Remove odd calculations for bullet hit smoke

This commit is contained in:
Sergeanur 2020-05-12 04:31:11 +03:00
parent 24f74a775f
commit 8f1a2825d4

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@ -997,9 +997,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
for ( int32 i = 0; i < 16; i++ ) for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
CVector dist = point->point - (*source); #ifndef FIX_BUGS
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f); CVector dist = point->point - (*source);
CVector smokePos = *source + offset; CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset;
#else
CVector smokePos = point->point;
#endif // !FIX_BUGS
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
@ -1016,9 +1020,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
for ( int32 i = 0; i < 16; i++ ) for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f); CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point->point - (*source); CVector dist = point->point - (*source);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f); CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset; CVector smokePos = *source + offset;
#else
CVector smokePos = point->point;
#endif // !FIX_BUGS
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
@ -1265,9 +1273,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
for ( int32 i = 0; i < 16; i++ ) for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f); CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point.point - (*fireSource); CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f); CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset; CVector smokePos = *fireSource + offset;
#else
CVector smokePos = point.point;
#endif
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
@ -1280,9 +1292,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
for ( int32 i = 0; i < 16; i++ ) for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f); CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point.point - (*fireSource); CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f); CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset; CVector smokePos = *fireSource + offset;
#else
CVector smokePos = point.point;
#endif
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f); smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);