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int iDist = (rdist << 18) / 120 + Random2(((rdist / 4) << 18) / 120);
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double nDist = iDist / 65536.;
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DAngle nAngle = actor->spr.Angles.Yaw + Random2A(56) + DAngle90;
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pBrass->vel.XY() = nAngle.ToVector() * nDist;
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pBrass->vel.Z = actor->vel.Z - 2 - Random2(40) / 30.;
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@ -351,7 +352,8 @@ void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int rdist)
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{
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if (!VanillaMode())
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pShell->spr.Angles.Yaw = RandomAngle();
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double nDist = rdist / 30. + Random2F(((rdist / 4) << 18) / 120, 4);
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int iDist = (rdist << 18) / 120 + Random2(((rdist / 4) << 18) / 120);
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double nDist = iDist / 65536.;
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DAngle nAngle = actor->spr.Angles.Yaw + Random2A(56) + DAngle90;
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pShell->vel.XY() = nAngle.ToVector() * nDist;
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pShell->vel.Z = actor->vel.Z - 2 - Random2(28) / 30.;
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