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- floatified parts of InitShotgun
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1 changed files with 12 additions and 11 deletions
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@ -12581,8 +12581,6 @@ int InitShotgun(PLAYER* pp)
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short daang,ndaang, i;
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HitInfo hit{};
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int daz, ndaz;
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int nx,ny,nz;
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int xvect,yvect,zvect;
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short cstat = 0;
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PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1);
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@ -12601,9 +12599,8 @@ int InitShotgun(PLAYER* pp)
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}
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}
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nx = pp->int_ppos().X;
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ny = pp->int_ppos().Y;
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daz = nz = pp->int_ppos().Z + pp->int_bob_z();
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auto pos = pp->pos.plusZ(pp->bob_z);
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daz = pos.Z * zworldtoint;
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daang = 64;
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if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) != nullptr)
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@ -12628,12 +12625,16 @@ int InitShotgun(PLAYER* pp)
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ndaang = NORM_ANGLE(daang + (RandomRange(70) - 30));
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}
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xvect = bcos(ndaang);
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yvect = bsin(ndaang);
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zvect = ndaz;
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FAFhitscan(nx, ny, nz, pp->cursector, // Start position
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xvect, yvect, zvect,
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hit, CLIPMASK_MISSILE);
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DVector3 vect;
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vect.XY() = DAngle::fromBuild(ndaang).ToVector() * 1024;
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vect.Z = ndaz * zinttoworld;
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FAFhitscan(pos, pp->cursector, vect, hit, CLIPMASK_MISSILE);
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// still needed. Must go away later
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int xvect = bcos(ndaang);
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int yvect = bsin(ndaang);
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int zvect = ndaz;
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if (hit.hitSector == nullptr)
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{
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